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I think she is stronger than the Watcher. Don't be so surprised. I tried Neral A20 about 15 times. Only once I lose in Spear And Shield and once in The Book in act II.
Her initial relic can store unbroken block to temp HP, that make her have another way to play this game. First survive, then attack.
She really can use block to defend the monsters(except the Arena 1). She can have a long turn to fight, and use Invisible ability to get start(include the card Way Of Champion, as you say). It is normal to have 10 turns with some tough enemies.
Arena 1 is special, you are given 15 strength(use Artifact to counter "Die in 2 turns"), you can find your strike can deal 22 damage.
After Arena 1, you can pick more defend cards. When you have free energy, use it to attack.
Mostly, enter Arena 2 times in an act is best (If you really need damage, fight Viviana in Act I is OK). You can have 1 less because the 6-th Arena does not worth to fight. The arena counter is fixed, not decided by which act you are currently in.
Anyway, thanks for playing and feedback.
Also she's nowhere near as strong as the Watcher. The Watcher is an easy win against the A20 Heart most of the time because being able to do double damage whenever you want for 0 energy is incredibly powerful.
She's not even as strong as the Defect, because Defect's scaling can accelerate, and it's faster. In 10 turns, a scaling focused (bad) Defect deck will be several times stronger than Nearl is. It can play all of its cards twice for free, gain 70+ block every single turn or deal 70+ damage every turn, it can be immune to damage from buffers, draw 3 or 4 extra cards...
A single Defect power gives him the equivalent of 16 permanent Thorns for 1 energy. And that power is considered a bad pick because it's too weak. Defect has a 0 energy skill that gives him 10 block. For free. And for one that doesn't exhaust, he can gain 6 or 8 block for free. Defect has an attack that deals 30+ damage and costs 0 energy if it's fatal, and it's considered to be an OK pick because it's not strong enough. Nearl doesn't have anything in her kit that is even close to that powerful.
You don't need to use artifact to counter the debuff on the first arena fight btw. If you use both of them, the duration doubles to 4 turns, which again is where the fight should be over with anyway.
Like I said, she's designed for long fights in a game where long fights are incredibly detrimental to you. After 10 turns, sure she's strong enough to deal with the Spire enemies. But fights don't last 10 turns. She doesn't have the survivability to deal with... say Nemesis, which can hit for 45 damage every other turn starting on turn 2.
Her starting relic stores FIVE block to convert to temporary HP. So surviving then attacking doesn't work because at most you're storing 5 block a turn. Even in a 10 turn fight, you're only storing 50 damage worth of HP. And again, you're investing energy to invest energy to invest energy.
Normal spire enemies can hit for 50 damage in a single turn. What about the other 9 turns? Storing block is a decent idea, but it's not useful enough to build a strategy around, since 3 turns of storage can be undone by a single decent hit from an Act 1 normal Spire enemy.
Also, the 3 cards? that give invulnerability are massively overcosted because Intangible exists. Taking Apparition is considered relatively powerful even at the cost of half your max HP in the base game because spending 1 energy to make yourself functionally immune to damage that turn is strong. Spending 3 energy to do that is a waste of time unless you're facing lethal damage, which points to you waiting too long or having built a bad deck. Because if you're facing lethal damage now, you're probably going to be facing that lethal damage next turn as well. So you just spent your turn doing nothing so you could die 1 turn later.
If you're balancing the Arenas to be fought twice an Act, the rewards need to be better than "a normal card" or even "a slightly more powerful than normal card". Because at that point, they're competing against the Elites, which are not only easier, but grant Relics as a reward.
Hell, Way to the Championship is a worse reward than Friend Shelter is. Friend Shelter is just Apparition. Give 1 turn of Intangible for 1 energy. Way to the Championship is a worse version of Silent's Form power, since it's 3 energy for 1 turn of intangible when upgraded, while Silent's Form is 3 energy for 3 turns of intangible when upgraded. The downside isn't important because the fight should be over within a turn or so of the Intangible expiring. And again, Silent's Form power is considered mediocre, as most 3 cost cards are.
For example, BlemiShine will give you HP restore for EVERY battle, if you want. Viviana provides you the ability to transform light and shadow, the light can transform into block. Nightangle will give you Sanctuary, half damage means you only need half block. Even if enemies didn't attack you, you may try Sanctuary to store block for next turn.
BlemiShine can also give you Craftman's Echo, which can give you 3 dex, you may think it does worse than Silent's power, but this can be used more than one times. Did you try defect with 14 dex? In this way, Defend can provide you 19 blocks, and 3 defend can easily defend 57 damage.
Way to the Championship is worse than Friend Shelter, indeed. But this also limit the enemies strength. This counters almost every boss: Heart, Time Eater, Awaken One, and if you can break the artifact, Donu and Deca can also be limited. And this card do not give you Dex-1 every turn, so it can be used in ANY time. You can consider it as Vault.
Friend Shelter is much more stronger than other cards, as the reward of saving BlemiShine from Tora. Don't just compare with this.
You can choose enter or not enter the Arena, by switching route. Just balance by yourself.
1st and 2nd Arena is weaker than Elite of Act I, 3rd Arena is less powerful than Elite of Act II, 4th Arena is weaker than Elite of Act III, 5th Arena is the Boss, and maybe weaker than Boss of Act III if you have long battle. (You can trust Viviana, she helps you to deal damage and you only defend is OK)
Also, she has more energy in a specific way: 5-th Arena provide you another boss relic.
Blemishine can give you HP restore, yes. But only after investing energy to invest more energy. Craftsman's Echo isn't worse than Silent's form power. Silent's form power makes her immune to damage for 2 - 3 turns, and that card is considered mediocre because it's 3 energy and doesn't do enough to waste a full turn on.
Craftsman's Echo is worse than Ironclad's Inflame. Because it costs twice as much energy for the same gain. You can get it more than once, but again you're investing energy to invest energy to invest energy. You use Inflame because you can use it AND do other things that turn. You can't do that with Craftsman's Echo.
Way to the Championship counters strength gain IF you can get around artifact. But again, you're investing energy to do something LATER. In a game where later is fatal. Even without strength gain, the Heart's going to be swinging in for... what 80 damage every third turn? And you just wasted 1 of those 3 turns doing nothing instead of scaling.
Time Eater's strength gain isn't the thing that makes Time Eater strong. It's the 'forcibly ending your turn' part that makes him dangerous. You could take away his strength in the base game and he'd still mess up 0 decks because 0 decks play so many cards per turn.
Donu and Deca's strength gain makes them more dangerous, but they ALSO start with Artifact, so you have to invest energy to remove the artifact to invest energy to remove their strength gain. And that still hasn't stopped them from smacking you for 26 for every turn you're investing.
ETC. Strength gain isn't a problem in the Spire. The reason you'd limit strength gain is so it comboes with temporary strength loss. So you could in theory debuff enemies with negative strength.
'Think of it like Vault'. OK. Vault is a TERRIBLE card. Its purpose is "draw a new hand" in almost all cases.
Defect doesn't NEED 14 dex. Defect can use 2 energy and get more block than that, just from having extra orb slots, a lot of Frost generation, and Biased Cognition. That's the problem. Defect can do it without even spending all his energy in ONE turn. Nearl needs 3 or 4 turns of setup.
Friend Shelter is strong, but it's just Apparition again. Apparition is considered good. It's not anything ridiculously OP. What makes that event so strong is you get FIVE of them. So I SHOULD be comparing against Apparition. Because 1 apparition is just a good thing to have.
Out of all of Nearl's cards, do you know which is the strongest?
It's Offense Defense. Why? Because it's a common that gets you scaling RIGHT NOW. The issue is that you need many in your deck for that scaling to get out of control quickly enough to match the Spire's pacing.
Her playstyle is turtling in a game where turtling isn't effective. She's like Defect's Power setup, except she scales slower. And Defect's Power setup is BAD.
The bottom line is, she plays like the other characters, except she's on A0 or A1, and the others are on A7 or A8. She doesn't do anything quickly enough for it to make a difference when fights are short, and her whole kit is about drawing fights out as long as possible. It shouldn't require that much skill to beat runs with her on A0 or A1.
At A19 and A20, she's just a lot weaker than the other characters because she doesn't HAVE 10 turns to get up to 14 strength and dex and start smacking things around. I've now beaten the Heart with her on A20. But it took a miracle run to get it done because of how weak she is whenever she doesn't have a 10 or 15 turn combat to spin up.