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https://steamcommunity.com/sharedfiles/filedetails/?id=2814267979
Again, draft is not the same as making a fully preconstructed deck and mods block achievements. Sighs... There is no point in unlocking cards when the same exact starting deck always applies. Say you are playing the silent. They start with 5 Strikes, 5 Defends, 1 Survivor, and 1 Neutralize. Why is is so hard to put in a deck building interface without requiring mods so now that you have played, got cards unlocked you could say make that starting deck something like 5 slice, 5 cloak and dagger, 1 blade dance and 1 acrobatics if you wanted. It's just a MUCH better version of the same starting deck. It's not a difficulty issue, merely stating in a deck building game, their should, well be a deck builder not a RNG cluster****. It's like trying to play something like MTG, or MMNS and getting random useless trash thrown at you all the time that doesn't synergize at all with your starter deck so you end up wasting all your gold on removals.
Could this be a custom modifier anyway? Sure. Endless is practically constructed in the long run and nobody really cares about balance there. So, why is there no constructed modifier? I can think of a few reasons but that's neither here nor there.
Now get gaming and give the mod author a like:
https://steamcommunity.com/sharedfiles/filedetails/?id=1692554109
"Why do they not allow us to X. Look, a Y game has it!"
Sounds like it's just not your type of game.
Also the fact you’re looking at it like MTG is probably the main reason it feels like an RNG ♥♥♥♥♥♥♥♥♥♥♥ to you. Stop trying to build a finely tuned engine from the start and treat it more like sealed. Work with what you’re given and don’t lock yourself into a specific strategy before the end of Act 1 unless you happen to get a lot of support for it.
Welcome to literally the entire roguelike genre, almost every single one that is specifically roguelike works like this. Your suggestion would singlehandedly change the game's genre, so the answer to your question of "Why?" would be something like "They wanted to make a roguelike, not a CCG".
Rogue"like"s are the original genre (the name is literal; they are "like the game Rogue"), with rogue"lite"s being the offshoot (I would consider it a sub-genre personally). The key difference between the two is that a "lite" allows you to retain some progress between runs. Buying house upgrades in Rogue Legacy, spending darkness in Hades or cells in Dead Cells, keeping your grapple in Returnal, that sort of thing. The definitions can get murky, especially with games that don't have direct power ups but do have permanent unlockables like StS, but I think as long as you only unlock sidegrades or alternate items/cards to find during the run (that aren't just strictly better replacements of what already exists), then it is still a roguelike, not a lite.
Anyway, what exactly do you mean by unlocking cards? Do you mean how you don't know what a card is until you encounter it, or how every character has unlocks that you need to get "experience" to acquire, and then never need it again? Because if it's the latter, that's not a progression system, it's actually an insidiously clever (and sadly unskippable) tutorial system.
No cards wont even show up in rotation until you unlock them by playing the same character so many times. Either way solved with mods, I can preconstruct a 10/12 depending on character starting deck before ever talking to the demon whale dude, so carry on.
At least spend a little more time playing vanilla to understand the game as it is meant to be instead of trying to turn it into MtG.
The old PC MtG from the last centurie is a Deckbuilderr. Fairya is also a Deckbuilder. In a Deckbuilder you hold what you got, are not forced to hold each card you gathered in your active deck, and dont restart with the same every game session...
MtG is not a deckbuilder, and neither is Faeria assuming that's what you meant. Those are constructed TCGs.