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WAY OVERPOWERED but amazing kit idea.
Recurrence should not affect strength debuffs. In fact, remove all strength debuffs from this char or make them exhaust.
I was able to make all bosses have negative strength and thus keeping my life high while dolling out mediocre damage. I didn't even know the kit and this was super obvious and simple. I made so many errors in judgement and still crushed it.
Please nerf.
I can never fully guarantee balance, but I am confident this character and the card pool is by no means OP. If you find it too easy, consider increasing the ascension! If you have specific cards that you feel are too strong or too reliable, please attempt ten runs giving yourself that card as a starter for your favoured ascension, and compare them to your other characters! If you think you've found an unusual exploit or strategy that I've overlooked that guarantees you victory, please send a couple san runs my way!
I appreciate your feedback as well on impressions of cards. Regardless of how actually balanced a card is, it can give off the impression of being too strong or too weak, and that impacts player experience! I work hard to generate cards that lead to good player experiences, so I value reports of that kind as well.
Thanks for all your time in writing this review!
Is Fast Forward + Anchor an infinite combo if you have enough of them in the deck?
I'm quite sure Anchor is overpowered either way because Deflect gives 5 block and the fact that Anchor leaves a "useless" replica is an upside. Deflect is also a pretty decent card according to spirelogs.
Changing enemy intent seems to make some elites and bosses too easy but I guess that's okay.
Overall it is a really fun mod where most cards are balanced. There's just a few ridiculous ones.
When you play an anchor card it disappears for that fight, due it it appearing above the Disciple's head :)
It's more akin to boot sequence than deflect due to that reason; it just happens to have some replica synergy on top of boot sequence in exchange for being ethereal and not innate. You either use it or lose it (or theoretically alternate timeline it).
As for Pattern Shift, it's been a character-defining starting card from the ...start. The character has been balanced for having pattern shift in every deck since the very beginning! It's very strong. It's also dead weight against certain enemies (and dead weight against significantly more enemies if you do not draw it turn 1).
In my experience Disciple is pretty reasonable at killing most bosses, but seems to take more damage in hallway fights and most deck archetypes just flat die against Donu + Deca.
I'd recommend upping the ascension level if you're not having fun with the tools at your disposal. The character's winrates are lower on higher ascensions than the base 3 classes. Can you win every run on Disciple on A0? A1? Absolutely. Can you do the same with Ironclad/Silent/Defect? Absolutely.
Seems to me like Act 1 is especially easy because you have two strong cards and pattern shift is especially good against elites. Act 2 is rough. Then Act 3 you assemble a pretty strong combo.
In hindsight I'm probably overvaluing Fast Forward too because while it may play 10 cards it still takes two turns to do so and you have to play a bunch of anchors first. Net result is probably like 2 mana for 30 damage which is on par.
But my question about Fast Forward infinite combo is, if you have enough Fast Forwards in your deck and enough replicas available (hence why I mentioned Anchor because it's the most spammable replica), does the game loop infinitely? And if you can, how many replicas + fastforwards would it take to do so? If it's a low number then I would consider that unbalanced. But otherwise I retract all my balance claims, everything seems fair enough unlike most mods. :)
Finally I want to ask your opinion on end of turn relics cancelling sleep. Sleep is such a powerful part of the kit and this completely nullifies it in most situations so I'm considering just not picking up those relics even if I don't have a sleep card yet. I'm not implying that's an unbalanced dynamic, I just want to know your opinion on that strategy.
Fast Forward+ with 10 replicas in play, no other copies and less than 10 cards remaining in your deck would theoretically loop infinitely (until something died). Getting the replicas in play via fast forward would require much less cards or more copies of fast forwards. With more copies of fast forward you can viable increase the deck size or decrease the remaining card count required to loop, but there's always the chance you don't draw that second fast forward during the first one with a big enough deck.
They do stack really well. They are insane! They do require other cards to enable. Assembling 5-12 cards for a broken combo is reasonably okay investment as far as I am concerned!
Honestly, the only relics/replicas that are end-of-turn that I can think of are Locked Mercury and Spiked Shell. Locked Mercury I agree with you, Spiked Shell I would just advise you to not empty your hand until you're ready to kill :P
You can say I just had a poor build but on the first floor you have so little offensive power you either grab what attacks you can get or get healing trinkets and attrition out every fight.
The game offered attacks which shatter your trinkets to hit hard but you can't resupply those mid fight so it's a losing position for bosses. It offered single hard hitters but they don't go off till later, 7 turns in the case of locked calendar.
The class definitely has a lot of ways to hamstring the opponent but it feels like you're slowing the ai down to your level rather than accelerating yourself.