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Yes, btw, powers provide the most reliable scaling. The right powers of course, not inconsistent nonsense like heatsinks or storm. On the topic of time eater, you wouldn't believe how often you end up pressing end turn because slug can't break through your frost orbs anymore.
If you play it with electrodynamics, why not upgrade electrodynamics itself if you really care about shítting on the fights where it's already great unupgraded?
At the other end of the spectrum, the backloaded damage ends when you're out of powers (unless you have creative a.i. but then you barely need anything else to win), and then you gotta ask yourself if it was really worth it to deal above average damage instead of picking / upgrading a different card that's either more reliable at frontloading damage or better at scaling.
TL,DR:
It's like heavy blade. Either you lose tempo or it's pointless overkill. The happy middle ground it sometimes achieves of dealing above average damage within a reasonable span of time is something you're happy to have until act 3 throws the transient or pimp snecko at you where raw tempo or fast scaling matter.
The best power IMHO is "Hello, World.+". Preferably one, max two. It get innate and it is basically a free draw except that you can actually draw cards you didn't have the chance to get along the way.
Second this, except Biased Cognition is situational and becomes worse the higher the tier. It is useless in boss battles. I have never tried Consume, but even upgraded it is worse than a non-upgraded Defragment.
I also like Capacitor, if I have 3+ ways of channeling in the deck. Loop, Machine Learning, Static Discharge and Self Repair are also decent additions if the deck already has got good attack and defense capabilities.
Buffer was the card I got from the whale, and when I got it upgraded it actually was useful in some of the battles (those who builds up to one big hit, and those who wait a while, like the giant blob and the Automaton). It isn't a card I would pick, though.
Ended up winning with the deck, and I must say that Consume is nice in the right build.
https://steamcommunity.com/sharedfiles/filedetails/?id=1481567148
And here's the final vs The Time Eater. Poor Timey Wimey!
https://steamcommunity.com/sharedfiles/filedetails/?id=1481577565
With that said, I almost never find myself using the "Power" archetype on the Defect utilizing cards like Storm. I find it extremely weak, as it focuses heavily on Lightning orbs which are random and provide no defense. This puts your deck in a weird area where you're relying on blowing up enemies in a couple turns before you lose too much health.
Capacitor, Defrag, and Biased+Artifact, and Echo Form are quite reliable combos on Defect that can win you runs after a couple frost orbs. Orbs are almost always essential to the Defect as even grabbing a single focus card and enough channel cards+energy can make your deck produce a massive amount of value. I've had decks where I have a single Defrag and only 3 orb slots but I'm constantly playing Cold Snap+Ball Lightning for massive damage and block per turn.
Other decks include Frost + Dark defensive decks, Claw decks, Barrage decks, and other things. But Frost orbs are so essential you can't really pass them up and all it takes is a single focus card to make them really absurd. Defect has just so many unique powerful cards that allows them to be consistent once you have the right things like Seek, Hologram, card draw, and lots of defensive cards.
https://steamcommunity.com/sharedfiles/filedetails/?id=1481873247
Absolutely love powers.