Slay the Spire
game feels unfair
it seems like there is only maybe one viable playstyle for each character,yet in some runs I don't even see the cards needed for it
< >
Showing 1-11 of 11 comments
Banzai Feb 19 @ 1:54pm 
Originally posted by Spears:
it seems like there is only maybe one viable playstyle for each character,yet in some runs I don't even see the cards needed for it
All the characters have multiple "builds" and tbh just playing good cards in a vaguely balanced deck will easily be enough to win a normal A0 run. Of course its more fun if you do get some ludicrous combos running but its not obligatory.
Overthinking in terms of "builds" is a sure fire way to doom a run before it's even had the chance of developing. Especially if you're trying to work on consistent game habits as you climb ascensions.

Each run is increasingly about series of micro decisions that include evaluating the cards you DO see and working with what you have.
What do you think is each character's "one viable playstyle"? This sounds like you're tunnel visioning on something and ignoring other options.
LHGreen (Banned) Feb 19 @ 3:54pm 
Each character has several strategies, all of which can be incorporated into a single deck.
mldb88 Feb 19 @ 4:23pm 
Originally posted by Spears:
it seems like there is only maybe one viable playstyle for each character,yet in some runs I don't even see the cards needed for it

If you're hunting for specific cards before you even start your run and looking for "that one deck", then of course it's going to feel like there's only one viable playstyle, because you're ignoring the multitude of other options. Unlike most poorly balanced roguelikes that emphasize and encourage finding the one OP thing and using it as a crutch to carry you through a run because 90% of the item pool is ♥♥♥♥ (or what I like to call Mom's Knife Syndrome), STS gives you a card and relic pool that are all decent at doing the thing they do, but noticing the right synergies as you progress and building based around what the game gives you and adapting is what a winning run hinges on, rather than building around a single strategy that isn't even in your deck yet and hoping to get that one piece that makes it all click. Hell, even combining several playstyles to handle a variety of solutions instead of building your entire strategy around a single mechanic like poison is not only extremely viable, but encouraged.
Originally posted by Spears:
it seems like there is only maybe one viable playstyle for each character,yet in some runs I don't even see the cards needed for it
There's lots of viable playstyles for each character.

Look at it another way, each act you have a goal you want to reach with your deck, meanwhile you'll have to keep the balance of your deck in mind.

For example in Act 1 you want enough damage cards to deal with the elites and the boss, but picking only attack cards means you'll die to certain encounters, picking too many skills means you die to other encounters and skipping too many cards results in the enemies outscaling and eventually killing you.

The Act 1 bosses are specifically designed to punish you if you don't deal enough damage by a certain turn.
skill issue
Originally posted by Spears:
it seems like there is only maybe one viable playstyle for each character,yet in some runs I don't even see the cards needed for it

Your problem is that you are trying to decide ahead of time what you 'need'. You are the one setting up your expectations and then getting frustrated when the game doesn't play according to your (unrealistic) expectations.

Instead, when offered a reward, you should be asking yourself 'which card if any will help my current deck?' With this approach (and some trial and error), you should see yourself going farther than with the previous mindset.

One approach is taking control of your destiny with your decisions. The other approach is giving it up and relying on the RNG gods to have mercy on your soul.:lunar2020thinkingtiger:
Last edited by trial_by_fire; Feb 19 @ 6:33pm
Nibbie Feb 19 @ 8:24pm 
Every class has ~3 general archtypes, with tons of variations and combinations on how to accomplish those archtypes. For example, on Ironclad you have:

1. Strength stacking, with Inflame / Spot Weakness / Demon Form, then taking advantage of that strength with Sword Boomerang / Heavy Blade / Pummel.
2. Block stacking, with Barricade or Calipers, fueled by Impervious / Power Through / Feel No Pain, with Body Slam as a payoff.
3. Exhaust synergies, doing damage with Fiend Fire / Sever Soul / Charon's Ashes, and blocking with Feel No Pain / Second Wind, while drawing with Dark Embrace / Dead Branch.
4. Status stacking, using Wild Strike / Reckless Charge / Power Through to put status cards in your deck, then Evolve / Fire Breathing to benefit from them.

As you can see, there are several combinations and cross synergies of these types. For example, Power Through stacks a lot of block, while giving status cards for those synergies, or which can also be used as exhaust fodder.
LHGreen (Banned) Feb 19 @ 9:22pm 
Originally posted by Nibbie:
Every class has ~3 general archtypes, with tons of variations and combinations on how to accomplish those archtypes. For example, on Ironclad you have:

1. Strength stacking, with Inflame / Spot Weakness / Demon Form, then taking advantage of that strength with Sword Boomerang / Heavy Blade / Pummel.
2. Block stacking, with Barricade or Calipers, fueled by Impervious / Power Through / Feel No Pain, with Body Slam as a payoff.
3. Exhaust synergies, doing damage with Fiend Fire / Sever Soul / Charon's Ashes, and blocking with Feel No Pain / Second Wind, while drawing with Dark Embrace / Dead Branch.
4. Status stacking, using Wild Strike / Reckless Charge / Power Through to put status cards in your deck, then Evolve / Fire Breathing to benefit from them.

As you can see, there are several combinations and cross synergies of these types. For example, Power Through stacks a lot of block, while giving status cards for those synergies, or which can also be used as exhaust fodder.

There's also his high-cost, high-impact archetype, and his self damage/self healing one. So really, each class has at least around 5 or 6, all of which can be mashed together.
It bears stressing here that card archetypes are not deck archetypes. Don't just pick one of these and try to build the whole deck around it, you want a well rounded deck that can use several of these tools in tandem.
< >
Showing 1-11 of 11 comments
Per page: 1530 50