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The problem with seeing red is that chad really wants 4 energy, so sometimes you play 4 cards and seeing red is left over. Gets a lot better with battle trance and such, but it's often up against card rewards that are good regardless of what else you're holding.
Inferno cop is also fine if you see it early or upgrade it for free somehow. That's about it. For all intents and purposes, it's a damage common.
Lol, nice reference, that should be this forum's official name for that card from now on.
Yeah that's how I feel. "Card is not worth picking most of the time, you should skip even if you can't get 2 HP" is reserved for the worst cards, but I feel that many of the redditt lump cards into this catagory when it really ought to be "you might have a better card to pick, but this is often better than skipping"
It's reserved for Clash, certainly. And Demon Form. But there's exceptions in both cases.
Was the game designed with anything beyond Ascension 15 in mind? In vanilla, clash is... not good but I can imagine some cases it would be better than a skip. Sure clash+ will always be inferior to Headbutt, Headbutt+, Sword Boomerang+, Havoc+, Blood for Blood, Blood for Blood +, Duel Wield+, Feel no Pain, Feel no Pain+, Flame Barrier, Infernal Blade, Infernal Blade+, Thunderclap, Thunderclap+, Power through +, Second Wind+, Douple Ta, Double Tap+, Immolate+, Juggernaught+, Seeing Red, Seeing Red +, Reaper, and Reaper+. Clash (which is avalible in act I) is obviously worse than clash+.
But I feel like in vanilla, their might be some cases where a clash might be better if your options were "clash, anger, searing blow, skip," "clash, rampage, ghostly armor, skip," or "entrench, clash, battletrance, skip" depending on your deck. I mean most of the time clash still wouldn't be the right answer since even when it is better than skipping, it still would often passed over by better cards. But when your deck has a curse in it, clash is usually just a curse that doesn't work with fire breathing!
I'm not saying clash was good in vanilla. For most characters, their 1 energy rares are usually more applicable than their 1 energy uncommons or 1 energy commons and their 3 energy rares will usually offer more utility than their 1 or 0 energy commons if you can pay that 3 energy. Most of the 0 energy commons are useful, but are often outclassed by other cards. For example, Rage is great if you can play 15 attacks in a turn, more commonly you play much less than that and it is not as blocking as a second wind. Both have moments where they shine, but usually Anger will do less. Even within the same "energy bracket" some 1 cost cards are more useful than others. Pommel strike gives you card draw while rampage needs cycling through the deck or headbutt to be truely effective, so for most situations you'd be happier to stock up on pommel strikes than rampages, but Rampage has its use. Clash I feel is on the low end of the 0 cost cards for Ironclad. In vanilla, most times even Flex would be picked over clash as I feel flex is better in the same "energy bracket" most of the time. But while clash would be one of the least flexible in the 0 cost "energy bracket," on high ascention skipping is pretty much always better than taking it and I don't think it was intended to be this bad when they designed the game.
Well, on the one hand, I don't believe so. But on the other hand, enemies get new abilities past that point and it's really cool/fun.
I'm not complaining, I just think clash wasn't supposed to be this bad, even if "something 0 cost for my offense will help in hallway fights more than a powerful attack or block" (not a common statement, but it can happen) people would probably pick Flex over clash,
Shockwave, as you already mentioned, pretty much makes this obsolete. It's a 4(7) AoE card at that point, that's about it. The 1 turn vulnerable is probably not going to be worth it, as the fight will either end or you can pick up cards such as Uppercut which does much more than Tclap. It's not very often you are just going to AoE slap every enemy in a fight, the AoE is more there to whittle the enemies down while your single-target options finish them off 1-by-1.
Some cases where it might be useful is where you have retain/card manipulation and can guarantee it on the same turn as something like Immolate. This is taking into consideration that you don't already have a Shockwave... otherwise, just skip this card.
Seeing Red suffers from the same issue as Tclap in that it just doesn't do much numerically. It's 1(2) energy... which isn't that amazing. You may draw it on a turn with a bunch of defends that you don't need to play, and it just ends up making you deal even less damage than if it was some other card.
Times it can be good are in decks with a lot of draw and/or a high-cost deck and/or exhaust synergies such as Dark Embrace. You usually only take it if upgraded for free, although if you have say a bottled Dark Embrace then it's pretty much just free energy aside from fights such as Time Eater/Heart.
As an aside, you mention Rampage: "That's like picking rampage because you hope to get headbutt later.". Rampage is probably one of the worst cards in Ironclad's deck. You only take it if you desperately need scaling to beat an upcoming encounter. Would not recommend trying to "build" a rampage deck, it sucks. Ironclad has so many better ways to scale damage than to try to build a deck around playing 1 card as many times as possible- unless that card is something like Searing Blow+10, at which point yes build a deck around that.
Infernal Blade can be a great pick if you get it upgraded. Paying 1 energy for a random card is just... kinda meh? Could also be worthwhile to pick up with other synergies as you mentioned- Dead Branch, Corruption, Feel no Pain, Dark Embrace.
I don't know, if your deck has a lot of blocks and powers, a fight can last beyond 4 turns. If you watch Jorbs, in Act II he usually clears up hallway fights very efficiently but sometimes he takes a bit longer if he's having trouble finding cards. One time he even said he'd be happy to draw his thunderclap but didn't.
Not saying there doesn't seem to be better cards than tclap offered most of the time...
I agree it's great with Dark Embrance, but I think there are times even without it that energy is worth it. Not an "instant pick" but not a "if you don't have dark embrace, this is bad."
I watched Jorbs pick it up 13 times Act I when he said he didn't want to use it. He called it insurance. 10 times it ended up being a glorified strike, but 3 times he went all the way to the heart doing nothing than trying to last long enough to cycle through a deck that wasn't trimmed. So considering ti saved his bacon 3 times and in the 10 times it was a glorified strike it didn't doom him by "oh I wish I had card X that's still in my draw pile, but I drew rampage this turn" I think it has more use than you might think. I won't call it a great card and i'll admit there usually is something better to pick. He made a joke if it cost 0 he would get a copy every time and honestly he sounded serious but we all know he was joking because a glorified strike isn't what you want to draq even if it costs 0.
With those exhaust synergies it's pretty good. If you got Dead Branch and FNP together, even with no Dark Embrace it's great. With corruption it is just "play random attack for free" which is great.
As for without synergy... well I mean as long as you don't roll a clash, whirlwind, or reckless charge the results aren't terrible are they?
Yes, fights typically do last longer than that, but a tclap is not likely to contribute much to this anyways (in fact, it can even slow you down considerably). I'm just giving my opinion on the card and why I think most people don't think it's a great card to grab... because it simply isn't in most cases.
I didn't say that, I gave a couple more cases where it can be useful as well, and there are more beyond what I mentioned.
I don't watch Jorbs, so I cannot comment on whether he thinks this is "optimal" play or is just goofing around and being a streamer for content/entertainment purposes. Taking one in act 1 of all places seems pretty preemptive for an insurance plan. 10 times it didn't do anything, 3 times it paid off, and how many times did it actually just kill him because he drew that over and over instead of Pummel Strike+ to Offering to whatever his deck could actually do instead of just whiffing a turn? I'm not going to criticise his play because he is definitely a better player than I am, but just some things to consider ;)
They aren't terrible, but they also aren't great. It could have been your card draw, power, scaling card, block card, etc ad nauseam instead of random common that does pretty much nothing for you. I would still take an upgraded one regardless if I had synergies or not (in most cases), but unupgraded is really not doing you many favors (depending on RNG).
Yeah, but lately Jorbs has been downgraded from StS authority to middling value-player
Ummm,.... you're actually quoting me not the other guy. Anyways, how many people can winstreak on A15 7 or more times? He had double digit A20 streaks, not just 7.
This may interest you:
https://www.reddit.com/r/slaythespire/comments/12btjxn/current_win_streak_world_records/
It depends on character.
Ironclad: 19 by XecnaR
Silent: 19 by KuroL__ (ongoing)
Defect: 16 by Lifecoach1981
Watcher: 38 by Merl61 or 42 52 by Lifecoach1981
Rotating: 20 by Baalorlord
He definitely isn't a bad player, but he's also no "authority" on the game either. And honestly, I have no idea how anyone watches that guy, but each to their own.
Well.... A15 is pretty easy to winstreak
A20H... i think most semi-pro players have reached a double digit winstreak at least once.
Just saying.... take what jorbs says with a grain of salt
he`s not by any means bad, but there are better opinions out there