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https://steamcommunity.com/app/646570/discussions/2/2806204039989700377/
I don't agree with throwing out so much energy as some people have advocated, but do think the balance could be better if there was one more energy relic in the boss pool and one of the least popular boss relics(tiny house) was removed or changed to be that energy relic. here is my revised suggestions:
either
1) buff happy flower to 1 energy every two turns and switch its place with tiny house
or
2) change tiny house to have 1 energy every 3 turns, gain 30 gold, upgrade one random card, gain 5 hp, no other effects.
I think this is a good point, which is why only going after one relic, to make things slightly more favorable to the player without doing too much seems like a good move to me.
I think nuclear battery has a minimum of 3 energy gain, if you evoke it first turn, right? it would take until at least the 5th turn to equal that for a 1 energy every 2 turns relic, many fights are over by then, and it is still a minimum amount for the battery, as I mentioned before, the battery could also outperform a regular energy relic in the right deck. I think happy flower does also show as (n+1)/n when it gives you energy, right?
Eh, confrontational isn't necessarily bad
I read it:
- Kite sux!
- no, Kite is terrible!
And i was like
Yes, but:
In Joinrbs numbers: getting an Energy Relic act 1 raises the average winrate(a20) from about 40% to 60%
Taking a Black Star or the dreaded Tiny House won`t change that and, on average, you would lose and you`ll still need a bout of luck to win.
Taking PB force that luck check at the Boss, a good roll can easily put you back on the winning path.
Basically, it`s a gamble that statistically (but obviously case by case, like, i have 2 Legworks imma keeping my Defends kthxbye) may be well worth taking.
If you`re still not even a tiny bit convinced, we`ll agree to disagree
This was discussed a long time ago and for a moment actually considered by the Developers (or so they said)
In the end it didn`t really weighted THAT much in normal games aand so it stayed like this.
Buffing Happy Flower or adding +Energy to Tiny House would make them far too strong and obvious / boring choices.
As others have said, there are a lot of ways to build strong decks that don't need extra energy (or get it from cards rather than relics).
You can't really compare them like that.
Nuclear Battery works as a boss relic because it encourages interesting decks - it can be very strong _if_ you build around it, but it could be useless or even get in the way in certain situations.
An extra energy every other turn is beneficial to almost any deck and there isn't much trade-off. It also doesn't have many interesting synergies other than draw manipulation which a lot of decks will do anyway.
Sometimes you're dealt something that is weak and needs to adapt on the fly to make it work. That's part of the fun, for me.
Hovering Kite and Velvet Choker generally are the only two boss relics with the blatant potential to kill your run entirely outside of very specific circumstances. Coffee Dripper can kill an already struggling run too, but it doesn't actively make you take a lot more damage sometimes like the other two do.
I finish plenty of 3-energy ascension runs all the way through act 4, even sometimes taking crap like Lizard Tail that never procs because the other offerings are like, choker and Tiny House. You also tend to not notice the fact that your run died where it might have lived because you took Sozu since there's never hard evidence that this is the case.
Above all else--this is a ♥♥♥♥♥♥♥ roguelike. You will have bad RNG. Trying to win anyway is part of the game. Card RNG and fight/event RNG is definitely a lot more significant to the run than boss relic RNG.
Energy hunger, on the other hand, are much more harsher problem. No matter how much fitting, good, upgraded card you have in your hand if you cannot play them properly.
And I certnaly can see, that my runs going more stable with 4 energy. It's much more easer to play 2-3 energy cards when i can afford to cover bases with remaining energy. With 2 forgiving energy relics i can basicly play my entire hand every turn, which is pretty useful in the pinch.
No, I mean which cards you are offered during the run. A Silent run that never sees Footwork and is shown Grand Finale, Unload, and Tools of the Trade after the act 1 boss is going to have a hard time. One that is offered four copies of Footwork or two copies of Wraith Form will almost certainly win the run.
You had a run that made it to act 3 where you weren't offered Snecko Eye/Runic Pyramid/Any energy relic/some sort of pseudo energy card (corruption, offering, seeing red, bloodletting, adrenaline, flying knee, concentration, double energy, turbo, etc)? The odds of that are literally astronomical unless you decided to visit like 15 ? rooms in the first two acts.
You went two entire games without seeing ANY energy generating cards (many of which are common/uncommon) nor some of the various energy relics such as Lantern/Sundial/Flower? I somehow seriously doubt it. It's possible, but again, the odds are astronomical if you played optimally.
Also, a lot of the boss relics are not garbage, most players just don't recognize their worth. Moreover, I've beaten the heart on 3 energy on A20. Plenty (okay, a "few") others have too - so it's clearly not something that has "no chance".