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Rapporter et oversættelsesproblem
卡牌数值十分吝啬,其效果往往抵消不了自带de-buff如感染等的负面效果。
机制抄了很多,但是没有精髓,华而不实,没一个有用的,也不能联动。输出有上毒,但是层数不够不足以快速杀死小怪。有力量,但是没有突破极限。防御有加敏捷和临时生命,但是一旦选择其中一种,另一种的存在就成为累赘。
但是这卡牌效果几乎全是负面,费用又高,伤害数值甚至不如原版,玩起来是伤害低的同时还脆的一批......举个例子,2费全场打15给自己加个易伤并且这回合不能打攻击牌;1费单体打4给对面4层毒同时给自己3点毒;主打一手伤敌八百自损一千。
这数值也太幽默了,这么多朴实无华的牌,用起来最好的牌居然是1费随机打7同时给随机敌人一层虚弱。
拼尽全力去叠甲,甚至没法上20甲,基本上无法做到无伤打小怪,没错就是小怪,不是精英,不是boss,就是小怪。牌序一烂连二层都过不去,人麻了。很难不让人怀疑卡牌设计师有没有玩过原版角色,就这么说吧,玩起来感觉比机宝弱一倍。
when played, all is good, you gain 2 void and all focus card you play focus is 0 and are exhausted
but, while out of void, the focus is still 0 AND the card doesn't exhaust
https://steamcommunity.com/id/Mitmout/screenshot/5953266223855054885/
Here you can see i can cast the Howling Wraiths while not in void and not having enough focus
https://steamcommunity.com/id/Mitmout/screenshot/5953266223855079202/
Here I played the howling wraiths (already had on on discard) and it went to the discard pile and not the exhaust pile
its not a huge bug, but i think it could be exploitable
All in all it's not balanced at all.
I've been playing a lot of modded Slay The Spire recently and out of everything I've encountered so far these were absolute BS.
Instantly ruined a good run I had going because there was 3 and they had 50-70hp, 15 regen, like 15 metalicize, base damage of 15-20, 20+ block when used, USED WEAKNESS AND STRENGTH EVERY OTHER TURN.
Dead by like turn 4 before I could get established with either massive end turn damage and healing or secondary style on that run being CC.
Tienen la intencion de rebalancear los daños y otros efectos de este mod? hago la pregunta principalmente porque su ultima actualizacion fue hace mucho tiempo, pero creo que es un mod que con algunos ajustes, valdria mucho para la comunidad que ama StS y HK.
Saludos!
The infection damage ramps far too quickly for you to reasonably block it along with everything else and even with the infection removing cards, that's an extra energy you have to spend for effects that just aren't worth it. After all, even if they can apply poison, the poison effects are still significantly weaker than the Silent's and come with a massive downside.
I think it should be changed to deal damage at the start of your turn to encourage a hyper offensive poison-based playstyle, and increase the amount that it reduces each turn. I think it would still be pretty weak, but at least it would be playable and would reduce the necessity of those specific cards.
For example, with the void relic as starting relic I couldn't reach the first boss because I kept exhausting all my nail strikes and unluckily weren't offered any alternatives that sinergised or bloated unnecessarily my deck. It's hard to keep consistency when the archetypes are so mutually exclusive.
I insist, overall one of the bests mods for slay the spire but in need of some tweaking.
Sorry for my English.
Unfortunately has a fatal design flaw - parasitic card packages that have strict deck requirements, meaning half the cards you're shown are the same as curses for your deck. For example, any card with Void on it removes all Soul from your character, meaning that a Soul deck can't pick one up without turning its payoff cards into unplayable curses. Conversely, a Void deck can never pick up a card that uses Soul, since it would never be able to play it. Similarly, Infection cards can only be run as a deck or not at all. It would be like if Watcher's wrath cards only synergized with each other and could not be put into the same deck as her calm cards.
When I had the Pale King relic that lets you choose between 3 colorless cards to add to my deck at the beginning of each combat and I clicked the eye on the left to view enemy intent, the intent would not show and remain hidden for the rest of combat. I tested it on multiple fights and it happened each time.
You just have to exit the fight and the bug would go away, but just wanted to let you know about it. Thanks!