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Some advice:
-You don't necessary need to take less cards, just take cards that you need/round out your deck. It is definitely advisable to skip cards sometimes though.
-Skewer is not a very good card for the Silent without some other sort of synergies. This typically does NOT include energy as a synergy (for instance, Skewer+ with 10 energy only deals 100 damage... very lackluster compared to other things that can be done on 10 energy). Skewer is an alright pickup in Act 1 for certain elites/bosses when lacking front-loaded damage. It scales significantly worse by the time you reach Act 3 where the bosses and elites have ~300-500 heath. You typically want to pick up synergies for Skewer (such as shuriken + shivs) to make Skewer a better card though.
-Rarely is it worth getting 2 bane cards (especially un-upgraded). Having 1 bane is plenty for most decks as the damage is lackluster past Act 1/early Act 2.
-If you do not have corpse explosion (or some other method to simultaneously kill the other one), it is advisable to focus down Donu (donut shaped) first as it buffs both bosses for +3 STR (effectively 6 damage since they hit twice) every other turn.
-If you remove a card at every shop, you are probably wasting your gold on removing rather than more useful relics. Removing cards (other than curses) is a luxury, not a necessity. 5 strikes in a deck of 20 is 25% of the deck. 5 strikes in a deck of 40 is only 12.5%. If you remove say 1 (maybe 2) strike(s) and have sufficient card draw, you should have very little issue with drawing into those strikes.
Anyway, you're lucky you didn't move on to the final act. The elite there would have destroyed you, to say nothing of the final boss.
Yeah, I generally avoid skewer altogether, myself, unless I have a lot of strength to use to amplify the power.
Also, you get a bonus for having 35+ cards?? I didn't know that
That third neow starting boon you mentioned tends to be iffy btw, especially if the price is a curse or raw damage (in an act where you could fight 3 elites).
As for removing basics, strikes first unless you run the risk of lacking damage in act 1. At least defends interact with footwork and corruption later, when scaling damage matters, unlike those strikes that benefit once from strength / vulnerable and do nothing else.
There's a few exceptions to this rule I'd like to add though: If you have the starting bonus to remove 2 cards (or re-rolled for empty cage), it may be more valuable to remove a strike and a defend rather than 2 defends. Bad RNG on a jaw worm fight with 3 strikes 5 defends might make you lose like >20 health.
"Remove Two" is a sketchy starting bonus, especially for Silent who isn`t going to find better Block x Energy cards
Yeah, I typically avoid trading my starter relic for a boss relic AND the remove two option (as I find the first too variable and the latter doesn't seem to actually help much). But IF I were to hit Empty Cage or misclick on the remove two...
I play like half my runs never finding a footwork (no idea why... just bad luck I guess) so I value the starter defends even less. Having less than 4 front-loaded damage cards (even if they are just strikes) in the early part of Act 1 is actually kind of painful.