Slay the Spire

Slay the Spire

Downfall Expansion Mod - 5.3
systemlvl Feb 18, 2021 @ 10:03am
Class overview: first impressions
Slime Boss: Easy to use, easy to master. Doesn't require much planning. Not really my thing, but for 1 run it's fun lording over slime minions.

Guardian: I feel like you can't ever get consistent curls in time to block any significant damage. And besides the defensive side, your offense really leaves a lot to be desired. Some times taking "just" one hit before blocking the rest can make you get worn down by health loss atrrition, and you have no way to heal.

Hexaghost: Hard to use, hard to master, but fun. Requires a lot of trial and error to see which decks would work in which situations. I'll be familiarizing myself with him more for sure.

Champ: Easy to use, moderately hard to master? It feels like you can go hybrid, beserker or defensive builds, with a little leeway for adaptations in each style. Sort of simple, but still a lot of fun.

Automaton: A masterpiece in modding. The way you can dynamically make so many combinations really lets you go off in terms of theorycrafting and deckbuilding. And yet it can be a trap for the player; get too greedy about your combinations and you will lack card synergy or defense. Plus, you only get free functions the first 2 times.

Snecko: Sort of like Hexaghost, but obviously with more randomness added. Truly I honestly have no idea if this character is really strong or really weak, as I can see you would need a massive amount of playtime to figure out what card is right to take when.

Other impressions, corrections, strategies etc. welcome.
< >
Showing 1-1 of 1 comments
Obamenau Mar 7, 2021 @ 11:45am 
I aree that the automaton is really well designed. Kinda OP still but with a balance overhaul it could easily rival the base game characters.
< >
Showing 1-1 of 1 comments
Per page: 1530 50