Slay the Spire
Paranoia Apr 28, 2018 @ 2:23am
Meteor Strike costs 5 WTF?
...You do realise that one is supposed to be able to cast it before one has access to its Plasma, right?

Right now it is a dead card to draw in the early game. At least Bludgeon one could actually use. Meteor Strike now needs its own Plasma to be cast, meaning that one can´t really afford much any other Orb Cards lest the Plasma is gone by the next time it comes around again.

Seriously. Even at 4 Energy, I would hesitate, because it is indeed dead.
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Showing 1-15 of 22 comments
Zu Apr 28, 2018 @ 4:03am 
It's like the eviscerate argument all over again. Enabling it with things like "gain 1 energy for every 6(5) cards in your draw pile" or "gain 2(3) energy and shuffle a void into your draw pile" or "deal damage and gain 1 energy for each channeled orb" and maybe "energy blur" is how you're supposed to do it.

The question is how often that happens and if you even want to do it at that point, but I can totally see this leading into an infinite where evoked plasma orbs and other things give you more energy than you spend.

So, see you in a few weeks when enough experimentation has been conducted?
Paranoia Apr 28, 2018 @ 7:24am 
Originally posted by Zu:
So, see you in a few weeks when enough experimentation has been conducted?

Propably. They did nerf one of the Energy generators with exhaust just now though, so that is acting against this too. well, that and the unUpgraded 1-Cost, meaning that one would only have 4 Energy afterwards, whih is too little for Meteor.

Sure, I do not doubt Deck of few can exist where Meteor does the heavy lifting. But I do not see a frequent scenario where it is not a dead Card to get in the early game.
Last edited by Paranoia; Apr 28, 2018 @ 7:25am
robofish126 Apr 28, 2018 @ 8:24am 
Meteor doesn't balanced at the moment. I like the two ideas in it of "5 energy uber card that requires extra energy to attain, with the character who has the most energy options" and "5 energy card that can sustain itself and then some once initiated", as once you have a full set of Plasma Orbs, playing Meteor gains 6 Energy.

However 24 (32) single target damage is lackluster, especially compared to Sunder, which has a similar function but is playable from the start, does the same amount of damage unupgraded, and does MORE damage than Meteor when upgraded. And as for the energy output, even once you've got your Plasma Orbs going (which is an opportunity cost in it of itself) its only a net of +1 energy vs Sunder which is simply energy neutral on kills.
Last edited by robofish126; Apr 28, 2018 @ 8:24am
Smartboy64 Apr 28, 2018 @ 9:01am 
My only concern when using Meteor is what to do after using it. Having all the Plasma is nice, but I would need more orb slots to store them and keep myself going. Or, at the very least, a small deck/high energy cards to make it seem worthwhile holding onto so many plasma orbs.
The fact that Meteor Storm does less single-target DMG than an unupgraded Bludgeon, even if you upgrade it, is abyssmal. Sure, you're getting bonus Energy on subsequent turns, but its also taking up your Orb slots.

With a name like 'Meteor Storm', you'd think it would hit multiple targets. Because that is a tiny-a** storm if its only hitting one enemy.
Last edited by Aeternalis the Abyssal Alchemist; Apr 28, 2018 @ 12:43pm
RuneGrey Apr 28, 2018 @ 1:13pm 
The big thing here is if you are evoking multiple plasma orbs when you cast meteor. With a small spread of orbs, its entirely possible to chain cast meteor since orbs will give you back 2 energy, and fully cycling all 3 plasma orbs allows you to cast meteor all over again, with a net +1 energy. I think there will be some tweaking, just to make this not a dead card without a lot of setup, but I also expect either meteor's damage or plasma orb return to go down in return.
alon.ori Apr 28, 2018 @ 1:50pm 
it's also enabled by: Enlightment, Madness, Mummified hand, Snecko. and the Necronomicon.
and I can confirm 2 of those with Snecko and Necro is pretty sweet,
also any small deck with 1 of these, Enlightment+ and Unceasing top can probably go infinite.
robofish126 Apr 28, 2018 @ 4:08pm 
Overall its feels like the ideas present in Meteor should be broken up into two separate cards.

Meteor
5 Energy
Deal 30 (40) damage to each enemy and stun them. Meteor's cost cannot be reduced. Exhaust.

Fusion
XX(-1) {ie 2/4/6 for 1/2/3 becomes 1/3/5 for 1/2/3}
Gain X Plasma Orbs

One card about tooling up, another about rewarding you for lining up high amounts of energy.
Last edited by robofish126; Apr 28, 2018 @ 5:06pm
Jelly Apr 28, 2018 @ 4:42pm 
Card is fine: as alon.ori pointed out it has extremely powerful synergy with other cards/relics. Comparisons to bludgeon aren't really fair, it's not used the same way.

Even just with the common card Turbo you can get it going. Any orb channel follow-up will evoke the plasma and allow you to play out your hand.
Bunby Apr 28, 2018 @ 5:59pm 
Originally posted by Zu:
It's like the eviscerate argument all over again. Enabling it with things like "gain 1 energy for every 6(5) cards in your draw pile" or "gain 2(3) energy and shuffle a void into your draw pile" or "deal damage and gain 1 energy for each channeled orb" and maybe "energy blur" is how you're supposed to do it.

The question is how often that happens and if you even want to do it at that point, but I can totally see this leading into an infinite where evoked plasma orbs and other things give you more energy than you spend.

So, see you in a few weeks when enough experimentation has been conducted?
I once double casted the double energy with echo form on a build where i started with ice cream. I got to 60 energy and didn't run out for the rest of the fight lmaooo
Paranoia Apr 28, 2018 @ 6:40pm 
Originally posted by Booshie:
I once double casted the double energy with echo form on a build where i started with ice cream. I got to 60 energy and didn't run out for the rest of the fight lmaooo

Ice Cream is another beast entirely. It is crazy good for this Hero.
Zu Apr 30, 2018 @ 5:27pm 
I know there are other Meteor Strike discussions out there but it was here that I promised to experiment, and so I did. Really makes you wanna yell METEOR STRIKE!!
https://www.youtube.com/watch?v=rvS2KWM-p8A
Here's the deck in its final ironclad-esque form shítting on the easiest final boss.
https://steamcommunity.com/sharedfiles/filedetails/?id=1374790246
Here's the list with a highlight of how fast it can tear through hallway fights too.
https://steamcommunity.com/sharedfiles/filedetails/?id=1374790714
I went full rεtard and bottled it in act 2. Already I had a reliable combo of seek, recycle, thunder strike, which I thought I was building a deck around until meteor strike dropped.

Thunder strike was exchanged for turbo. The combo was complemented with fission and impulse. Then I just needed more cycle and I was cheating my way through every fight.
Lazhares May 4, 2018 @ 3:51pm 
If you dont cast anything other than plasma and dont have extra orb slots (or can reliably have full orb slots) meteor actually gives one energy on cast starting from its second cast. Also you enjoy the benefits of having at least 3 plasma orbs up every turn since the first cast.

I think it fits a concrete deck style and it is ways far from being a reliable pick if you don't have the enablers yet and even if you have then it can be tricky to cast it for the first time and not make it a dead card. When it works it isn't game breaking if you aren't comboing it with other rare cards (like echo form, prime etc) and even if u do chances are that your deck its going to do well without that specific card.

All in all it seems like a "hard to make work"-card which most attractive merit is speeding up some non-boss fights. In the last boss battle either you loose because your deck has no win-condition or you have already a win condition and meteor is just a win-more card.

Decreasing its rarity could be a nice buff, since its major drawback is the lack of reliability.
Sinsling May 4, 2018 @ 4:02pm 
Originally posted by Lazhares:
If you dont cast anything other than plasma and dont have extra orb slots (or can reliably have full orb slots) meteor actually gives one energy on cast starting from its second cast. Also you enjoy the benefits of having at least 3 plasma orbs up every turn since the first cast.

I think it fits a concrete deck style and it is ways far from being a reliable pick if you don't have the enablers yet and even if you have then it can be tricky to cast it for the first time and not make it a dead card. When it works it isn't game breaking if you aren't comboing it with other rare cards (like echo form, prime etc) and even if u do chances are that your deck its going to do well without that specific card.

All in all it seems like a "hard to make work"-card which most attractive merit is speeding up some non-boss fights. In the last boss battle either you loose because your deck has no win-condition or you have already a win condition and meteor is just a win-more card.

Decreasing its rarity could be a nice buff, since its major drawback is the lack of reliability.
Turbo fixes that. And meteor is a win condition. Skim+, a turbo+ for first turn cast, and then meteor can crank up a perma-cycle on turn 2. There are other cards that can be added to make it even sweeter.
Paranoia May 4, 2018 @ 6:05pm 
Originally posted by Sinsling:
Turbo fixes that. And meteor is a win condition. Skim+, a turbo+ for first turn cast, and then meteor can crank up a perma-cycle on turn 2. There are other cards that can be added to make it even sweeter.

Apart from Ice Cream, which is obscene in Defect in its own right, I am yet to get Meteor to work in a way that is not, as said above, hard work for mediocre results.
I wanted it to work. I even once had two of them. But they are just so underwhelming considering the effort to get them going. Thus, as said above:

Originally posted by Lazhares:
All in all it seems like a "hard to make work"-card which most attractive merit is speeding up some non-boss fights. In the last boss battle either you loose because your deck has no win-condition or you have already a win condition and meteor is just a win-more card.

It is both underwhelming a Rare Card, and underwhelming a 5-Cost Card. Did it cost 4, then at least it could be an interesting pick when one has got either x2 Energy or one of the +Energy Relics. As is, it is too often like having a Curse in one´s Deck for a few iterations.

Sure, if I got a Spinning Top, that might be another Deck where I could use it for eternal cycle, but for some reason I have never actually got Spinning Top (early) in Defect ever.
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