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If you've upgraded two consumes (-1 orb slot, +3 focus), but haven't found any capacitors (+3 orb slots), that's on you.
If you've picked up a "zero cost cards +3 damage", but refuse to pick up Unlimited Blades, in favor of trying a block/poison build, that's on you.
Do what you can, when you can, with what you have.
I have been playing with the ironclad a lot and he is just as good but so far i have found only 2-3 builds viable for him and some runs you simply lose because his basic cards are terible.
I just beat the level 3 boss and it was a piece of cake with my build but other times i didn't even get past the first boss.
https://www.youtube.com/watch?v=s0DflhocAYc
And there are a lot of cards that seem interesting, but their deck ideas just don't work at all... so in effect most of the game is junk cards. Which is a pity.
Ironclad run: Bites*5, Reaper, Anger*3, Demonic Form. No defence cards, I just took the hits and healed with Bites and Reaper until the Angers and the strength really started to kick in.
Silent run: early Prismatic shard, had lots of Ironclad and Defect cards in my deck
Defect run: got the two shop discount items plus restocking, and the relic that made a card free when I used a power. Ended up with 53 cards, half of them powers and defeated the Awakened One with this.
None of those builds are the conventional ones people will tell you about (heck, most people would tell you a deck with more than 30 cards is complete madness), but they all work, at least on lower Ascension levels. The RNG plays a huge part in what kind of deck you'll make, but it leaves more than enough wiggle room to get a viable deck. It will only ♥♥♥♥ you if you try too hard to make, say, a Strength deck for Ironclad because you got Heavy Blade early and just pass some great cards or pick other stuff that will only become good once you get strength up cards.
I *mostly* agree with this. There are a few runs every now and then in non-ascension/lower ascension where you'll just get completely screwed over. Predominantly though, luck doesn't play a huge role until later ascensions.
The only times I really consider luck to be a major factor in runs are later ascensions and gunning for certain achievements.
Defect also feels a bit vulnerable if you're seeing more lightning cards than frost, because without Electrodynamics you can't be assured that lightning won't be targeted badly.
More like, if you think that having +3 damage on 0-cost cards (I assume you took this relic because the other choices were actually run-endingly bad like Velvet Choker, because this is a terrible boss relic) means that you should run only front-loaded damage cards like shivs, you shouldn't expect to win all that often.
An unupgraded Deadly Poison is 5 damage per turn ongoing (assuming it's not literally your only source of poison), per time you play it and actually has an effect on the turn you play it, too, so without additional synergies besides "higher damage shivs" it's almost always better than Infinite Blades, for example.
The real trap is the exact opposite of what you seem to think it is: not taking cards that provide what your deck needs because you're trying to take cards that fit your "build". Every deck needs a way to mitigate enough damage to survive fights. Every deck needs an answer to the specific bosses, elites, and hallway fights it faces in each run. Sometimes that answer is to just use your HP or avoid fights. Sometimes it's picking up a specific card that is good for only a couple fights just so you don't lose a ton of HP in those fights.
You don't need a deck that does exactly one thing to a crazy extreme, like gaining 40 strength and then play Heavy Blade. A much better deck would have a plan for hallway fights where you don't need 40 strength but really want to avoid taking too much damage, and have a way to deal with Reptomancer hitting you for 70+ damage on turn 2 if you don't kill her minions, but then also have a way to get 20+ strength for when you want to fight something with 500+ HP.