Slay the Spire

Slay the Spire

Together in Spire - Official Booster Pack (Update I)
Kordesh Mar 1, 2024 @ 9:11am
Together in Spire booster pack discussion
Hey I just wanted to start a discussion about this mod. I really enjoy playing it and often play it with friends.


I do think that there needs to be some balancing of the cards which I'd like to discuss.


One of the first things I wanted to ask was if there was a specific setting for friendly fire. I have mine set to targeting but was wondering if it should be set to full.

I also wanted to mention cards that effect all allies. I personally feel like those cards should also effect the player using it. I'd even reword it to say all players.


First off lets talk Ironclad:


I really like the taunt mechanic, and enjoy the risk vs reward of playing something like quick jabs.


Protection: 9 block to random ally and 9 block to selected ally.


This card is pretty bad. Doesn't work well if stacking taunt, it's very clunky. I'd want it to function more like the shield card which also needs to be adjusted.

Shield: Give all allies 6/10 block.
The biggest issue with this card is not generating block for yourself. All allies needs to effect the player using the ability. 2 energy to generate 6/10 block in a duo run just isn't good enough. Even in a full lobby, you won't be able to full block yourself with the remaining energy after doing this.

Personally, i'd rather this:

Shield: Give all players 4/8 block. Make the energy cost 1 instead of 2. If you want 2 energy, up the block to 10/15.



Quick Jabs: This card is insane but I dig it. I think I need more time to figure out how to balance it.


The following cards are great as is, due to being designed super well or just feel great to play:
Provoke, Swift Blow, ffensive Tactics, Rally, reinforce.

Rare cards:

They are all great except for controlled flame.

I think this rare should just be cut. It's clunky and doesn't do anything. Instead I think you should create a rare that fits with the the status card archetype of ironclad.

Apex Evolution:
3 Energy.
Whenever you draw a status card, all players gain one energy.





If this feedback is helpful or if you want to discuss more, feel free to hit me up. I want this booster pack mod to be incredible and love the work you've already done.
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Showing 1-5 of 5 comments
what I wanna see in a future update of this mod is more cards themed around extra effects if your class is different from the card color, and more relics themed around helping your allies and or trading. here is some examples I have come up with.

fire infused shield (1 cost common ironclad skill): gain 8(10) block, if played by a non ironclad class, gain 3(5) vigor.

pocket knifes (2 cost uncommon silent attack): deal 8 damage and add 2(3) shiv's to your hand, if played by a non silent class, upgrade the shiv'c created by this card.

potato battery (1(0) cost rare defect power): create 1 orb slot and channel 1 plasma, if played by a non defect class, draw 1 extra card each turn.

Epiphany (1 cost uncommon watcher skill): next turn add an insight(+) and miracle(+) into your hand, if played by a non watcher class, add a 0 cost safety(+) into your hand.

charity tip (common relic): when you perform a trade at a campfire, you and the player you traded with will additionally receive 15 gold.

helping hand (boss relic): once per campfire as a free action, you can choose an ally that is at the same campfire as you and either upgrade 1 card in their deck or restore 30% of their max hp. this relic can't be traded.

XL brewing kits (shop relic): upon pickup you and all allies gain the brewing pot relic.

brewing pot (event relic): once per campfire as a free action, create 3 random potions.

ghostly gift (rare relic): upon pickup you and all allies add 1 Apparition to their deck.

box of money (uncommon relic): upon pickup you and all allies gain 300 gold.
Xalis Apr 16, 2024 @ 9:24pm 
Its there a trick to the night shade it seems a bit to strong for act 2
Rudolf Fischer Oct 7, 2024 @ 1:28pm 
is it english only?
The Watcher has a few useful cards. The one I'm most familiar with is Clairvoyance. It's difficult to overstate the value of revealing your ally's next cards. Upgraded, you can reveal their entire next hands! I did it often, and it helped my allies filter out junk cards and even figure out whether or not to draw.

I do not like Insanity. If you had a gun that had 100 chambers, and three of them had live bullets in them, would you point that gun at your friends? Because playing an attack with just one stack of insanity means doing exactly that. With potentially killing your friend at stake, a 3% is way more than it sounds like! Personally, I wouldn't point that gun at my friends, and neither would any of the allies I played with. I'd change it from "When you play an attack, you have a 3% (+3% per stack) to damage a random ally instead" to "When you play an attack, deal 1 (+1 for every second insanity) to all allies." My idea is not random, and it's mere scratch damage if insanity is not applied recklessly.
Recite costs too much for what it does, and that's saying something at one energy. Two mantra, one insanity to all allies. Prostrate from the base game is free, gives you the same amount of mantra, and doesn't make your allies go mad. Heck, you even get block for playing it. Either Recite should give you more mantra or give allies mantra instead.
I know you can play around insanity by playing it after everyone else has played, but that's not the case when a single source of insanity gives more than one stack (especially Blind Faith, which I cover later)

Act of Creation does nothing by itself.
Act of Destruction could be too risky to grab without Act of Creation.
Mass Hysteria is a pure downgrade from Act of Destruction.
Blind Faith is terrible in base form, and its upgraded form is what its base form should be. At base, it should shuffle Broken Faith into your ally's draw pile. Upgraded, it should gain retain (like Blasphemy and Worship).
Originally posted by Xalis:
Its there a trick to the night shade it seems a bit to strong for act 2
Coordination is key. Watch what you play on the dark turns.
If the fight against Nightshade lasts long enough that it gains buffer, then multi-strike attacks (or lightning orbs) to wear them off. The amount of buffer it gains may appear obscene, but remember that you're with a team. Together, you can strip it all away.
The fight overall is something of a consistency check; if you're able to consistently draw your damage cards on the safe turns, and draw your defensive cards on the dark turns, you should be able to win.
Remember that ALL forms of damage during a dark turn will damage an ally instead of Nightshade. This includes lightning orbs and (as I've recently embarrassingly discovered) Juggernaut.
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