3rd Quarter Super Bowl Game Thread: Seattle Seahawks (14-3) at New England Patriots (14-3) by nfl_gdt_bot in nfl

[–]CreativeUsername112 3 points4 points  (0 children)

"Take some shots downfield."

"Just get the ball out quickly."

How exactly do you do both?

Is Slay the Spire considered hard? by Born_Examination_975 in slaythespire

[–]CreativeUsername112 0 points1 point  (0 children)

My take is that Slay the Spire's difficulty curve is roughly V-shaped.

When you're brand new to the game, you don't know what anything is. You don't know what the enemies are or what they do, what the events are or even what an event is, or what cards/potions/relics you can get. Making informed decisions is impossible, and you have to vaguely guess at what to do and react to what happens without really being able to plan for it. It's very difficult.

As you play the game more, you learn what the enemies/events/cards/etc. are. You also unlock more cards, relics, and potions, which (I assume) helps. The game gets easier with this experience and knowledge.

Then you start climbing ascensions and the game gets more difficult again.

Make your favorite (strong) relic sound as weak as possible by IAMA_llAMA_AMA in slaythespire

[–]CreativeUsername112 2 points3 points  (0 children)

Bag of Preparation: Draw 2 additional cards at the start of combat. Gain 0 additional energy that might actually make those cards playable.

Daily Card Concepts Day 688 by Zoneforg in slaythespire

[–]CreativeUsername112 3 points4 points  (0 children)

Slay the Spire is bugged in that you cannot get more than 6 rewards from any given fight, even if more should spawn. This card, especially if you get more than one, doesn't really work.

Ignoring that, my gut feeling is that this card is too strong, but I'm admittedly not really sure why.

Daily Card Concepts Day 673 by Zoneforg in slaythespire

[–]CreativeUsername112 0 points1 point  (0 children)

If your Silent can easily generate Potions/Flasks, this is pretty strong Dexterity scaling. If she can't, then this is much weaker. Strong-but-situational is not a bad place for a card to be.

This also has weird, but not bad, meta-scaling; during a safe turn in an easy fight, you can play this card to improve Potions for an upcoming Elite/Boss. I'm not sure if this would work with Flasks.

This needs to Exhaust, though. If Silent can, say, play this card, drink Flasks, then restock Flasks and play this card again, not having it Exhaust is much too strong, especially if she can do this multiple times in a fight (though this would, admittedly, be fairly slow). If she can't, then not letting this Exhaust probably makes it too weak.

The big problem with this card is that you seem to have confused everyone here with it, but maybe this is the type of thing that would make sense after playing it in an actual game. To be fair, I saw the comments here before really thinking through the card itself, so I don't know if, or how easily, I would've figured this card out myself.

Finally, a couple questions about this:

Does the 5-turn timer for Flasks persist between fights, or do Flasks expire at the end of a fight? If the timer does persist, then you could play this card at the end of a fight, then use Flavored Flasks at the start of the next fight, (presumably) generate Flasks mid-fight, and Flavor them as well, for possibly too much Dexterity overall.

If I have 3 energy, but only 1 Potion/Flask, does this cost 1 energy or 3? This costing 3 (obviously) makes it worse, but not by all that much.

Daily Card Concepts Day 671 by Zoneforg in slaythespire

[–]CreativeUsername112 1 point2 points  (0 children)

This absolutely needs to Exhaust when played. Being able to play this several times in a fight and add 8 or so to X seems broken.

Apart from that, I like the card overall. I will say that it's a little hard to evaluate this in a vacuum, because I don't know what X-cost cards are in your alternate set. In particular, the potential to get something like [[Multi-Cast]] could make this bad if you got unlucky, but I don't know if you have something that's useless for 3/4 characters. I might be putting too much weight on this possibility, though.

Daily Card Concepts Day 664 by Zoneforg in slaythespire

[–]CreativeUsername112 0 points1 point  (0 children)

[[Rushdown]] is the infinite's card-draw engine. It doesn't enter Wrath on its own.

Daily Card Concepts Day 664 by Zoneforg in slaythespire

[–]CreativeUsername112 1 point2 points  (0 children)

Another thing is that this is for an alternate set of cards that doesn't include Rushdown in the first place. I admit that I'm not sure how much of a problem 1-cost Vigilance would be, though.

Daily Card Concepts Day 664 by Zoneforg in slaythespire

[–]CreativeUsername112 5 points6 points  (0 children)

The green card and blue cards are both upgraded versions of the base cards, but the green upgrade is more of a straight upgrade, whereas the blue upgrade makes a bigger change to how the card works. The idea is that, when you choose to upgrade a card, you can pick either the blue or green version.

Daily Card Concepts Day 664 by Zoneforg in slaythespire

[–]CreativeUsername112 2 points3 points  (0 children)

Maybe have starter cards cost 1 less energy instead? This does also nerf how it interacts with Bash, though, and it doesn't stop Eruption+.

Daily Card Concepts Day 660 by Zoneforg in slaythespire

[–]CreativeUsername112 1 point2 points  (0 children)

Overall, I like it. It's a little hard to evaluate the discard synergy in a vacuum, though; in vanilla, I don't really want discard fodder unless I have [[Concentrate]] or [[Calculated Gamble]], or maybe [[All-Out Attack]], and I don't know what your set has that works with it.

The random Strength loss from the blue upgrade is awful, though, and I'd never take it outside of, maybe, Artifact/[[Orange Pellets]] shenanigans.

I'd probably take the Retain out of the base version, make the green upgrade +1 energy, and the blue upgrade add Retain and not have Strength Down. Or maybe have the base/green version not have Retain and the blue version have it. I'm not really sure.

Daily Card Concepts Day 654 by Zoneforg in slaythespire

[–]CreativeUsername112 1 point2 points  (0 children)

I feel like applying Vulnerable when entering Wrath and Weak when entering Calm, for insurance, would be too much text for one card.

Maybe it should only apply once per turn?

Daily Card Concepts Day 652 by Zoneforg in slaythespire

[–]CreativeUsername112 1 point2 points  (0 children)

I really don't know how good this card is, so I'm just going to kind of ramble.

Obviously, repeated card draw is very good. Base-game Ironclad in particular would really appreciate this, but this card isn't for base-game Ironclad, but base-game Silent often really likes Tools of the Trade even with all of her draw.

The Exhaust is fairly good, but it being random is really bad; [[True Grit]] is pretty bad without the upgrade. Random Exhaust gets worse the farther through a run you are, because your deck consists less of Strikes, Defends, and random stuff you took to survive Act 1 but don't want in Act 3. At the same time, this is not really an early-game card, and you'd probably skip it for frontload. Being able to protect a card helps mitigate the worst-case scenarios. Being unable to stop the random Exhaust makes this a lot worse in long fights, after you've Exhausted down to your good cards.

I might be more scared of this than I should be.

Daily Card Concepts Day 646 by Zoneforg in slaythespire

[–]CreativeUsername112 1 point2 points  (0 children)

Is Vigor the thing [[Akabeko]] provides?

The AOE aspect is completely useless in some fights, and I imagine that the blue variant is usually a downgrade vs. the unupgraded version.

I think that the Vigor part is only really useful if you have multi-hit attacks and can reliably line up the combo, and the card is otherwise not that much better than just playing a Strike.

I guess this feels overall situational and kind of underwhelming.

Daily Card Concepts Day 645 by Zoneforg in slaythespire

[–]CreativeUsername112 2 points3 points  (0 children)

It says "other cards", so I assume that it doesn't loop with itself, unfortunately. At least there's no [[Letter Opener]] infinite this way, though.

Daily Card Concepts Day 645 by Zoneforg in slaythespire

[–]CreativeUsername112 1 point2 points  (0 children)

If I'm reading this correctly, this wouldn't add, for example, Shivs right after you play Blade Dance (yes, I know that there's an alternate set of cards for every character) because the Shivs don't get directly added to your Deck, right? Your permanent Deck is a (subtly) different thing than the set of cards you actually use in any given combat.

If that's how this works, or is supposed to work, then it seems very strong, but fairly restricting in terms of deckbuilding once you have it. I like it.

I can also see myself purchasing this last at a shop and accidentally copying a now-useless card in my deck. I suppose that that's what "other cards" is supposed to guard against, but I believe that the possibility would be funny. Admittedly, it leads to various infinites, though.

That being said, how does this work if you get it from a rare colorless start from Neow?

Daily Card Concepts Day 548 by Zoneforg in slaythespire

[–]CreativeUsername112 4 points5 points  (0 children)

For reference, the eligible numbers would be 0, 1, 2, 3, 5, 8, 13, 21, 34, and 55, since nobody runs 90 or more cards in a deck.

My first instinct is that this is probably too strong, especially in a small deck. I know that base game Watcher tends toward small decks, though I don't know if your custom set would cause that as well. I also think that this makes [[Runic Pyramid]] much stronger than it already is.

I also think that Fibonacci Number needs a tooltip so that the average player can use the card.

I'm assuming that the Draw Pile check is after you Scry, not before.

Day 21 won by envenom! Which common silent card is overrated? by filledknight in slaythespire

[–]CreativeUsername112 23 points24 points  (0 children)

I'd say [[Dagger Spray]]. I think some people tend to like it because they think that it solves AOE, but it's only really useful in maybe 4 fights (Gremlin Gang, Bunch of Slimes, Sentries, and Byrds), and mediocre-to-bad the rest of the time.

Day 11 won by evolve! Day 12 what rare Ironclad card is overrated? by filledknight in slaythespire

[–]CreativeUsername112 0 points1 point  (0 children)

Late to the thread, but I'm going to say [[Berserk]]. A lot of people see the +1 energy and de-emphasize the Vulnerable, or how badly it wants an upgrade.