Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Feel no pain:
https://www.youtube.com/watch?v=asTObogw-Nk
Limit Break (64 str in 1 turn in front of last boss):
https://www.youtube.com/watch?v=Q7w0YApeb9w
EDIT: or you meant, why it has a low rating and high ceiling? Just read the legend...
To me malaise is ridiculous (cause you can make a -20 str to a boss). But disarm not that much, cause it can come late in a fight, artifacts and -3 is often not enough to mitigate the damages. Not even talking about single attacks and enemies who are boosting there strength. I could bottle skill a malaise but not a disarm.
But, it's only my point of view. Maybe if you have multiple copies of this it works better.
Thanks. For bash, it's simple if you compare it with trip in the first turn with 3 energies:
- bash + 1 strike: 17 damages
- trip + 3 strikes: 27 damages
Vulnerable is more a utility to make other cards shine. Bash is not very logical cause it sets a vulnerable but uses too much energy for other to be played on the same turn (the king of this is probably an unupgraded uppercut with 2 energies and 1 vulnerable). The 8 damages are so underwhelming too (4 damages per energy on one enemy is only reached by a perfected strike in a 0 strike deck except itself) .
Btw, if I don't get a thunderclap/shockwave in Act 1, I upgrade Bash since the extra turn of vulnerable really makes a difference.
Late game, this card is often clogging my deck and I rarely play it since so many other card will have a priority over this one. 1 game out of 5, I even remove it I think.
An upgraded trip would have my best rating for vulnerable in Ironclad but since you can find it only in shops (and will choose something else than Trip 95% of the time), Thunderclap deserves a decent mention.
Yeah Limit Break has a 10 as ceiling ;)
I think you are underestimating Bash, though.... 3 turns of vulnerability are GOOD
Obviously Trip and other advanced cards are better, but with Thunderclap you kinda got it backwards. One turn of vulnerability just isn`t reliable enough and Bash is gonna net you way more damage vs bosses/elites.
That said, Perfect Strike...why???
At this point, i`m sure there`s a Strikes lobby... It`s obvious they are paying players to promote their crappy cards.
Strikes lobby :D
I can understand your point on Bash but I don't agree since I would like some weak applied too since the turn where is played bash is often a free turn for enemy (cause of 2 energies). It's particularly bad when you have to play bash + defend at the beginning (and getting obviously only 1 strike at the next turn). Upgraded bash makes it way better but still I would prefer upgrade another card in a lot of situations (example, you get whirlwind). This card is a tough one, like this is one of the worst card of my deck but if no vulnerable, I need it absolutely.
Perfected strike, in the 3 first encounters, it's one of the best card you can hope (with carnage, Immolate, Fiend Fire or Bludgeon) to go for a 3 or 4 elites hunt in Act 1. These are all very average cards to win the game (except Fiend Fire is you go exhaust), but 3 or 4 relics worth the fact having a perfected strike in your deck. Sometimes, I go the perfected strike way after that and it's sure that it's not the best since a 25 damages attack per energy in front of boss of act 3. It just feels a bit weak. It will need at least necronomicurse/double tap or some kind of side strategy to work.
Sometimes, I also just removes it in act 2 if an other strategy shows up.
I think Metallicize should be rated much higher. It basically says, "gain 3 (4 if upgraded) HP in every turn in which you are attacked". Which is essentially "gain 3 (4) HP every turn".
Thanks, that was a mistake on offering. For metalicize, I agree with you, I could buff its rating a bit, cause 1 dual wield+ + 3 or 4 metalicize+ with mummified hand, is clearly a winning strat. Particularly with Barricade.
I think the main point for bash is: it`s already in your deck
It`s not THAT bad and you can build around it.
If you need to remove it then you aren`t removing a strike
I can get behind the reasoning for the others but not the Perfect Strike.
While it can be good in act 1, strikes are the first thing to go... from the Whale to random events.
Rolling the dice on an extra relic isn`t a great deal if the cost is another brick in the deck to remove or, god forbid, having to keep the strikes.