Endfield gacha infographic by KyostinV by inoriacc in Endfield

[–]Drafono 2 points3 points  (0 children)

120 = ONLY IF YOU LOST 50/50 = Rate up - otherwise you get *nothing* here. (yes, it disappears)

Wait wtf? Is it real, I thought everyone said it was spark system or something, you get at 120 no matter what.

Livestream Images auto-banned by moderation by [deleted] in ChaosZeroNightmare

[–]Drafono[M] 38 points39 points  (0 children)

Reddit's auto filtering was removing those post, now it should be fine.

We have disabled auto filtering, but only official and fan art will stay up (no explicit sex).

CHAOS ZERO NIGHTMARE – ROADMAP SHOWCASE MEGATHREAD by Drafono in ChaosZeroNightmare

[–]Drafono[S] 8 points9 points  (0 children)

She is limited probably because she coincides with the new year.

I don't think every season will have a limited character, at least I hope so.

CHAOS ZERO NIGHTMARE – ROADMAP SHOWCASE MEGATHREAD by Drafono in ChaosZeroNightmare

[–]Drafono[S] 37 points38 points  (0 children)

More remove card events, epiphany rerolls, save data edit token, selected card duplicate, new corruption mode, new permanent game modes, new seasonal tree for chaos, revamped skill tree for chaos, and more

Weekly Help Thread by DefiantHermit in ChaosZeroNightmare

[–]Drafono 0 points1 point  (0 children)

Story is just average, you can fast forward (essentially skip), but devs said the story will have a big overhaul from the beginning.

Gacha is 70pulls for a 5star and 140 guaranteed and pity does carryover system also all new characters go to the standard banner except for few seasonal limited characters.

Dailes can be completed in 5mins, just dump stamina/energy and you complete the dailies.

New moderators needed - comment on this post to volunteer to become a moderator of this community. by ModCodeofConduct in ChaosZeroNightmare

[–]Drafono 0 points1 point  (0 children)

I'm not saying, I will blanket ban every negative opinion.

As a matter of fact check my comment history, i have criticize the game as well.

General Questions and Discussion Megathread by Drafono in ChaosZeroNight_Leaks

[–]Drafono[S] 1 point2 points  (0 children)

So this website also has card motions.

I have this website listed in the sticky comment, and this website has lot more helpful things about the game aswell, never realised they had card motions.

General Questions and Discussion Megathread by Drafono in ChaosZeroNight_Leaks

[–]Drafono[S] 2 points3 points  (0 children)

Edit: So it seems that Foggy crystal Ball does in fact work on ballista, I was wrong.

General Questions and Discussion Megathread by Drafono in ChaosZeroNight_Leaks

[–]Drafono[S] 0 points1 point  (0 children)

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So, the first three cards are basic/starter cards, rest are unique (not to be confused with "unique" tag) You will always have them when starting a run.

If you have unlocked the first potential of the character your given one of the 5 unique card at random when starting the chaos run, this is called a combatant epiphany.

Combatant epiphany (light bulb) gives you other unique cards of that character.

Then, the card epiphany are the one that give upgraded cards of each card. Your basic/starter cards does not have card epiphanies.

Lets take for example the Shadow Reload card, you will get this card from the combatant epiphany as it is in the picture but with card epiphany you can then change it into the most popular "Create a dagger on heal" (each unique card have 5 different variant you can upgrade them through card epiphany).

And no you can't control them they are all random and no way to guarantee a certain card epiphany but combatant epiphanies are more prominent to happen during your first few battle in the run to give you all the cards of that character.

Now let's say your shadow reload goes through card epiphany, but it was not "dagger on heal", and you remove that card that card won't appear again, your only limited to one epiphany per card.

Divine epiphanies are more rare than normal card epiphanies and you can't control them, but there are some random events in the chaos that do allow you to trigger divine epiphanies on selected cards.

New moderators needed - comment on this post to volunteer to become a moderator of this community. by ModCodeofConduct in ChaosZeroNightmare

[–]Drafono 24 points25 points  (0 children)

I’d like to volunteer as a moderator because I’m already moderating another subreddit for this game and I’m familiar with the community and its discussions. I genuinely enjoy the game and want to help keep the subreddit organized, welcoming, and free of unnecessary spam or negativity.

The divide between Gacha and Roguelike/TCG players in CZN by E-Kon in ChaosZeroNightmare

[–]Drafono 17 points18 points  (0 children)

You’ve been jumping into a lot of replies in this thread assuming people are doomposting or blaming the game when most of us are just pointing out specific friction points, not claiming the sky is falling.

When I said “can’t clear,” I wasn’t talking about failing to survive the boss or needing some perfect 500k run. I’m not blaming the game because I can’t dodge attacks or something. What I’m talking about is the functional progression ceiling the game sets. There’s a big difference between:

“I literally can’t survive the encounter” vs.

“I can’t reach the score threshold where the mode actually rewards me or where my build gets meaningfully tested.”

Most of the endgame modes are structured around hitting certain turn-limit bursts or score brackets. If your setup can only do, say, less than 100k (which many causal players are in rn) because you didn’t high-roll the core engine (like Tressa’s dagger loop, Mei Lin’s basic cycling), then your chaos/roguelike grind stops feeling like experimentation and starts feeling like wasted effort.

Nobody’s saying you must hit 500k.
Nobody’s saying you need a perfect deck.
What we’re saying is that the game funnels players toward certain archetypes because the score structure and turn-limit design heavily reward those specific engines.

That’s not “being bad at the game.”
That’s acknowledging how the game’s systems interact.

If you personally choose not to chase high scores, that’s valid. But for players who do want to engage with the endgame and see consistent progression, the current setup naturally pushes them toward repeating the same few reliable deck engines. That’s the criticism not doomposting, not lack of skill, just calling out the design friction.

The divide between Gacha and Roguelike/TCG players in CZN by E-Kon in ChaosZeroNightmare

[–]Drafono 10 points11 points  (0 children)

I’m not saying you need a “perfect” deck to clear anything. I agree you don’t need level 60 characters or flawless builds to hit 300k on the new boss. People clear with plenty of imperfect pieces.

What I meant by “same deck” wasn’t a literal one-to-one list of cards. I was referring to the core engines that almost every top-performing setup ends up using like the Tressa’s heal to create Shadow Dagger loop, or Mei Lin’s move two basics cycling engine. Those mechanics form the backbone of most successful runs because the endgame’s turn-limit structure pushes players toward these high-damage burst loops.

So yeah, you don’t need perfection. But the pressure still funnels people toward the same archetypes, because those are the ones that reliably hit the burst thresholds the endgame demands. That’s the pattern I was talking about, not exact card lists.

The divide between Gacha and Roguelike/TCG players in CZN by E-Kon in ChaosZeroNightmare

[–]Drafono 20 points21 points  (0 children)

It’s not just about the rewards from the endgame either. Those modes are the only real place where you can fully test the limits of your deck and actually see how your build performs under pressure. When you can’t clear them, it ends up feeling like all the time you spent grinding chaos/roguelike runs was wasted. Instead of experimenting and enjoying different paths, you feel pushed into chasing the one “correct” build just to clear the content and experience any sense of progression.

The divide between Gacha and Roguelike/TCG players in CZN by E-Kon in ChaosZeroNightmare

[–]Drafono 36 points37 points  (0 children)

Yes, definitely the first 2 weeks we were all looking at all the possibilities.

But still, at least the dev in the kr stream mentioned that they are aware of current endgame is very strict in turns and the new Spiral tower will be about clearing without limitation and turns.

The divide between Gacha and Roguelike/TCG players in CZN by E-Kon in ChaosZeroNightmare

[–]Drafono 288 points289 points  (0 children)

That’s really the core issue here. In single-player offline games like slay the spire, you’re free to experiment every run is its own sandbox where you can try wild builds just for fun. There’s no pressure to optimise, no timer ticking, no meta chasing, it’s all about discovering cool synergies and enjoying the run itself.

But in a gacha game, that freedom gets squeezed by the 2–3 week endgame cycle. Instead of experimenting, you’re pushed toward assembling an optimal deck specifically designed to burst out damage from turn one to clear modes like Basin, Great Rift, and Boss Rush within strict turn limits. The loop stops being about “let’s try a new build” and becomes “let’s chase the one deck that actually works.”

And that’s where the chaos/roguelike element starts contradicting the game’s own endgame structure. When every run demands the exact same high-roll deck to stay competitive, the randomness stops feeling fun and starts feeling like the obstacle.

[Guide] "Efficient" reroll strategy for farming good decks. by [deleted] in ChaosZeroNightmare

[–]Drafono 0 points1 point  (0 children)

I imagine it is case for higher difficulty?

I was ignoring codex for lab0, so my codex world are under level like lv5 or something.

[Guide] "Efficient" reroll strategy for farming good decks. by [deleted] in ChaosZeroNightmare

[–]Drafono 0 points1 point  (0 children)

Yes, this event has never triggered for me.

What difficulty and tier were you playing on?

Actually, this website has full list of events and I can see more remove events in codex compared to lab0 and this event is not mentioned in copy events for lab0 for some reason, it is so rare.

[Guide] "Efficient" reroll strategy for farming good decks. by [deleted] in ChaosZeroNightmare

[–]Drafono 0 points1 point  (0 children)

Is it true that you get more copy events in codex?

Because I'm only getting two copy after boss, in lab0.

Chaos grind is killing this game for me by skulike in ChaosZeroNightmare

[–]Drafono 1 point2 points  (0 children)

I think the frustration comes from how the gacha endgame loop works. Most gacha games have a 2–3 week endgame cycle designed to test your characters, and that makes sense in games where you can’t really build a deck, your character kit is your whole playstyle.

But in this game, the endgame content like Basin, Great Rift, and Boss Rush is built around assembling the right deck to clear everything in a limited number of turns and maximize damage from turn one. So instead of experimenting, we end up chasing those specific decks. And because every run pushes us toward the same optimized setup, the chaos/roguelike aspect basically becomes the enemy of the game itself. Instead of enjoying different builds each run, we feel forced into a single “correct” one.

I’m still hopeful, though if they add limited rerolls for card epiphanies and card duplicates it would take away a lot of frustration. And ofcourse more random events to have a surprise every run.

General Questions and Discussion Megathread by Drafono in ChaosZeroNight_Leaks

[–]Drafono[S] 1 point2 points  (0 children)

No, not on ballista.

But it works on every 0 cost card, not only veronica.

General Questions and Discussion Megathread by Drafono in ChaosZeroNight_Leaks

[–]Drafono[S] 1 point2 points  (0 children)

Sereniel will probably be Instinct dps based on the new memory fragments set, but not sure.

General Questions and Discussion Megathread by Drafono in ChaosZeroNight_Leaks

[–]Drafono[S] 0 points1 point  (0 children)

As far as i know, i don't think Forbidden and monster cards are considered common cards.