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Also, did you know that if you have more than 5 innate/bottled card, that those actually do increase your starting hand size? With 10 innates, you really draw 10 cards.
Indeed, I did. Which is partially why I think that is the wrong way around:
As is, it replaces starting hand five cards first five cards, and increases hand size later;
Whereas I would prefer if it increased starting hand size first five cards, and replaced it later.
Different order, big impact. :b
So my counter proposal is adding a new property for cards: Innate+, would increase starting hand size by 1 in addition to being innate. Then, fine tune for each innate card if they need Innate+ or not. It also gives a new interesting way to improve cards when upgrading: Backstab could be innate, backstab+ could be innate+ :)
When you upgrade a card to be innate, its good for you (after image is obvious example). So you know what you are putting in your starting hand.
If you take a crad that already says innate, you also know what you are taking since you want to have this effect early in every fight (backstab or boot sequence).
Brutality as an innate card is great if you have more sustain than boiling blood or if you have synergistic relics. Card draw is useful but you should never take brutality in any slow tempo deck.
Innate is a realy strong property because you no longer have to hope for rng in terms of what you draw. You want your demon form on turn 1 and not on turn 5. Thats why bottled tornado is realy strong. In some cases later draw of essential card might result in your death.
also
If you got more than 5 innate cards, you are going to draw them all.
It is almost like you ignored all the points made in the opening post in order to state the obvious.
Backstab is seldom taken exactly because having it makes one's starting hand worse in most cases. It was exactly the point: it is not taken, because it makes starting hand worse.
Infinite Blades simply sucks hard as an Innate. One wants many of them, most of the time, yet having them in starting hand just gets one killed with extreme prejudice. Hell, Frozen Egg in itself kills any attempt at Shiv run, since it'll automatically Upgrade Infinite Blades.
Just answer one question: why would an Upgrade have the possibility to make a Card worse than it was? No other Card becomes even conditionally worse when Upgraded, why would these?
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I think ma boi Paranormal Dogo is exaggerating a bit here. I've had times where I upgraded infinite blades to get the kunai train rolling faster, or after image to compensate for lacking footworks, or machine learning to reach other powers faster.
And like, when would you ever overload on innate cards so hard that you feel bad about it anyway? Ran into the 8x3 man and got sad that 2/7 turn 1 slots were taken by backstabs which would've been tremendously useful against cultists, big orb's sentry friend, slavers, gremlin minions, birbs, parasite's shroom friend, and forcing redhead priest to heal in the very same act where you got shafted by this snek plant?
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[Stuff over]
Idk, if they really needed a slight buff, I'd give the player the option to mulligan innate cards back into your draw pile and get something more desirable.
Its not that infinite blades is worse on upgrade. Infinite blades is countered by a lot of foes anyways. Its a problem in design and not in upgrade itself imo.
Which means, like many things in this game its about making critical deckbuilding decisions. You dont NEED to upgrade every card. Cards that the upgrade only grants innate, should be upgraded sparringly to give your deck consistency without crippling it.
If you're screwing over your deck with innate cards, its because you're making bad deck building and card upgrade choices.
Unless Back-Stab is supposed to be a gotcha trap option about 90% of the time, this rings hollow.
Besides, as said, I do not have the trouble of upgrading/taking those Cards. Because, as said, 90% of the time Upgrading/taking them is an actual detriment. Hence the whole topic: Upgrading/taking them is an actual detriment too often, it is trivial to see that it hinders one more than advances most of the time. Which is not really an "Upgrade", now is it? :b
(Reiterating part of my previous list because you haven't given concrete examples at all.)
I sure like ma backstabs against thieves, cultists, bear & co., shellboi n rat, sentry n orB, smol shapes, reptomancer (even if I don't play it on turn 1), transient (see reptomancer), orb walkers, jaw worms, and even the aforementioned darklings if I have relevant turn 1 relics.
Idk, feels like the age-old argument that overloading on escape plans is bad due to chosen, snecko, slug, and not picking potentially more suitable cards at the time.
And again, when do you ever have so many innate cards that they actually become a problem? Exactly when you have frozen egg so it upgrades all the infinite blades you pick up so you can't defend yourself on turn 1 against 8x3 man? So what? If you did this to yourself because you wanted to go hypermode with kunai shuriken, you only win the rest of the run in a breeze.
The powers let you consitently set up your long game in the first turn, at the risk of not having any flexibility or defense turn 1, if you over do it.
On the flipside, backstab allows for huge burst damage and ending non-elite/boss fights in the opening turn, at the cost of being on the back foot against anything that can shrug it off.