Slay the Spire

Slay the Spire

The Marked
Showing 11-20 of 27 entries
< 1  2  3 >
Update: Jan 29, 2021 @ 8:03am

1.23
A few more fixes and bringing some underwhelming choices up to par, while nerfing some OP ones.

Fixes:
Snap now always retains when upgraded
Banish power tooltip restored
The nerf to Heritage never took effect. It is nerfed to 4(5) per application now.
The nerf to Empower weapon ALSO never took effect. It is nerfed to 5 now.

Balance:
Creeping Chasm: Charge required to play 2>6(4) Damage 12(14) >20(2)
Contempt for the Proud: Damage 5(7)>7(9)
Vacuum: Damage 2(5) > 4(7)
Defy: Damage 14(16) > 13(14)
Enhance Movement: Now exhausts.

Update: Jan 26, 2021 @ 3:01pm

1.22
Mostly bug-fixes. Trimming some power from over-buffed cards.
Fixes:
Throw weapon now REALLY takes into account vulnerable/weak etc.
Improvise/Take of Heels now reduces the cost of both improvised weapons when summoned with spirit blade
Banish should always triggers now, when more than 10 are applied from 0
The Mission no longer works when it shouldn’t
Eyepatch no longer gives energy for debuffs that would expire at the start of turn
Vacuum no longer randomly counts as “strike”

Balance:
Repelling Discharge: Base block 8(11)>8. Now only gains Preserve on upgrade and raises the upper limit of Charge applied from 6 to 8.
Heritage: Block 5(7) > 4(6)
Dispel Doubt: damage 20(25) > 20(22)
Wasteful Attack renamed to Wasteful Strike. Now counts as a Strike for target dummy and Perfected Strike.
Vacuum: damage 2(4) > 2(5)

Update: Jan 25, 2021 @ 6:28am

1.21
Small follow-up to bring some things in line. Buffing some cards that felt weak and nerfing some outliners. Once again, making block a bit easier to get by.
Fixes:
Throw weapon now properly exhausts attacks again.
Channel force is now in the rarity where it should’ve been since last patch (uncommon)
Perfect Storm no longer ignores shields on the second turn
Banishing Strike no longer ignores shields with the bonus damage
Balance:
Self-Defense: Damage 7>4, Block 7>10
Channel Force: increase per card exhausted 3(4) > 4(6)
Empower Weapon: increase 6>5
Opportunist: Minimal block threshold 8>6
Eternal student: Base value 6>9
Perfect Storm: damage 10(12)>11(14) now has preserve (doesn’t consume charge)
Favorable Winds: Block 12>14
Shocking touch: Damage 9(12) > 10(14)
Dispel Doubt: Damage 18(22) > 20(25)
Repelling Discharge: now has preserve
Magus Form: Charge 2(3) > 3(4)
Snap: damage 7>6
Reworked: Static
Common > Uncommon
Circuits 2>1
now gives 8>10 Block and Charge equal to half of your block

Update: Jan 24, 2021 @ 6:25am

1.2
The response to Banish resistance was quite negative, so it’s going away. Introducing other systems to make Banish more appealing in the early game without making it too easy to proc multiple times per turn. Summon is getting a few changes to differentiate and balance its individual cards better. Finally, block sources are getting a small pass as well.

Fixes:
Rogue Sparks now always deals the correct amount of damage.
Improvised Weapon and Take Off Heels summon logic fixed (?)
Seal now properly triggers its effects when its amount has been boosted (like, by Demon Dagger)

Balance:
(System) Banish no longer applies Banish Resistance. Banish stacks beyond 10 no longer carry over; Banish is always removed when it goes above 10. Stacking Banish to multiples of 10 (20, 30) no longer increases its damage either.
Banishing Strike: Damage 8(10)->7(10), Banish 3(4) -> 2, now deals bonus (thorns) damage equal to the target’s Banish stacks.
Ward Off: Block 8(10)>5(8), Banish 2(3) -> 2, now gives extra block based on the target’s Banish stacks.
Banishing Wave: Damage: 13(14) > 16(17), Banish 3(5) > 4, now exhausts unless upgraded.
Mystical Arsenal: Banish 4>2 Now grants Charge equal to Banish stacks on all enemies.
Abjuration: Banish 5>3. Banish to minions unchanged.
Vaccuum: Applies Banish Stacks instead of Banish Resistance. (Half of unblocked damage)
Parry: Base damage reduction: 30%->20%. No longer discards Alyssa’s Blade.
Paralyzing blade: No longer increases sword damage. Now gives 9(10) Block instead. Sword Weak 1>1(2)
Eternal Student: Cost 1>2 Base Value 4>6
Channel Force: Rarity Rare > Uncommon, cost 2>1, no longer exhausts, now only exhausts attacks on use
Empower Weapon: Amount 4(6) > 6. Now exhausts unless upgraded.
Sword and Magic: Damage 5(8) > 6(9).
Opportunist: Now needs to Block at least 8 attack damage. Riposte damage 6>4. Riposte now applies Vulnerable.
Snap: Now retains on upgrade.
Binding Blade: Cost 0>1
Take Cover: Uncommon > common, block 12(15)> 11(14)
Magic Adept (now Magus Form): Cost 3(2) > 3, Charge 2 > 2(3)

Content
New common skill: Memento
Cost 1
Apply 3(4) Banish and draw 2(3) cards. Exhaust.
New uncommon power: The Mission
Cost 2(1)
If you have a negative effect while applying Banish, apply 2 more. Gain 2 Ignorant.
Reworked: Wasteful Defense > Pokerface
0 Cost Uncommon Skill. Gain 4(6) Block. If you have a negative effect, gain this Block again.
Removed: Muscle Memory
Reworked: Flurry Form (renamed to muscle memory)
Cost 3>2. Rarity rare > uncommon.
Whenever you exhaust an Attack, summon Alyssa’s Blade and increase it’s attack by 2(3).
Renamed: Magic Adept >Magus Form
Reworked: Heritage
Cost 2>1
Now grants 5(7) Block whenever Banish is applied.

Art:
Improved several card arts

Update: Jan 3, 2021 @ 8:05am

1.12
Parry and Eternal Student were making Sword-buffing decks ramp very fast and block very hard. Changing them to make sure they are somewhat in line. Even with the nerfs Parry had too much potential for common-tier though. Nail File could potentially generate infinite healing, which is never good to have. Making it only work when lethal on non-minions but increasing the amount to compensate.
This update also has new VFX!

Balance:
- Eternal Student: Now has ethereal. Upgrade now removes ethereal. No longer increases growth.
- Parry: Now reduces Alyssa’s Blade’s damage by 30% instead of 2. Upgrade no longer reduces this amount. Moved to Uncommon
- Nail File now only heals if Banish is lethal on a non-minion. Heal increased to 10.

Art & stuff:
- Added custom VFX for
o Improvised Weapon
o Attract Metal
o All Sword-Buffing Effects
o Electrocute
o Banish Damage
- Favorable Wind and Tailwinds now have Calm-Stance Particles
- Suspicious Raven now goes CAW CAW

Update: Jan 1, 2021 @ 11:23am

Update: Jan 1, 2021 @ 8:27am

Update: Jan 1, 2021 @ 7:00am

1.11
Fixes:
- Static+ now provides the correct amount of Charge
- Tooltip of Power flow now more accurately describes what it does
- Combo Attacks can now stack
- Combo Attacks can no longer reduce the cost of the card exhausted by Throw weapon
- Throw weapon now properly increases the damage for vulnerable targets.
- Aoe attacks (like Banishing Wave) now properly apply Charge
- Shocking touch no longer applies infinite Vulnerable to the enemy and Vulnerable that falls off twice as fast to the player
Balance:
- Parry now discards Alyssa’s Blade right after summoning it.
Un-upgraded Parry now uses the Blade’s new attack value after decreasing it
Upgrade no longer removes the debuff, but reduces it from -2 to -1 and uses the old value before decreasing it
- Improvise and Take Off Heels now Summon Improvised Weapons. It still rerolls their effect if they already exist. This just avoids cluttering your deck and triggers summon-related effects.

Update: Dec 30, 2020 @ 7:37am

Update: Dec 30, 2020 @ 7:00am

1.10:

The worst bugs are hopefully fixed by now. Time for a bigger update.
1.10 changes the rules behind Charge and Banish a little and adds 5 new cards.
The goal of the update is making flexible hybrid builds more viable and reducing the entrance barrier for Charge and Banish decks, while reducing the power of heavy Banish/Charge decks. This should open up some room for experimentation and tone down run-RNG a little.

Fixes
- Fixed a bug where “Banishing Wave” and “Keep Calm and Fight” were applying all damage modifications twice.
- Cloning Alyssa’s Blade with Nightmare or Dual Wield now creates “Mirror Blades” instead to avoid inconsistencies.
- Alyssa’s Blade can now be summoned from the exhaust pile, but any buffs it received are lost when it is exhausted. (To avoid cloning with Exhume)
- Artifact of Air renamed to Static Bracelet to avoid the Artifact keyword.
- Tunnel Vision now always applies the correct amount of Ignorant.
- This time Electrocute should REALLY do and display the correct damage in combination with weak, vulnerable etc.
- Same goes for Parkour.

Qol
- Cards that summon Alyssa’s Blade now reflect all of the Blade’s current improvements in the card preview.

Charge
- Attacks now only consume up to 6 Charge
- Cards that use Charge without consuming it now have the “Preserve” keyword (Circuit, Maelstrom)
- Attacks that consume ALL Charge now have the “Conductor” keyword (Electrocute and Circuit)

Banish
- Enemies damaged by Banish now gain 2 “Banish Resistance”, increasing the threshold for consecutive Banish procs by 2.
- Banish resistance can be reduced with a new card but cannot fall below 6.

Cards
- NEW One with the Blade (Charge + Summon synergy)
1 Cost Uncommon Skill.
Summon Alyssa’s Blade and give it Preserve. Gain 2(6) Charge. Exhaust.
- NEW Abjuration (Rare option for Banish to counteract nerfs, good option for act 2 bosses)
1 Cost Rare Attack.
Deal 10 damage and apply 5 Banish. If the target is a Minion, apply 5 more.
Upgrade: Targets ALL minions.
- NEW Attract Metal
1 Cost Uncommon Skill.
Gain 8 Block, increased by the target's Block.
Upgrade STEALS the target’s Block.
- NEW Vacuum
1 Cost Rare Attack (Charge + Banish synergy)
Deal 2(4) Damage. Reduce the target’s Banish threshold by half of the unblocked damage dealt. (Cannot go below 6)
- NEW Parry
1 Cost Common Skill (Block card for Summon archetype)
Summon Alyssa's Blade and gain Block equal to its attack. Reduce it's attack by 2.
Upgrade: no longer reduce it's attack.
- REPLACED Enhanced Hearing > Standoff
Same cost/Tier
If the first attack played each turn is a skill, EVERYONE gains 5(7) block.
- REWORKED Improvised weapons now have one of 4 random effects:
draw 1(2) cards
gain 1(2) energy
apply 1(2) weak
apply 1(2) vulnerable
- Repelling Discharge now only consumes up to 6 Charge. (as an attack would)
- Determination can only trigger once(twice) a turn now. Card draw 1->2
- Creeping Chasm now deals its damage at the start of turn. Damage 22(26)>12(16) cost 2>1
- Reabsorb now adds 3 more Charge for any other improvements the Blade had, such as Weak and Banish.
- Wasteful defense moved to common tier, cost 2>1 block 22(26)>11(15)
- Electrocute moved to uncommon
- Magic Adept moved to rare, cost increased to 3(2) no longer increases charge on upgrade
- Banishing Wave Damage 13(15)>12(13) Banish 3(4)>4(5)
- Power Flow Charge 4(8) > 4(6)
- Snap no longer loses exhaust on upgrade

Relics
- Gun limits Charge consumption to 3, without effecting damage. (basically, same as before)
- Bronze Blade: Tooltip no longer falsely states that the damage is limited to one turn.

Art
- Improved card art for:
Mystical Arsenal
Tunnel Vision
Heightened Senses

Language
- Now localized in German, Chinese (traditional) and Chinese (simplified). Special thanks to luke871016 for the Chinese translations!