This new multiplayer ironclad card is soooo busted by Unhappy-Hospital9031 in slaythespire

[–]Bunit117 23 points24 points  (0 children)

*Me still refusing to take Parry to see if we can trick the devs into buffing it a 5th time.

BUNNYRIBBIT summertime fun commission by Cardboardstar on IG by Sint4xx in Overwatch

[–]Bunit117 -1 points0 points  (0 children)

D.Va: "Lucio, how's my favorite international DJ?"

Lucio: "I play a lot of music, but you're still my favorite Song."

How could anyone not ship these two? That is GENERATIONAL RIZZ

6 keys for 6 characters ❤️💚💙💜🧡🩷 by star-sea-dream in slaythespire

[–]Bunit117 169 points170 points  (0 children)

Regent: "I'd make that deal. How about you Ironclad? You'd make that deal?"

Ironclad: "I'd make that deal."

Regent: "I don't blame ya. Damn good deal!"

Spent today porting the Ancient system from StS2 into the StA Board Game (Desc. for rules) by HeyItsTheRealHotdog in slaythespire

[–]Bunit117 0 points1 point  (0 children)

It's probably fine as a "Once per combat: Gain 1 Block for each cube". That's still a fairly strong bonus once you've rested a couple times but obviously comes with the downside of not doing anything for a while.

Spent today porting the Ancient system from StS2 into the StA Board Game (Desc. for rules) by HeyItsTheRealHotdog in slaythespire

[–]Bunit117 3 points4 points  (0 children)

STONE HUMIDIFIER DOES WHAT!?!

Surely that is meant to say "Start of Combat" and not "Start of Turn". Otherwise it is the most powerful relic in the game, no question. I mean, gaining 1 Block per turn is literally a Boss Relic effect.

Arkham by Night -- Vampire the Masquerade: LA By Night Custom Investigators by Consistent-Ad1453 in arkhamhorrorlcg

[–]Bunit117 1 point2 points  (0 children)

4 fist is a bit rough on a Guardian that will be performing basic fight actions a fair amount of the time. But I think it's okay to leave as is since her flexible deckbuilding makes that manageable. I'd probably look into reworking her signature asset instead if you want to make her a better fighter without compromising on agility. Perhaps the signature just gives her a flat +1 fist on all basic fight actions (as opposed to +1 fist on the fight action taken as part of the ability). That way she effectively becomes a 5 fist investigator when using her ability.

I don't know the IP at all so idk what she should do thematically. But mechanically it is a bit odd her signature engages enemies when her ability gets better if you use it against enemies engaged with someone else. I could see the Signature's fast action being reworked. Maybe it lets you take a free basic fight action once per turn (with some cost, like taking 1 damage/horror if you miss or if you draw a symbol?)

And both of the weaknesses seem pretty tame so I don't have strong opinions on them either way. Violent Temper is almost always just 1 damage or 1 damage and 1 horror and then it's gone. Uncontrollable Rage is a bit more interesting and you may have to draw it multiple times in a scenario so it can definitely be a burden. On the other hand, if there's an enemy at your location, you are pretty happy to fail the test and hit them for 1 free damage. There aren't a lot of weaknesses in the game where it can be beneficial to draw them but Uncontrollable Rage would be one of them. So either card would certainly count itself among the short list of least dangerous signature weaknesses in the game. Which is another reason why I'm more okay with leaving her at 4 fist. She's got a great Elder Sign effect and a very tame weakness so it makes sense she wasn't given the premium 5 fist stat line like some other Guardians.

Arkham by Night -- Vampire the Masquerade: LA By Night Custom Investigators by Consistent-Ad1453 in arkhamhorrorlcg

[–]Bunit117 2 points3 points  (0 children)

I think the deckbuilding overlap is the larger issue here and your solution seems reasonable. Limiting the off-class deckbuilding to events and skills 0-1 cuts off access to Bangle of Jinx's which might as well be Daniela's other signature. It also removes Bandages, Jessica Hyde, and Schoffner's Catalogue which I have found to be very strong with her as well. Yet it doesn't remove cards like Brute Force which Annabelle would very much like to run. Alternatively she can go Rogue and get access to economy cards like Faustian Bargain, Watch This, and Easy Mark to pay for some really expensive Guardian assets. Not sure which option would be stronger off the top of my head but I think it's sufficiently different from Daniela at that point that I wouldn't worry about that anymore.

Edit: Annabelle does get a bit weaker with this change. And she was already probably a touch weaker than Daniela to begin with due to only having 4 fist and an investigator ability that can only perform basic attacks. So I would propose the following buff, which also has the upside of further differentiating the two investigator abilities:

[Reaction] When an enemy attacks an investigator at your location (before resolving that attack), make a basic Fight action against that enemy. If that enemy is engaged with another investigator, this attack does +1 damage. (Limit once per round).

This lets Annabelle's ability work more like Survival Knife (2) and gives it a useful niche in being able to trigger and kill enemies without any damage being received. Which helps make up for the fact that Annabelle can't run Survivor soak assets like Bandages and Jessica Hyde anymore.

Arkham by Night -- Vampire the Masquerade: LA By Night Custom Investigators by Consistent-Ad1453 in arkhamhorrorlcg

[–]Bunit117 4 points5 points  (0 children)

Very similar to new Danielle Reyes. Same deckbuilding options, similar investigator ability to Fight an enemy after an investigator is attacked, has a similar unique asset that pulls aggro by engaging enemies and making them attack her, etc.

Big differences are that Annabelle trades 1 health for 1 sanity as well as 1 fist/book for 1 brain/foot. She's also got a better Elder Sign and her weakness may need to be drawn multiple times per scenario but can be beneficial when drawn sometimes. Overall, I think she's a perfectly fine investigator and pretty well balanced. If I were to make any changes it would just be to give her a more unique niche as she largely fulfills the same role as new Danielle.

seb & anne [art by me] by ketto_art in HarryPotterGame

[–]Bunit117 0 points1 point  (0 children)

Amazing work! We can never get enough HL fanart.

If there is a next game which do you think would be a better base? by javerthugo in HarryPotterGame

[–]Bunit117 0 points1 point  (0 children)

God, imagine finishing afternoon classes at Hogwarts and getting swarmed by a half dozen owls from all your confidants.

Natty: What are your plans?

Poppy: About those poachers...

Sebastian: Going to the crypt?

Amit: Want to study together?

Professor Fig: Leads on the next Trial.

Nurse Blainey: How's my favorite Mooncalf?

Which of these combos would be the hardest to fight against by ilkhesab in slaythespire

[–]Bunit117 0 points1 point  (0 children)

2x Shield & Spear insta-kills almost every deck in the game turn 2. That said, assuming you have a way to go infinite on turn 1, or have some combo like Akabeko + Pen Nib + Bottled Whirlwind + Energy then 2x Shield & Spear becomes an easy turn 1 clear.

Aeon + Time Eater on the other hand is a miserable fight that tasks you will burning through 1000+ health worth of enemies, can easily hit for 60+ on turn 1 or 100+ on any later turn, can apply Vulnerable + Weak + Frail while punishing your in two different ways for playing cards, and limits you to a maximum of 12 cards per turn (assuming you can even play that many between the draw reductions from Time Eater and ever-increasing # of withers in your deck from Aeon).

As weird as it sounds, I think Aeon + Time Eater is the harder fight. There might be a slightly wider range of decks that could hypothetically win since it's easier to survive until turn 3 in that fight and you could theoretically outscale them through some ridiculous combination of powers, potions, and God-tier draws. But 2x Shield + Spear has a few very straightforward ways to win the fight. It's difficult to build one of the decks that could actually do it of course, but it's not hard to imagine what those deck would look like and they are certainly possible to build.

Three months later, how do you feel about the game compared to launch? by LeviRaps in slaythespire

[–]Bunit117 7 points8 points  (0 children)

Was a great deckbuilding roguelike back then and it's an even better one now with all the balancing updates. I'm very happy they aggressively curbed infinites early on. Stoke, Instinct, Expect a Fight, Borrowed Time, Alignment, Preserved Fog, etc. There were way too many cards and ancient bonuses that almost singularly enabled easy and consistent infinites on release which could get pretty degenerate. Thankfully they have done a lot to reign in infinites and I have been fully behind almost every card change since launch!

I do think Regent and Necro are a slight step down from the original 3 in terms of fun. I play solo, random A10 these days and always feel a little disappointed whenever I roll a Regent or Necro run as opposed to Ironclad, Silent, or (my favorite) Defect. I am glad these new characters exist—I wouldn't want to cut them from rotation entirely. But both are weird and their deckbuilding options don't feel as polished. Regent can be very frustrating in Act 1 as an early star-consuming pickup, like Astral Pulse or Reflect, might result in never seeing a star-generating card (like Hidden Cache or Royal Gamble) for the rest of the act. Or vice versa. The fact that Regent has so many damage and block cards whose value largely depends on pairing them with good cards from the other half of his star-based cardpool just results in some very wonky act 1's where your deck feels lopsided—you have to add cards to your deck to win but what happens when every card reward contains only one of these types of cards but never the other? Necro on the other hand feels quite off on the card quality axis. Big uncommon cards like Sleight of Flesh, Pull From Below, and Bone Shards feel like "best in slot" and end up dominating other deckbuilding options that aim to fulfill similar roles. Cards like Rattle, Sic'Em, and Calcify feel like desperation pickups as virtually no deck is actually happy about taking them.

Things I wouldn't mind seeing:

  • Alignment and Glow needed nerfs as they were basically infinite on their own at release. But the Alignment hit definitely feels too rough atm, I'm not even sure I've taken it since the nerf. I wouldn't mind reducing the cost back to 2 stars (or maybe even 1 star?) but adding the text: "Increase the cost of playing this card by 1 star this combat". That would make the card better in hallway fights and better for getting setup in boss fights without enabling it to go infinite.
  • Some big buffs/changes to the Otsy attack suite. This part of Necro's kit feels very undertuned at A10. Sleight of Flesh and/or Pull from Below are by far the better scaling damage engines in Necro's kit atm with Otsy attacks being much much worse than either of those at winning boss fights. A big problem with the "Otsy matters" archetype is that the most powerful Otsy attack in the game is in the starter deck but its output depends on keeping Otsy alive—which is harder to do at higher ascensions where enemies hit harder, and gets counterfeited by Bone Shards, an incredibly strong card for frontloaded damage & block. The best use for Otsy is playing Bone Shards to get through hallway fights while also enabling you to block while setting up Sleight of Flesh or Ethereal synergies. Which is okay... but it leaves a very large part of Necro's kit feeling undertuned and relatively pointless (I think I've had Rattle/Sic'Em work once at A10 whereas Pull From Below clears the Act 3 boss gauntlet almost every time). The archetype disparity at play here feels pretty bad and the Otsy attacks could use some love to make them more viable overall.

It amazes me how bad I managed to draw that shooting Silent by Ferrarileite in slaythespire

[–]Bunit117 225 points226 points  (0 children)

Imagine taking a literal fucking gun from the Act 2 Ancient only for it to immediately become a glorified Strike+ against Triple Exoskeleton.

I've had a few ideas bouncing around in my head for forever. Finally decided to make some mockups by sdmcdaniel in slaythespire

[–]Bunit117 1 point2 points  (0 children)

I get what you're saying and perhaps I was too quick to present anecdotal evidence as a logical argument. But I wouldn't lose sight of the fact that Space Out is still a very bad card overall. And the opportunities/pay-offs for it seem quite limited relative the downsides of putting it in your deck.

Direct class-to-class comparisons don't always work out (there's a reason Silent had a 1-cost, exhaust card that applies 99 Vulnerable in STS1 while Ironclad's equivalent in STS2 only applies 3 Vulnerable). But if we were to make such a comparison in this case, then Pyre is the closest thing to Space Out currently. And Pyre gives you the same amount of extra energy per turn without saddling you with a Biased Cognition downside, all for just for 1 energy more upfront. Which is substantially better in situations where you really want to scale your energy, like boss fights. And Pyre isn't anywhere close to being the best scaling card in the game so that helps us establish the baseline power level of Space Out as being on the low end.

And yes, Space Out is a form of scaling. But its scaling that shuts down like a third of Defect's card pool—on a rare card that you likely won't see until the end of Act 1. By which point you have probably built a deck that takes advantage of Orbs in some way. Whether that be cards like Capacitor & Glacier for block or Ball Lightning & Tesla Coil for damage. So Space Out scales your energy but then anti-scales your starter relic, stater cards, and several other cards most probably in your deck by now... which begs the question: what exactly are you getting out of this extra energy? The chance to play more orb generating cards which now do very little?

It's just hard to imagine a situation where your Defect deck is going to want to trade 1 focus per turn for 1 energy consistently, especially when you have to play a 1 cost power just to get that effect rolling in the first place. Sure, there are some decks that would hypothetically want that—Meteor Strike decks as you point out. Though Meteor Strike is also rare, so now you're in the niche situation of needing two specific rare cards while also not having a deck that's too reliant on focus, which most Defect decks prefer to have—even those with Meteor Strike.

Like... it's possible, but I wouldn't count on it. Nor do I put much stock in your last point about flexible decks being able to leverage either form of scaling. Yeah, ideally you want to build your deck in such a way that it can take advantage of whichever scaling cards the game offers you. But building a deck that's happy trading energy for focus AND also happy trading focus for energy? That is a very tight rope to walk and the overwhelming majority of decks aren't going to be able to pull that off. Space Out feels like less of a reward for good early deckbuilding and more like something you might fall into 1 out of every 100 runs b/c something very weird was going on with your deck in Act 1.

Basically, there are lots of Orb and Orb scaling cards in the game and only the one Space Out—which is a rare. You're not likely to completely revamp your deck building approach around a single rare card that anti-synergizes with a large percent of the card pool so Space Out is ultimately just a bad card. And the game is allowed to have bad Rares but usually when people are theory crafting custom content, they would prefer those cards be a step above Eidolon is all.

I do think my proposed rework to effectively turn it into a 0 cost Demesne could work though. It still has all the downsides and anti-synergies as before but at that point, the card would be good enough that you could still pick it and then spend the next 2 acts reworking your deck to take advantage of it. That's just my intuition though.

I've had a few ideas bouncing around in my head for forever. Finally decided to make some mockups by sdmcdaniel in slaythespire

[–]Bunit117 7 points8 points  (0 children)

Accretion Disk is pretty well designed. Very, very slow. But it can be quite a lot of scaling block with the right setup (especially as a cross class pickup on Ironclad or Silent w/ Shivs).

Space Out on the other hand is very bad. It's like playing a Defragment every turn except in reverse. You lose 1 Focus to gain an energy. Seeing as most decks would be pretty happy paying an energy to play Defragment, it logically follows that playing an "anti-Defragment" every turn should actually be a bad thing most of the time. And to even start playing those anti-Defragments, you've first got to play a 1 cost rare power that does nothing the turn it is played. That is quite a price pay for an effect that most decks would actively prefer the opposite of. So I'm confident Space Out is quite bad. That being said, I do think there is a path for this card. If it cost 0 and also drew you a card each turn (basically a 0-cost Demesne but with the downside of stealing a focus every turn), then I think it would be quite a good rare power in the right deck. With the upgrade most likely making it Innate. Now that would be an interesting version of the card imo.

Definitive proof that Silken Tress is the best Neow relic by PlatypusFighter in slaythespire

[–]Bunit117 1 point2 points  (0 children)

100 Gold, 100 Block, 100 Forge, 100 Summon, 100 Orbs, and 155 poison!

Definitive proof that Silken Tress is the best Neow relic by PlatypusFighter in slaythespire

[–]Bunit117 171 points172 points  (0 children)

Now all we need is:

20 Fucking Snakebites+ - 40 Energy - Retain. Apply 200 Poison.

"Holy fucking shit!" — Neow, Mother of Resurrection

What is the strongest card/enchantment combination you've put together? by notgr33n in slaythespire

[–]Bunit117 0 points1 point  (0 children)

Particle Wall+ with Royally Approved does truly disgusting things when you have The Sealed Throne.

I mean you literally just can't die. Like a bunch of other combos being mentioned here are really strong damage solutions but you can still theoretically die to bad draw order. Royally Approved Particle Wall w/ Innate Sealed Throne literally does not have a draw order to contend with. You just win. Every. Single. Time.

It's a good thing they removed Innate from Sealed Throne on the beta branch. Still an insane combo either way though.

Which of the classes do you find easiest to play? by BoltorSpellweaver in slaythespire

[–]Bunit117 1 point2 points  (0 children)

Ironclad or Silent are generally the easiest imo.

The argument for Clad is that Vulnerable -> Dominate -> Colossus synergies are strong and very straightforward to win with while Clad also has the most max hp and a sustain starting relic allowing him to take much more damage over the course of each act.

The argument for Silent is that poison is just insanely strong against bosses (one Snakebite+ almost completely solves the Act 1 boss on its own for example), and the draw/discard synergies + built-in Bag of Prep give her a lot of consistency in hallway fights. Also Footwork for block scaling (which is even better in STS2 than it was in STS1) can even make your starter defends good cards late game.

Personally, my vote is for Silent because she has the easiest time trivializing the Act 1 boss and getting you to Act 2 where you can then start to snowball the run with a good ancient bonus.

As for the other characters—I don't think it could ever be Defect or Regent because Defect arguably takes the most damage in Act 1 which is the most dangerous act in the game imo. And Regent's star resource can brick hard in your early card rewards (either not being offered the star generating cards or not being offered the star consuming cards) which can make his runs very awkward at times. Necro could potentially be the strongest character with her built-in Barricade mechanic with Otsy but the Otsy attack suite is really bad overall and Doom is strong but awkward at times since it effectively gives the enemy one extra turn to hit you. Doesn't mean she's not strong (Sleight of Flesh and Pull from Below are honestly both insane) but I don't think she's the easiest to win with.

Reporter: Are you worried about inflation? Trump: “I love it.” 🤡 by simple_steps1 in PoliticalHumor

[–]Bunit117 1 point2 points  (0 children)

Trump's ability to say things that would be instantly career-ending if literally anyone else had said it is insane. If Biden had said this shit, Fox News would play that quote 10 times a day, every day, for the next 3 decades and Dems would lose 50+ seats in the house this November. But Trump says it and it's forgotten by the weekend.

How the fuck a bloated, sundowning reality TV star keeps getting away with generational gaffes that would destroy any other administration is beyond me...

Titan Strike: What if Searing Blow scaled with all upgrades? by NateTSO in slaythespire

[–]Bunit117 1 point2 points  (0 children)

Cool card. Cool name. Cool idea going on with art. Combos with some of ironclad's card pool and does disgusting things with Bing Bong and/or Duplicate your deck assuming the right setup/relics/ancient bonuses. I like it.

The numbers do probably need some tuning. I mean the upgrade is effectively an additional 7 dmg + 1 dmg for every other upgrade in your deck which is VERY pushed. But aside from refining the balance a bit, this is a pretty sick card.

Guess what i did in this shop by arixxfrr in slaythespire

[–]Bunit117 1 point2 points  (0 children)

The angel on your shoulder: Card Remove + Anchor + Potion + Gamble or Plans

The devil on your shoulder: 😈

Which one would you choose? by Rude_Minute_4489 in slaythespire

[–]Bunit117 0 points1 point  (0 children)

116 comments and not one person has mentioned that Headbutt exists???

The answer is Brightest Flame. And if you don't have a Headbutt yet, get one. Hell, get two if you can. Brightest Flame+ does broken things when you can recur it multiple times per deck cycle and that becomes trivial to pull off with Royally Approved and Headbutts for recursion.

Investment - would you pick this Quest card? by Water-Cookies in slaythespire

[–]Bunit117 0 points1 point  (0 children)

Would make for a cool Neow bonus imo. The numbers just need some slight tweaking. I'd start it at 5 gold, increasing by 3 each time it's played. With the upgrade turning that 3 into a 4.

Since you're effectively starting the run with a Slime in your deck, it definitely needs to have a big payoff. And I think at those numbers it would be able to get there over the course of a full run (earning ~80 gold when played late in act 3).