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I know, possibility of making a 3+ rugged for 1 mana was incredible, same with memento, that allows you to take box on event(relic) or warped tongs without any big consequences - let's be fair, it was... broken.
At least golden bullet got from 16(20) to 18(24) so two extra damage :D
For 3 cost card... I hope fatal ability will stay on it U.U
And I'm pretty sure Adapt stacked gaining blocks (two adapts => at the end of turn exaust up to 2 cards; gain 10 block for each) before changes, but ok :|
But hey! At least, nothing happened to Ethernal Form :D
Stacking these two, three and plus one combo power... real combo.
Hope for no nerfs U.U
I think the main problem with this character though so far is that the builds all feel very clunky. While they all are really fun, they just don't have much synergy with eachother. Every other character runs several archtypes at the same time because of the lack of reliability from going all in on one archtype. With this character it feels like it wants you to do the same, but punishes you for doing so. For example hand manipulation is only present in the form of card draw and full hand discards from what I have seen. The archtypes that want card draw thus can't work with center of hand builds very easily then since you will commonly overdraw past where you need to get to for your cards to be in the center of your hand. This is just one example of how two archtypes that sound like they should work together don't and there are a lot of others. I honestly can't find two archetypes that work well together besides those that requires multiple rare cards to work and are terrible without other key cards (got to get lucky on the draws).
I really love all the concepts in this character, but some support cards are needed to mesh archtypes and some cards can use reworks to not be so high synergy.
As I said I love the character and would like to see a more fleshed out version if possible with future updates.
-Spite: Now 1 cost, damage reduced. Upgraded spite draws 3 Curses.
-Dissolve: Now costs 1.
-Final Canter: Now 13 damage per Curse.
-Gambit: Now Retains.
-Dead or Alive: Upgraded damage increased to 11 from 10.
-Determination: Now costs 1.
-Dive: Upgraded Dive now gives 2 Plated Armor.
-Showdown: Now Retains.
- Called Shot: Now costs 1>0 and always draws 2 cards.
- Eye of the Storm: No longer adds +1 to Energy restored when upgraded. Only draws a card if upgraded.
- Roulette: No longer counts itself for hand size when drawing new cards.
- Rugged: Fixed a crash in Russian localization.
- Memento is not the reworked version
- Clasped Locked neither
Despite the version difference, Eye of the Storm is the 1.3 version.
Thanks.
- Changed the color from DEFAULT_GRAY_COLOR to HERMIT_YELLOW.
Changelog 1.4
TEXT: Added Brazilian Portuguese and German translations.
TEXT: Updated Simplified Chinese translation.
TEXT: French translation temporarily suspended until we find somebody who can help update it.
TEXT: Bruise is worded better.
TEXT: Concentration highlights Dead On.
TEXT: From Beyond specifies "For each card in your Exhaust pile".
TEXT: Rugged is worded better.
TEXT: Concatenated the Weak and Vulnerable application on Glare.
TEXT: Removed superfluous number from Enervate.
TEXT: Golden bullet says reduce instead of decrease.
TEXT: Coalescence and Snipe use "this turn".
TEXT: Eclipse Potion renamed to Liquid Void.
TEXT: Bartender Glass renamed to Shotglass.
BUGFIX: From Beyond no longer hits enemies after they've died.
BUGFIX: From Beyond no longer crashes when used on Awakened One while it is untargetable.
BUGFIX: The order in which Bruise is applied no longer influences the damage bonus.
BUGFIX: High Caliber no longer plays two firing sounds sometimes.
BUGFIX: Liquid Void afterimages no longer resemble Flex Potion.
BUGFIX: Liquid Void effects now have proper plural cases.
BUGFIX: Duplicate Potion now properly duplicates Dead On effects.
BUGFIX: Hermit now properly uses his gun to damage the heart at the end of Act 3.
BUGFIX: Magnum no longer sometimes uses blunt hit sound effect.
BUGFIX: No Holds Barred no longer plays its effect over dead enemies.
BUGFIX: Dead Adventurer event elite now gives elite-grade bounty.
BUGFIX: Mind Bloom boss now gives boss-grade bounty.
BUGFIX: All of Hermit's multihit attacks now properly reduce Bruise by 1 per hit.
BUGFIX: Status cards that leave your hand at the end of turn no longer erroneously trigger Impending Doom.
BUGFIX: Combo's effect no longer crashes the game for other characters.
BUGFIX: Eye of the Storm now always properly sets your energy up to its maximum, regardless of its cost.
BUGFIX: Fixed a number of missing text and number highlights on several relics.
BUGFIX: Short Fuse now retains its modified cost if added back to hand by means other than draw.
BUGFIX: Fixed an obscure Lone Wolf (and potentially some others) crash.
BUGFIX: Fixed Golden Bullet and Cursed Weapon sometimes showing wrong values.
BUGFIX: Snapshot cost no longer green when it stops being Dead On.
BALANCE: Covet+ grants 1 less extra card, but also works when exhausting status cards.
BALANCE: Wide Open no longer Retains.
BALANCE: Glare+ no longer Innate or Retains, applies 2 Bruise instead.
BALANCE: Gambit no longer Retains, but adds 1 more attack.
BALANCE: Virtue now reduces all debuffs by 2. Virtue+ no longer Retains.
BALANCE: Adapt grants 1 less Block per exhausted card.
BALANCE: Combo can no longer generate Eye of the Storm.
BALANCE: Dead Man's Hand+ card draw down to 3.
BALANCE: Heroic Bravado is now Ethereal.
BALANCE: No Holds Barred applies more Bruise.
BALANCE: Spray n' Pray deals 1 more damage per hit.
BALANCE: Luck of the Draw energy threshold down to 3>4.
BALANCE: Tracking Shot up to 9>12 damage. No longer requires Dead On to grant Concentration.
BALANCE: Deadeye+ gives 1 more Strength.
BALANCE: Manifest now always costs 2 and grants 13>17 Block.
BALANCE: Low Profile now grants 7>9 Block and 4>5 more Block per debuff.
BALANCE: Purgatory now costs 3 and is Ethereal, but no longer hits you.
BALANCE: Pistol Whip now Common, applies 2 more Bruise.
BALANCE: Take Aim+ now gives immediate Concentration. Conforms to Concentration change.
BALANCE: Snipe now conforms to Concentration change.
BALANCE: Cursed Weapon now costs 4>3 HP and always increases damage by 3.
BALANCE: Midnight+ grants 1 more Block.
BALANCE: Shadow Cloak Block per curse up to 6>9.
BALANCE: Lone Wolf now exhausts.
BALANCE: Smoking Barrel damage bonus up to 4>5.
BALANCE: Brawl now applies 5>6 Bruise.
BALANCE: Dissolve now grants 1>2 Block per card.
BALANCE: Charred Glove now gives 4 damage per Curse drawn.
CHANGE: The first time Hermit enters combat, there is now a short tutorial on Dead On cards.
CHANGE: Updated the Act 4 Victory screen.
CHANGE: Tonic, Black Bile and Liquid Void now display their tooltips.
CHANGE: Slightly changed Liquid Void image.
CHANGE: Concentration no longer uses stacks and is not used up until a Dead On card is triggered. Buff icon also changed.
CHANGE: Bruise now wears off on turn end. All Bruise values are higher across all cards.
CHANGE: Updated the card art of Determination, Take Aim and Smoking Barrel.
CHANGE: Black Wind, From Beyond, Grudge, Cursed Weapon and Enervate use a new visual effect.
CHANGE: Short Fuse uses a new visual effect.
CHANGE: Implemented Wide Potion support.
CHANGE: Horseshoe, Red Scarf and Dented Plate are now all-class relics.
CHANGE: Memento reworked, now reads "At the end of the first turn each combat, retain your hand.".
CHANGE: Clasped Locket reworked, now reads "Retain all cards with a cost of 0.".
CHANGE: Shotglass now limits you to two potions each combat. Can no longer generate Fruit Juice.
CHANGE: Rye Stalk reworked, now reads "Bruise is no longer reduced on hit.".
CHANGE: Spyglass reworked, now reads "If you end your turn Concentrated, gain an additional Energy next turn.".
CHANGE: Red Scarf is now Uncommon.
CHANGE: Horseshoe reworked, now Rare and reads "Whenever you gain Weak, Frail or Vulnerable, gain 1 less.".
CHANGE: Dented Plate reworked, now reads "While your HP is at or below 50%, gain 1 Energy and draw 1 card at the start of your turn.".
CHANGE: Quickdraw reworked, now reads "Deal 9>11 damage. Draw 2>3 cards. Next turn, draw 1 less card.".
CHANGE: Ghostly Presence reworked. Block up to 8>11. Dead On effect now applies 1 Weak to all enemies.
CHANGE: Grudge damage up to 9 and now also counts the curses in your hand, extra damage per curse up to 3>4.
CHANGE: Cheat reworked, now reads "Play one of the top 4>6 cards in your draw pile. If Dead On: So is the played card.".
CHANGE: Horror now applies 4>6 Bruise and prevents it from wearing off for a turn.
CHANGE: Overwhelming Power reworked, now reads "Gain 3 Energy. Draw 3 cards. Whenever you end your turn with 0 Energy, lose 4(3) HP." and uses a new effect.
CHANGE: Feint reworked, now costs 0 and reads "Gain 4>5 Block. Apply 2>3 Bruise to ALL enemies.".
CHANGE: Ricochet reworked, now Uncommon and reads "Deal 7>9 damage. For each Dead On effect triggered this turn, repeat on a random enemy.".
CHANGE: Reprieve now heals all at once.
Everything seems too hard to manage and/or too weak.
I managed to get to end floor, died to the heart, but I really didn't have the fun I used to have with this character.
He was strong, but in a good way, you had to manage your stuff correctly. Now it just felt clunky and meh.