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角色不是越多牌越多名字,越限制数值就越好,如果想凑齐一套能玩的卡组离不开极度的运气的时候,这角色已经跟策略没什么关系了,纯看种子能不能赢。设计一个好角色,想限制低数值就得提高卡组联动能力,提高体系联动性,或者创新一点真正的新机制。这角色什么都烂完了,各种意义上还不如机器人。
Mods in stacktrace:
- InSpired (0.2.0)
- eatyourbeetsvg-theanimator (3.5.9)
Cause:
java.lang.NullPointerException
at inspired.patches.ExtendedPowersPatch$Patch_GainStrengthPower_updateDescription.Postfix(ExtendedPowersPatch.java:172)
at com.megacrit.cardcrawl.powers.GainStrengthPower.updateDescription(GainStrengthPower.java:75)
at com.megacrit.cardcrawl.powers.GainStrengthPower.<init>(GainStrengthPower.java:21)
at eatyourbeets.resources.CardTooltips.InitializeIcons(CardTooltips.java:173)
at eatyourbeets.resources.common.CommonResources.PostInitialize(CommonResources.java:95)
at eatyourbeets.resources.AbstractResources.receivePostInitialize(AbstractResources.java:75)
at basemod.BaseMod.publishPostInitialize(BaseMod.java:2311)
at base
相比前期出武力智力属性和形态之前各种力量敏捷随便给的阶段,现在新机制搞的角色有点偏弱了。