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I guess this isn't necessarily a design flaw, but it certainly wouldn't be hard to make that card less centralizing if you wanted to. Just increase its damage but cap how many times it triggers per turn.
One of the only cards in the game that actually gets worse when upgraded. It is quite a bad card, even when not upgraded.
Bucket of Dregs
Unplayable, Retain
When Retained, heal ALL enemies for 6HP and gain 3 Block.
[Upgrades to]
When Retained, heal ALL enemies for 10HP and gain 5 Block.
Suggested Change:
[Upgrades to]
When Retained, heal ALL enemies for 6HP and gain 5 Block.
Honestly, this is a weird pack XD The rares are quite powerful, Top of the Sky is innovative and fun. I dislike all of the other cards. (Stone Sword is fun in Snecko.)
(As a side note, this pack has the worst card art I've ever seen. Please, someone generate some AI art for these cards and get rid of the toothpaste-blue images.)
I think the biggest problem with it is that it's an X cost card that is extremely strong even when it's zero cost, because it's based on your total hand cost, so unlike most X cost cards it gets stronger the more of it you take - play sneckpot, draw sneckpot, play it again for essentially the same amount of damage you did last time. Would it nerf it too much to make it deal damage only equal to the total cost of the cards drawn?
Your idea isn't that good in practice, generally you'll have cards cost ~1.5 energy (this is with a lot of high costs in the deck) so a 3 energy sneckpost would be 4 damage.Even if you high-rolled, it'd be 9 damage.
Maybe an approach could be draw/muddle x cards. Deal 9 damage for every 0 cost. Values pending, but it would adhere more to the jackpot flavor I was going for.
Tides is another card from that pack that's worth to look at, it scales fantastic with strength, it gets better the more doppels you have and it lets you channel one with 0 conditions. (Not to mention it's easy to get to 0 cost) The card does too much too well.
I suggest changing the card that it only channels a Doppel with the upgraded version.
So this is definitely on our radar as something to take a look at, but no promises on exactly when that happens or what conclusions we draw.
If I had to pick one outlier... It is clearly Summon.
It outshines the other commons: Big card advantage + Ability to doppel powers.
Perhaps it needs more adjustment than that single card... but just an observation :D
Keep doing what you're doing, guyssss! Best mod ever! Packmaster woooo!
Solution would be to let the card apply ignite to all enemies. It would make it sufficiently unique, the secondary effect would matter more and it's more like flamethrower actually works in into the Breach.
Balance-wise I can't tell yet where it's at. But I like it more for sure.
Also, I agree with the sentiment that dopple is too strong.
Every single card in the pack is too strong.
Even the commons. Like the ones that draw 1 and channel an orb are insane. It's like 8 damage, or 8 block, draw a card, channel an orb, and if orb slots are full, it's also gain energy (cuz the dopple thats released is free). Way too many things happening for a 1 energy common card. Not even cut through fate is that good.
Making the doppled card stay the cost it was when it was doppled, instead of always being free would probably be a good start to balancing it, though even then dopple would still be too strong.
It is really really fun though. But out of like the 12 A20H runs I've done with dopple, I think I may have lost just 1.
Bullet Climax: pretty okay, scales with strength which you have to build around with other packs, not particulatrly noteworthy.
Heel Tornado: probably the worst source of arcane, this card is still pretty decent. punished by time eater and the heart
Full Moon Halo: The best common, 12 block + an easy extra 4 is extremly respectable, scales with dex very well, strong synergies with Arcane Orbs, excellent for 1 energy.
Flow of the Sword: Decent power, fire spirits are huge, but for 2 energy this card is suprisingly reasonable.
Witches Twist: super good skill, its effectivly 4 temporary dexterity. super good with the full moon halo and all the zero cost block cards.
Crystal Moonlight: Now we get to the broken stuff. The Best Source of Arcane Orbs. Any source of card doublication or a little extra focus and this becomes extremly busted. im talking first turning spire sword and shield level busted. Playing this with a couple of dodge offsets is just ludicrous.
Space Slip: Id actually say this is not quite as good as Crystal Moonllight. Its still extremly potent tho. particularly if you have both cards.
Wicked Weave: The main offender. One must be very careful with access to fire spirits since they give focus and scaling damage if you have a running orb engine. This Card is just unfair.
Ill give the pack a few more spins, i suspect its not quite as powerful as i made it out here (i gave myself some synergies in custom draft which resultet in broken runs). But i think its powerlevel is up there.