Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
It really should just be 2 HP on both versions of the card.
Agree 100%
That said I'd agree that Hemokinesis is probably the weakest of the bunch. It doesn't really offer that much more damage than cards which don't self-harm. Personally I'd be inclined to invert Hemokinesis to be:
Deal 16 damage, lose 2 HP (basic)
Deal 24 damage, lose 3 HP (upgraded)
The thing is, it is very rare that a situation arises where either of these cards would be better than some less situational card, especially since using the card just twice already stalls one´s Health recovery. Thus they, infact, turn into Wounds once their sustainability threshold has been reached. And that threshold is oftenmost at two uses at best, less if the enemy causes any actual damage themselves. Bloodletting especially, since it needs to be drawn together with a hand where it actually benefits anything.
There was a reason why, when my "Transform Card" effect turned an attack into Bloodletting, I felt like I was playing with an extra curse the whole iteration long, until I fell on the third floor (it was still there, I wanted to see if I could make use of it knowing I have it since the beginning). Result: Most of the time it drew itself where the hand didn´t need Bloodletting, or when I could not sustain the damage.
Bloodletting is exteremely crappy version of both Offering (Okay, a Rare but still) and Seeing Red. Offering offs itself and draws enough to get a hand worth the extra Mana, and, indeed, saves my a*s frequently. Seeing Red, similarly, offs itself, trimming my Deck, and has no Health cost.
Even if Bloodletting cost only one health per use, I would still slightly prefer Seeing Red, since it thins and has no sustainability issues.
And Hemokinesis is simply outcompeted to oblivion. Ironclad has no need for a bit of extra damage, he has that aplenty already. And the other sources do not, once again, have sustainability issues.
Once again, if it cost one health, I might use it, though I´d still prefer less situaltionally worthless cards.