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For example, to really utilize the Pressure Points card, you want your deck as small as possible so you draw it often. But on the other hand, using the Anger card makes your deck grow larger, and as such gets more effective as the battle goes.
To clarify, I mean the size of the deck you carry from room to room. Those extra anger cards don't carry over. So a small deck would still be preferable, to get the first one out quickly.
It still really depends, and you’ll get wildly different answers on here. Personally I tend to hover around the 35-40 range most of the time, unless I’m going for a strategy that relies on hitting a specific card over and over like rampage or a claw deck. Some cards like perfected strike love stuffing your deck with specific types of cards, others really want a thin deck so you can keep hitting them to scale (rampage, anger, the dagger and feed to ensure you hit it when you have lethal, etc)
Also, while you should pass up cards occasionally, you can absolutely just take a card almost every time you're offered one and still have a viable build. I call it the "kid in a candy store" mentality (which is how I end up with 40+ card decks), and it works fine. As long as you remember to favor draws and energy a little more heavily, and avoid cards you don't need.
I watch what I consider 'trick' decks on YouTube and they are often down around 4-5 cards.
Your point is clear though, lots of play styles can apparently succeed.
Do you think deck size changes with class?
Ironclad has exhaust cards which can somewhat negate the negatives of getting too big of a deck.
Defect has a couple of cards that benefit from deck size. Other than that, shouldn't go too thick.
Silent is the one where I'd absolutely go for smaller deck.
That's all in theory though, in practice offered rewards affect it much more than that. Sometimes you just get offered crappy cards over and over.
Silent has enough cycling to get away with somewhat larger decks at times, especially if you are given the opportunity to lean into the discard synergies. Also there’s very few objectively “crappy” cards, especially if we’re discussing A0 or early ascensions. Even later ascensions the cards aren’t really bad, there’s just less room for error with deck construction.
Also, all classes but Watcher have a lot of bad common attacks, which only serve the purpose to carry you through act 1. Watcher is better because her power level is just higher, and those "bad common attacks" can be worth picking even later on.
Usually in Act 1, I take a lot of core damage cards (things like Pommel Strike, or Cut Thru Fate, or Crush Joints/Sash Whip, or Go For The Eyes/Beam Cell or Compile Driver). And I usually start building toward a theme... like maybe if I'm Ironclad, I start taking STR or Exhaust cards. Maybe if I'm Silent, I start adding Poison or Shiv cards, etc.
Usually in Act 2, I look to cement the theme that I started in Act 1, and in particular I'm looking for rarer quality cards and/or upgraded cards. Also, I'm usually keeping in mind my block density throughout Acts 2-3. It's easy to fall into the temptation of always picking damage cards for card rewards, but I usually try to maintain about 30% block cards in my deck (give or take).
Usually in Act 3, the deck should ideally be pretty cemented already, so the main thing I'm probably looking to add is card draw (or removals of basic cards). Things like Skim/Aggregate, Adrenaline Rush or Offering, Coolheaded, Acrobatics/upgraded Prepared, etc.
https://steamcommunity.com/profiles/76561198047650167/images/?appid=646570&sort=newestfirst&browsefilter=myfiles&view=imagewall
of course, your combos and abilities will get diluted if not scaled up, but usually if you add cards with mechanics that your deck is needing, you cant really go wrong, except that the more you add the more memory the game takes (which can lead to lags and crashes), so i usually stick around the 1500 mark.
for Hand size though, im beginning to prefer cards that allow drawing, and max hand size increases to about 10, but "not" extra card drawing at the start of turns... mostly only because a lot of the times i try to draw extra cards, they fall off into the discard pile as no room to fetch them or draw them. but i have a solution here for that :) (fingers crossed)
"The Absorber Mod" :)
https://steamcommunity.com/app/646570/discussions/2/3757723993437998660/
Then, if you "can", the smaller the better
but it`s VERY run-dependent
Let`s say that, again on average, if you`re routinely ending up with less than 20 or more than 40 cards, you`re not playing optimally
Just curious, since I've seen many people claim that "top players" (e.g. players who consistantly win at A20) swear on thin decks: Do you play on A20 with 40+ card decks?
IIRC, top players don't swear on thin decks, they prefer moderate-sized (20+) decks. And yeah, I have maybe a handful of runs with thin decks, and the rest are thick decks, all the way up to A20. Recently, I started a new file and tried doing the lower ascensions (0-4) with each character without having all their unlocks, and while there were problems with forgetting which cards/relics I wouldn't see in those runs, I still managed a 90%+ win rate easily enough (I always have trouble with Watcher at first, I need time to get the hang of her) and defeated the heart as soon as it showed up, all with my usual play style. It may be "sub-optimal", just like ultra thin decks are, but it still works, just like ultra thin decks do. You have a lot of freedom in this game to develop your own play style, even with how things are structured.