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What usually kills you?
Thinking about it, I specifically struggle against the Lagavulin(sp?) and the "here it comes" goblin group. 2nd floor the two that stick out are the 3 birds or the ball with all the block. I know what I NEED to do to beat them, but sometimes I just don't have any multistrike/aoe to deal with it.
I don't understand how some people seemingly make anything work, I do feel like I've tried every single composition I can think of.
I don't really know what spirelogs are, I'm not as hardcore as most people are which probably doesn't help. But will happily post whats needed if it will help me!
F2: I would have taken the cleave or inflame here. The deck is already low cost to start so there's no big cards to cheese, and the bash is something you want to stick around. at best you get a free strike in, at worst you exhaust a block+ on a turn nobody is attacking.
F6: getting that havoc down to 0 is nice, but personally I almost always upgrade bash ASAP. That extra turn of vulnerable is a lot more valuable than you might expect. also the deck is still super cheap so in terms of energy economy you're usually saving one energy per turn at best most cases unless you hit bash, and if you hit whirlwind im pretty sure the thing just whiffs since you're technically playing it for 0? not sure though.
F10: Feel no pain was probably the best choice but yikes, overall those choices were.... ick... could see using seeing red to maybe cheese more whirlwind hits though too.
F16: Honestly would have gone with Brutality or limit break over demon form. Unless you're swimming in energy or are running a sneko deck its just so inefficient. strength boosters are common enough that the limit break would be fine as a dead card until you snag some, or brutality for the extra draw is alright too.
F19: Unless it was seeing red+ I probably would have gone for either more defensive options or a relic that synergizes or covers my weaknesses (anything with an exhaust trigger, or just solid utility relics), that or start removing strikes.
F20: Battle Trance is almost always an auto grab for me, and offering also fits what you're looking for. Exhausts itself, gives you more energy, but its at a cost. either would have been better than just skipping.
F26: curious what the skipped relic was, even if its something that doesn't immediately fit my playstyle i usually grab it unless it specifically hinders my strategy
F27: I forget what the downside of opening the mausoleum is. if its gaining a curse, almost never worth it.
F28: lucky
F38: I would have grabbed true grit, synergizes with your exhaust theme and at this point you're lacking defensive options.
All in all, it looks like you're still leaning a bit too hard into building a deck archetype instead of focusing on broad categories. You got so focused on building an 'exhaust' deck you missed out on tons of much needed AoE and a lot of utility and defensive cards. It eventually boiled down to hit feel no pain turn 1 or 2 or you just get chunked hard till it comes up.
Usually how I build, i look at the act 1 boss from the get go and then try to have a well rounded foundation by the end of act 1. I'll grab 1-2 AoE, a strong hitter card like carnage, one 'strike plus' card (strike plus an effect, like pommel), and at least two 'block plus' cards, as well as a scaling card if i can find it. Depending on the boss I'll also snag something as a specific counter (evolve or firebreathing vs slime boss, flame barrier vs hexa, something that just hits like a freight train for guardian).
If i come across something thats got a good effect i know has combo pieces out there, i might snag one (corrupt or burning pact in case i find a feel no pain later, offering/brutality/hemo for if i see a rupture, etc). I noticed you grabbed a feel no pain early in your run, with at that point just a havoc. FNP is at least a power so it kinda gets SOME use, but at best it was maybe 3 block per combat in the early game? It's better to get the combo pieces after you load up on cards that enable them so they're not dead weight or you feel forced into building specifically around them.
Once i clear the act 1 boss, I usually decide on the relic based on what I have at that point and if the extra energy is worth the downsides. If I have a low cost deck and/or other energy relics like flower, i might go for a non-energy relic that gives me more utility. If I have omomori and bell comes up, it's a no brainer. Phiilosopher's was probably the best choice of the three based on what you had by the first boss, but for the second one i would have gone runic. you had enough exhaust to manipulate what you need to remove, and after playing corrupt you can essentially just load up on skills in your hand for those turns you NEED to survive. Your deck was already low-ish curve, you needed something to provide more consistency imo.
Act 2 is where i start focusing the deck a bit more, grabbing things that lean in heavier into a theme. For example if i have a whirlwind, i might snag a spot weakness or inflame or two, or some energy producing cards. if i have some exhaust cards i'll grab their combo pieces, or if i have their combo pieces ill grab some true grits for the extra block and upgrade them when i can, or just play strategically so the card i want gone is the last thing left after playing grit.
Act 3 is where I mostly focus on events and really only take cards that either are too good to pass up (a second whirlind plus in a deck that hyperscales str for instance) or offer more cycling/consistency like battle trance.
I'll edit with my A18 run linked just so you can get an idea of what I'm talking about in terms of the thought process I use.
EDIT: Here' the link to the run: https://spirelogs.com/viewrun.php?run=913853
The skipped relic was forced upon me by good face/bad face being bad face next chest is empty.
I definitely lean into exhaust synergy as it tends to be where most my "success" comes from, or at least where most my better runs come from.
I definitely need to do better with relic picks, I tend to just see them as being there rather than game winners(aside from the obvious ones like dead branch/chem x, which are obvious how to use beneficially).
Run 1:
0) Ye.
1) Sure. Some days I'd pick twin strike for the slightly higher damage (w/ str). Clap's a bit early despite it being a slime boss act.
2) Oh look, twin strike would've paid off. Meanwhile, unupgraded havoc's only a consideration if you have headbutt, a few 2(+)-cost cards, or charon's ashes / fnp. I could even see a world where you pick cleave here.
3) Ye.
4) ^
5) Déjà-vu 🚗
6) See 2) This would've been my bash+ or some days carnage+ because I was like "lmao w/e let's pick floor 1 thunderclap". Inflame+ is for later when fights last longer. Yes, whirlwind off havoc does play for however much energy you have left, but still.
7) See 2) sentence 1.
8) Reasonable given slime boss and 50:50 sentries.
9) Neat.
10) Ye. I like how bro88 explained why havoc+ on 6) wasn't that amazing but then ponders whether seeing red was reasonable here. (It wasn't. Wow, you get to play another strike on average.) Meanwhile, 50:50 sentries and slime boss absolutely justify fnp. Chad gets many tempo cards that exhaust themselves anyway, not to mention ascender's bane, so it usually contributes even before you get more enablers like true grit and pact (but at 4 energy, not floor 12).
11) Unlucky.
12) Again too early, in part because you can't guarantee 4 energy in act 2. Pact helps vs slime boss but you know what could've helped too? Clothesline(+) on turn 2(1).
13) Nice defend (or what amounts to a conditional seeing red with a minor bonus). Sorry. In fairness, sentinel kinda makes sense due to whirlwind, but I wouldn't even have pact to attempt this high roll. If I knew you had a str or steroid pot, I might've taken heavy blade just to facilitate a better slime 🅱oss split.
14) Spirelogs pls show me the relic ffs, tyvm.
15) Oh, it gave you dream catcher. All things considered, unupgraded warcry isn't completely out of the question here. Fine. Still slows down your cycling once.
16) If I had inflame+ here, I might've picked limit break as a pseudo copy, but you had the havoc high roll available for demon form, so fair enough. And no, taking a limit break curse with no strength at all is rather risky. And no, strength gain is literally uncommon besides potions. Flex only counts if you also have runic pyramid or tons of draw (including relics). And yes, you did indeed not care for brutality at this point. Snecko eye says hello, btw, and points at 6) while we're at it. (Sorry b88. I'm inclined to agree about demon form but I would not have skipped it in the context of zero damage scaling after skipping inflame.)
17) Ye.
18) No love for clap despite whirlwind+ and no bash+? Sure, the boss isn't Mr. Roboto but it's nice to have a cheap way to clear donut's or act 4's artifacts.
19) No way that's worth 154 gold at 4 energy.
20) Spirelogs is telling me you skipped both offering and battle trance. Must be a glitch in the matrix.
21) Oof. Big reason to go for slightly more events in act 1 than you'd sometimes like.
22) Sure.
23) Ye.
24) Not terribly surprised you couldn't burst down le ball and take less damage overall.
25) See 5).
26) Thx mask.
27) Not worth, especially without bag of prep / puzzle / any strike removals.
28) Ye. But no, a more seamless run would not have made this a reason to justify 27).
29) Does this really add up to 320? Could've been your second strike removal btw, if nothing else. Bandage isn't even that good in general (due to its price), even with fnp.
30) No, even if you did not skip on floor 20. Demon form, spot weakness, clothesline, the battle trance you could've taken, the fnp that's not been doing much but is still one of the few ways to scale defensively as chad.
31) Does make more sense at 4 energy and you're not too sad to lose anything by accident besides spot weakness (despite demon form) or clothesline (because it's your only unupgraded source of weak in long fights).
32) Practically does nothing. I guess it makes your reptomancer matchup slightly better. Warcry just makes a lot more sense with double havoc and demon form / whirlwind.
33) Iffy corruption. You had a few reasons to take it but I have a feeling it wasn't as impactful as it can be in other runs. It didn't seem like you could comfortably stall for feed either, however:
34) You could've taken pyramid for a number of reasons.
35) No. You have 5 energy, not that much expensive stuff, some cycling I suppose, but you start with wounds. The few reasons that justify sentinel here are outweighed by reasons that make it another unupgraded defend more often than not.
36) Still keeping all your strikes I see. I guess you needed to speed up fights with pummel, but remember that speculative heavy blade from act 1?
37) At least it was no winding halls, right?
38) Unlike, buddy88, I do think disarm was reasonable cuz it blocks for a whole lot more than true grit at this point, you did need that time to ramp, and I suspect you were playing most if not all your cards each turn anyway.
39) Didn't want the full heal to upgrade demon form or whatever on 40?
40) ^
41) Well, it was either this or whichever elite. Not enough vulnerable / weak / fast scaling / tempo from the likes of impervious to keep up with transient scaling.
It's Independence Day, AND the weekend. What, you think Spirelogs is gonna be ♥♥♥♥♥♥♥ sober for any of this? We got hardcore binge-drinking today, and a brutal hangover followed by some more drinking-the-pain-away tomorrow, so Spirelogs is gonna be basically useless to the rest of us for at least 48 hours.
https://spirelogs.com/viewrun.php?run=916727
Thanks for the response, will try and take things on board but in hindsight its easier to see than in real time. I felt like I had the transient fight but got done over by bad draw, but obviously I don't rate Battle Trance which would have helped draw or Thunder which helped earlier with WW(which tbh, didnt even cross my mind).
The most telling thing about your summary is the lack of removals I went for, when I usually yeet as many strikes as I possibly can, I don't know why I didn't. I did try and make a membership card/more shops play which got wrecked by the need to go heal more.
All in all, I rarely get to Act 3 on A19, so I don't even know if I can improve on this, but I'll certainly try and take on board what was said and post a log of the next run.
https://spirelogs.com/viewrun.php?run=916786
A20 finally unlocked, now here's another 200 hours to beat that....
Becouse of that, you need to either remember what cards are the best and what you should and should not do. Or check the wiki from time to time.
In general you can make almost any run work, if you make the right decisions in a run.
This also means if you do it right, you can almost go on endlessly on endless runs.
First tip:
Replace your starting cards with almost anything, most cards you can find in the game are better than what you start with. You can remove cards at events and shops.
The only decent starting cards are the following;
Ironclad: Bash
Defect: Dualcast (somewhat usefull but not great)
Silent: Survivor & Neutralize
Second tip:
Go for any ''?'' Question mark room if you can, these often contain events, and are the only way to consistently gain powerfull relics, and one of the strongest cards ''Ritual Dagger''.
In general you want as many buffs from Relics, and cards that can be upgraded endlessly.
Third tip:
Collect as much gold as you can, so you can both remove cards from you deck at shops, as well as buy relics and beter cards.
Last tip:
Learn what cards are good and what cards are bad, as well as what relics you should and should not take. You can always decline a relic or card reward if they are bad, or the negatives outweigh the positives.