Slay the Spire
Paranoia Mar 8, 2018 @ 8:16pm
Bloodletting and Hemokinesis should only cost 1HP
Simply put, unless one turns themselves into a Vampire*, Bloodletting and Hemokinesis are absurdly unsustainable. Which, incidentally, also makes Rupture indirectly weaker for obvious reasons.

Hemokinesis is is especially damning, since Ironclad is hardly hurting for ways to increase Strength, making Hemokinesis pretty much redundant.

*And, if I got Bites, I would not be playing a Deck with Hemokinesis anyway.


Another option for Hemokinesis is Cost 0 and 2HP. See? Even with Cost reduction, 3HP is simply too much to be worth it.
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18 DMG for 2 HP on the upgraded version is decent. But the base version is just outright terrible.

It really should just be 2 HP on both versions of the card.
PedroEX Mar 9, 2018 @ 5:56pm 
Originally posted by Abyssal Alchemist:
18 DMG for 2 HP on the upgraded version is decent. But the base version is just outright terrible.

It really should just be 2 HP on both versions of the card.

Agree 100%
robofish126 Mar 10, 2018 @ 5:59am 
The thing about self-harm cards is the damage they inflict is less than even the smallest attack by enemies. If they can help you end the combat faster so you get hit by one fewer attack, or in the case of Offering/Bloodletting let you play just one more blocking card, then you are better off then if you had a 'normal' card in their stead.

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)
Last edited by robofish126; Mar 10, 2018 @ 6:04am
Paranoia Mar 11, 2018 @ 7:32pm 
Originally posted by robofish126:
The thing about self-harm cards is the damage they inflict is less than even the smallest attack by enemies. If they can help you end the combat faster so you get hit by one fewer attack, or in the case of Offering/Bloodletting let you play just one more blocking card, then you are better off then if you had a 'normal' card in their stead.

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.
Last edited by Paranoia; Mar 11, 2018 @ 8:14pm
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Date Posted: Mar 8, 2018 @ 8:16pm
Posts: 4