Slay the Spire
Guys, a question about the game mechanics.
When I get a random card during my run, or a relic, does the randomizer rely on what cards I already have in my deck? That is, if I take a card with a exhaust effect, will it "attract" other cards in the future that have some synergy with this one?
Maybe someone knows how this works. Because it is important when forming a deck.
Sometimes it seems to me that the game works in the opposite way. For example, I can take two strong talents (in my opinion), but as if on purpose, not a single synergy card will come during the entire game.
It even happened that I collect three potential builds in the deck at once and none of these builds get the necessary cards or relics.
In general ... does the randomizer rely on what cards / relics I already have when giving me cards?
Last edited by Last_in_line; Feb 22 @ 2:51am
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Corlindale Feb 22 @ 2:58am 
It is just random, and any feelings people may have otherwise is down to psychological bias. Although rarity of cards is of course a thing, so you'll see rare cards less than commons. But nothing is conspiring either for or against getting a particular archetype, even though it can feel that way.

That's why learning to adapt to what you get on a given run is one of the most crucial skills in this game, while tunnel vision with a particular 'build' in mind will lead to misery more often than not.

If you end up with a strong combo through organic pick, that's fine. But if you zero in on 'aiming' for something early on, you will be setting yourself up for failure. E.g. Don't take Accuracy if you have no shiv cards, only take it if you already have shivs. Accuracy does precisely nothing without shivs (except clog your deck), and you may never see any this run. But do take it if you already have some shiv cards.

A good question to ask is 'will this help me now?'. Can I leverage the power of the card immediately to deal with the challenges directly ahead? It's a much better question than 'will this be super powerful if the stars align and I get these particular cards/relics to combo with?'. Odds are the stars won't align, and you're stuck with a dangling combo piece that won't do much for you by itself.
Last edited by Corlindale; Feb 22 @ 2:59am
Originally posted by Corlindale:
Thanks for the answer. Yes, I understand the logic that it is better to take something that works, albeit weakly, but now, than to take half of a strong synergy that does not give anything at the moment. I even came across such an assessment: "Strong cards that do not give you anything now are the same as curse cards in your deck." Sometimes you just want to go all in. What if? And some cards positively trigger me just by their appearance, because they are associated with memories of strong decks that I was able to build on their basis =)

That's why I asked. It seems to me that I have encountered similar mechanics in other games. When there are a large number of some elements (for example, cards), then organizing synergies from them with real randomness is very difficult, so the randomness is somewhat compressed so that it is closer to your build.
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I am writing through a translator, so there may be some misunderstandings
Last edited by Last_in_line; Feb 22 @ 3:18am
LHGreen Feb 22 @ 3:37am 
Originally posted by Last_in_line:
When I get a random card during my run, or a relic, does the randomizer rely on what cards I already have in my deck? That is, if I take a card with a exhaust effect, will it "attract" other cards in the future that have some synergy with this one?

No, that doesn't happen here. And the reason that doesn't happen here is pretty much the exact same reason that it DOES happen in games like Backpack Hero. You see, that sort of measure is only necessary when the devs who designed the game are total ♥♥♥♥♥♥♥ idiots, and have done such a terrible job balancing their game that the game becomes more or less unplayable without it. Things like adding in so many items, or cards, or whatever else, to the pool of things the players can get, or not allowing the player enough options from which to choose in the situations where they do get to pick an item/card/whatever, or just making the items/cards/whatever not have any synergy, or work very well, with any more than a small number of the other items/cards/whatever in the game. In the kind of roguelikes where such things are important, making those mistakes can bring the game play grinding to a halt.

Slay the Spire has none of those issues, or at least not to a very significant degree. Backpack Hero, on the other hand, has all three of those problems. And they've only gotten worse over time, because the developers of that game are these very basic, mediocre game designers that just add things in or take things out on a whim, without any consideration put into how that will effect the overall experience. They don't combine items or take them out, they just add in more and more, like particularly dumb children drawing their dream car with crayons. And that's just one of the many, MANY issues it has, which ruin an otherwise fun game.

Basically, seeing that in a roguelike is a red flag. It's a hallmark of bad game design. So be glad Slay the Spire doesn't do that. And be glad you're not playing Backpack Hero.:steamhappy:
Last edited by LHGreen; Feb 23 @ 9:07am
You're welcome.

And thank you for coming here with a genuine question and an open mind. We see too many people here who just log on to post a long rant about the odds being stacked against them and labelling the game as dumb and unwinable, instead of being open to learning more and improving their strategies.

Believe me, I do get the temptation to aim for a glorious past deck, but it's really important to learn to take each run as it goes without trying to force anything. Especially if you want a fighting chance at the higher Ascension levels.
Just so you know you can hard cheese everything in this game by hitting save and quit mid fight and just redoing the fight now knowing your rng and what you will draw lol. I have done it on several fights but I still suck, just a tip as it will teach u how some of the games rng is decided as well.
Originally posted by TalkTV Piers Morgan:
Just so you know you can hard cheese everything in this game by hitting save and quit mid fight and just redoing the fight now knowing your rng and what you will draw lol. I have done it on several fights but I still suck, just a tip as it will teach u how some of the games rng is decided as well.
Yesterday I completed Act 3 on A20, without abusive mechanics, playing Ironclad. It took many attempts, but in the end I succeeded.
LHGreen Feb 23 @ 9:14am 
Originally posted by Last_in_line:
Originally posted by TalkTV Piers Morgan:
Just so you know you can hard cheese everything in this game by hitting save and quit mid fight and just redoing the fight now knowing your rng and what you will draw lol. I have done it on several fights but I still suck, just a tip as it will teach u how some of the games rng is decided as well.
Yesterday I completed Act 3 on A20, without abusive mechanics, playing Ironclad. It took many attempts, but in the end I succeeded.

Abusing mechanics is one thing, but it's no "instant win" button. The way RNG in this game works makes the usefulness of that tactic very limited, even if it seems powerful at first. No matter how many times you reset a fight, if your deck will lose, then it WILL lose. Always.
Last edited by LHGreen; Feb 23 @ 9:15am
gzd Feb 23 @ 11:05am 
Originally posted by Last_in_line:
In general ... does the randomizer rely on what cards / relics I already have when giving me cards?

No, all of the random seeds for all of the random number stuff is predetermined. It's based on different random seeds that are generated whenever you start your run. That's why if you save and quit, you get all of the same draw order, monster attacks, your skill potion always gives you the same skills, etc.

It does not rely on your existing deck/relic/whatever.
When a card reward is generated, the game first rolls to determine whether the card is common, uncommon, or rare.

Regular combat: (65-x)% / 37% / (x-2)%
Elite combat: (55-x)% / 40% / (x+5)%
Boss: 0% / 0% / 100%

x starts at 0, and increases by 1 every time a common card is rolled. When a rare card is rolled, x resets to 0. That includes boss combats, despite being fixed they do roll and reset x. Note that for regular combats, rare chance can't actually be less than zero, so common chance is capped at 63%.

In a shop, the distribution is 54% / 37% / 9%. This is unaffected by x, and will not reset x.

After the game determines which rarity of cards is generated, all cards within that rarity have an equal probability of being chosen. Doesn't matter what's in your deck, doesn't matter how many times you've seen a card before.

Any other time a card is generated - transform, potion, Dead Branch, Creative AI, etc - rarity is ignored and all cards are equally likely to be chosen.
This is fascinating. I came into the game with no expectations. Hadn't seen the game played. Nobody told me about it. But I swear... it seems like when I add a card that card is more likely to be repeated allowing me to stack. It sounds like I'm wrong, but it also wasn't any kind of bias. I just thought, huh, I wonder...
Last edited by Squeeealer; Mar 1 @ 12:59pm
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