Slay the Spire

Slay the Spire

(Moved to Downfall) The Guardian
Review
Love him, very good mod. I want to do this review to highlight some details that just are not quite there.

Gems and Socket
Very wel excecuted, works absolutely fine! I only have issue with the 2 of the commen gems. Temp Dex and Temp Strenght. You gain them only after you would gain the block or the attack, what makes them almost useless. And gaining 1 dex after some artifact play isn't quite it .
These commes should be: "+3 block", "3 damage to a random enemy" and "2 damage to all enemies

Also I am missing a subtheme of just attacking opponents with gems that are not in sockets, I thing that would be fun.

Defensive Mode
Fun concept but a bit overpowerd. it is equel to 2 after images and you get 3 thons. Either nurf it to only 1 after image, or -3 strenght while in defensive mode. (i prefer the letter, it is called defensive mode not for nothing"

Stasis:
a fun thing to play with, but for flow reasons they should be autoplaying with random targets. The power lever is quite high, so maybe take that into account with the cost of the cards.

A few cards I do not like:
The ones that reenter statis every time -> To powerful
The ones that deplete themselfs -> Underpowers

Multihit:
Not a very serieus theme if you ask me, just a minor one at this point.

Artifact:
Just feels a bit out of place here as a theme. Only the strengh gain is realy interesting, but that is actualy a part of the multihit

Thorns:
Could use a card that attacks the opponent equal to your tohrns

Beam:
Not bad, but would not be sad if it is replaced with something more synergistic with the rest of the kit.

Overal alalyses:
3 major themes are excelently crafted, but miss some overlap.
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Showing 1-2 of 2 comments
Michael Mayhem  [developer] Mar 5, 2019 @ 11:35am 
Thanks for the writeup!

Regarding gems having X block or damage to enemies, this was the case in early development, but there are code limitations specifically regarding tooltip values that would have required a very complex and risky solution. The damage a card deals is simply !D! in the code, which is then calculated as the damage the card will deal. A card can't deal two completely different amounts of damage without one of the two being fake. "Deal 3 damage to ALL" could have been made, but it would have been a flat 3 damage, unaffected by Strength, which to me is not as interesting. This is why the Crystal Shiv and Crystal Wards exist, as they synergize with Defensive Mode's 'after image' effect and other mechanics such as Stasis Engine, while serving as a workaround to the code limitations, so Strength and Dexterity can affect those gems.

Regarding Stasis autoplaying cards, again this was the case in early development, but proved to be very confusing at the start of the turn when a lot of things were happening at once (such as 5 or 6 Stasis cards all executing simultaneously), and removed a lot of the decision-making around Stasis - as a card in your hand, you have the choice to keep it 0-cost and play it later, or put it back into Stasis to ensure it arrives in your hand again next turn.

Regarding Artifact, although the Guardian boss does not actually have Artifact itself, in my opinion it should have, as it is what ties most of the Constructs together in the Spire lore. It is a subtheme though, and as with the Beam theme, has only a small amount of synergy. It could be compared to the Silent's Discard or Ironclad's Exhaust subtheme - a minimal synergy theme, but enough to build around. I believe it is important to attempt to replicate the successful design of the vanilla characters in that way - having a few major themes, and a handful of smaller subthemes.

Regarding Multihit, the Guardian hosts more multi-hit attacks and more Strength sources than all vanilla classes put together, which is the bread and butter of the theme. It doesn't have a keyword or very targeted "multihit attacks gain this" type of direct call-out, so the theme is perhaps a bit harder to pick up on, but the offensive scaling potential of the Guardian in terms of attacks is often directly tied to how much you can take advantage of Multi-hit and Strength scaling.

I do agree that Defensive Mode is proving to be a handful to balance, and I have been toying with a change to its base power level.
Last edited by Michael Mayhem; Mar 5, 2019 @ 11:35am
lompeluiten Mar 5, 2019 @ 12:32pm 
Originally posted by Michael Mayhem:
Thanks for the writeup!

Regarding gems having X block or damage to enemies, this was the case in early development, but there are code limitations specifically regarding tooltip values that would have required a very complex and risky solution. The damage a card deals is simply !D! in the code, which is then calculated as the damage the card will deal. A card can't deal two completely different amounts of damage without one of the two being fake. "Deal 3 damage to ALL" could have been made, but it would have been a flat 3 damage, unaffected by Strength, which to me is not as interesting. This is why the Crystal Shiv and Crystal Wards exist, as they synergize with Defensive Mode's 'after image' effect and other mechanics such as Stasis Engine, while serving as a workaround to the code limitations, so Strength and Dexterity can affect those gems.
That is indeed a pitty that code would not allow it. But you can enhanche a card, like done in the runesmith mod. Maybe an idea?

Originally posted by Michael Mayhem:
Regarding Stasis autoplaying cards, again this was the case in early development, but proved to be very confusing at the start of the turn when a lot of things were happening at once (such as 5 or 6 Stasis cards all executing simultaneously), and removed a lot of the decision-making around Stasis - as a card in your hand, you have the choice to keep it 0-cost and play it later, or put it back into Stasis to ensure it arrives in your hand again next turn.
I have had silent runs where al kinds of stuff happend before my turn even began. That is something inharent to slay te spire

Originally posted by Michael Mayhem:
Regarding Artifact, although the Guardian boss does not actually have Artifact itself, in my opinion it should have, as it is what ties most of the Constructs together in the Spire lore. It is a subtheme though, and as with the Beam theme, has only a small amount of synergy. It could be compared to the Silent's Discard or Ironclad's Exhaust subtheme - a minimal synergy theme, but enough to build around. I believe it is important to attempt to replicate the successful design of the vanilla characters in that way - having a few major themes, and a handful of smaller subthemes.
Lore or no lore, When I played it, it didn't gell that good with the other themes.
Beam Theme is not in the way, but it is not the main reason I like your class this much

Originally posted by Michael Mayhem:
Regarding Multihit, the Guardian hosts more multi-hit attacks and more Strength sources than all vanilla classes put together, which is the bread and butter of the theme. It doesn't have a keyword or very targeted "multihit attacks gain this" type of direct call-out, so the theme is perhaps a bit harder to pick up on, but the offensive scaling potential of the Guardian in terms of attacks is often directly tied to how much you can take advantage of Multi-hit and Strength scaling.
The power does not come out of multihit, therefore I said it is more of an minor theme, then a main one


Originally posted by Michael Mayhem:
I do agree that Defensive Mode is proving to be a handful to balance, and I have been toying with a change to its base power level.
I am looking forward to your conclusion
Last edited by lompeluiten; Mar 5, 2019 @ 12:33pm
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