Slay the Spire

Slay the Spire

Spire Cafe
 This topic has been pinned, so it's probably important
(Gk) Erasels  [developer] Jan 18 @ 1:41pm
Balance Feedback
This mod has many moving parts, there's bound to be a balance issue or two. Let us know about them, so we can go about fixing the issues. Please be cognizant of the fact that simply writing "X is too strong" is not too helpful.

Please explain your thoughts on why things should be differently balanced.

Keep in mind to update to the latest version, we buff and nerf a few things every update!

You can find the changes for next version in the Bug&Crash reports thread.
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Showing 1-13 of 13 comments
Could you add an option to slow down the flashing on the missingno card. Also when right clicking it in compendium it glitches out but idk if that's on purpose. I'm gonna hold off on playing this until it's fixed, which is a shame since I was excited for it but I gotta look out for my viewers with epilepsy. Even just changing it to changing images every second or half second would make a huge differece.
(Gk) Erasels  [developer] Jan 20 @ 2:48am 
You can disable shaders in the config if you mean the glitch effect. There will bea fix for the card changing its image every frame in the compendium.
AgentPhil Jan 21 @ 10:46pm 
Handful of Slime (Spiked slime patron) was picked for mark of compassion next act which made it upside only. Is that ok to leave around? Also cleric misspelled "possessions".
(Gk) Erasels  [developer] Jan 22 @ 9:30am 
Yeah that's alright. High rolling a good outcome is fun from time to time.
There should be an alternative way to show what the prescript for Will of the Prescript is. Currently, if MissingNo shuffles it around to the right side of the relics, it might block enemy's intent, especially if that enemy is tall(like the Champ).
Khashishi Jan 27 @ 12:01pm 
The mod feels moderately 'win-more', as stronger characters or those with good healing can tank the damage and gain a lot of benefit, while weaker characters will be forced to pay some penalty to heal up. Most of the cafe patrons have mild, mostly aesthetic effects, but the extra shop is a very powerful boon to have, especially since some of the shops are quite cheap. Overall, it's hard to say if it makes it more difficult, which is how it should be. It certainly increases the variability in the difficulty.

The shop might be too good, since I got an ethereal Apotheosis for like 90 gold.
(Gk) Erasels  [developer] Jan 27 @ 1:08pm 
The win more aspect has been something we've been keenly aware of and have tried to moderate with a set of design guidelines and the entry cost. Originally, the idea was to let people decide to enter the cafe and pay the entry cost or skip it, however that choice was also deemed too strong as it would've made the cafe even stronger by offering the choice.

This mod offers choice and often times the choices it offers, while not very strong, are useful in their multitude. Your specific case is a highroll so it happens and is fun, but generally we tried to reach an equilibrium.

Your assertion that the mod is supposed to make the game more difficult is plain wrong, the only goal is to not make it easier without some strategizing. Stronger characters will of course benefit more but stronger characters always have a leg up on weaker ones. I rather see the cafe as a neutralizer to that, some choices are better for somebody who had a rough start into the run, they benefit the weaker characters more.
No, I didn't mean it should be more difficult. I meant it should be hard to tell if it is more difficult. The sentence should be parsed as "Overall, it's hard to say if it makes it more difficult. It should be hard to say if it makes it more difficult." So I mean you have succeeded in that.
modargo  [developer] Jan 29 @ 2:06pm 
Being roughly neutral on difficulty is what we're aiming for with this mod, and higher variability tends to be inherent in content like this, so overall that's good to hear. Appreciate hearing the general feedback.

For what it's worth, it's near impossible to avoid having some "win more"/"rich get richer" aspect to things unless a mod is designed from the ground up to avoid it. When there are additional challenges or trades, a run that's already going well can get more from them. The cafe has a few "catch up" mechanics to help out those struggling runs, which helps a bit.

As people play with the cafe more I'm sure we'll find things to nerf and buff but overall I'm fairly happy with the dynamic the mod ended up with. It's always nice to see a collab project come together.
The more I play this mod the more I find myself looking forward to entering the cafe at the end of each act. Would it be possible for you guys to offer a toggle on/off for allowing a cafe to generate at the end of act 3? Balance wise it would be stronger, but I think having it as an option in configs would be fun.
What does the sparkle do? Am I missing something? I feel like it should do something… what am I missing?
Turning a power into a relic feels super fun, but the downside of having a large amount of random relics being turned into cards is never worth it. I don't know if I'm just getting unlucky, but it feels like it is specifically targeting my rarest relics which completely ruins my run. I do think that having some relics become cards is a good downside, but the way it's implemented right now has ruined too many of my runs for me to ever risk that option again.
The Professor will soon be offering a new option to turn specific relics into cards...sort of. The programming is all done, we just need to agree on how strong and/or expensive it should be.
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Showing 1-13 of 13 comments
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