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Devil is fine IMO? Max HP is fantastic. Honestly, it could use a nerf - I just exhausted into Devil+ from Star of Change+, and if that's possible, it might be possible with Nilry's, Dead Branch, Chrysalis, and other shenanigans too. If that's so, you can stall out fights for hundreds of turns trying to turn every one of your cards into a Devil+ with Warped Tongs or Star of Change+.
It feels like Devil could have some really interesting thematic stuff. Like, a deal with the devil has like, long term consequences. What if you started the Act Boss with x1 Vulnerable / Frail / Weak every time you got max HP from it? Or it got an HP buff? Or just a random Super Elite buff? Alternatively, what if it acted like a curse in your deck and exhausted on play no matter what? That way you'd have to make a decision on if you wanted to stall the fight out, instead of the current version, where you always want to stall the fight out if you can.
I feel like Judgment isn't fantastic, so I'd be fine with a buff. Maybe reduce the Stellar requirement? Change it to 8x3 (10x3) so it works better with Strength scaling? Honestly, Judgment feels like a forgettable card that also, according to my ignorant Wikipedia research, doesn't have much to do with the symbolism it's based off of? I'm spitballing, maybe it could be reworked into something like "Gain a buff next combat depending on non-minion enemy intent when you killed it. Exhaust." Similar to Disciple's Analog card? So like, Strength if they were attacking, Dexterity if they were defending, Artifact if they were debuffing or buffing, Retain for anything else. I feel like that'd work really well with Judgement's theme of karma. Rebirth of the dead and forgiveness are also really key themes, but I'm not sure how that'd work. Maybe it could...summon a minion that you've killed with it to fight for you? That'd fit with the ideas of resurrection and redemption.
Then again, not every card has to be good. Judgment isn't great, but it's ok, if you need damage for Act 1 Elites or have Snecko Eye.
Hanged Man doesn't seem that useful. I have lots of hands where I don't have any card draw, or only like, drawing two cards. If I actually can draw a bunch of cards, I'm usually at the point where doing 12-16 single damage for one energy isn't really doing anything for me. Maybe reverse the effects so it draws 3 cards for one energy, and deals damage at Stellar 12? Maybe make the upgrade "3 damage to all enemies?" Maybe reduce the cost to zero, so it fits easier on decks with lots of card draw? Maybe make the effect last two turns?
No comment on Nebula, don't take it enough to say either way.
Opposition is fine at 11 (14) damage. It's comparable to Wild Strike, without the clogging your deck with garbage, and counts as a pseudo 0 cost, which is really nice in Act 1.
Alignment buff is very welcome, card was reaaaaally situational to the point of it being more work than it's worth.
Meanwhile, Astral Form and Nova are just, like, really really really good. It feels like they're the best cards in every deck and a must-pick every time I see them. Nova just does so much damage so quickly and efficiently, and Astral Form not only does damage, but it also trivializes turning on Stellar effects, which is super super valuable. Maybe make them harder to put in play, by increasing cost, or giving them a Stellar requirement?
Oh, maybe Nova reduces the Stellar Phase at the end of your turn, like Wrath Form. That'd make sense, since, y'know, the star is blowing up. I wonder if that'd work with Black Hole or Heat Death...