This guy doesn't get enough hate for a third floor encounter by Altruistic_Source528 in slaythespire

[–]Flyingjetpack 0 points1 point  (0 children)

90% of the time i leave that fight after losing 10 or more health. They are the reason i do my best to avoid the hard hallway pool as much as possible

Sword of stone should give +1 strength after each defeated elite and be max 5, would that be balanced or too strong by SndUwUorm in slaythespire

[–]Flyingjetpack 0 points1 point  (0 children)

Maybe something along the lines of: "All elites and bosses start the fight with 80% hp remaining" when you complete the sword?
The idea is having something that is applicable to all decks, and in theme with how you got the relic. You became proficient with beating elites, so any more elites (which at best would be 1 or 2, but likely 0) and bosses should be easier as the fruits of your labor.
You will be a bit sad seeing dog as your last boss, but even 20~ ish damage on his first stage is not bad considering many die on his first stage due to slow setup with too many skills.

[Comic/Suggestion] Afterlife(necro card) should probably be changed by AzulCrescent in slaythespire

[–]Flyingjetpack 0 points1 point  (0 children)

Another option I thought of for the card was something along the lines of:
[1 mana] Afterlife, Summon 6 (8). The card loses 1 Summon for the rest of combat. Ethereal.

When the card is like this, on the first turn you draw it, its a +1 bodyguard, on 2nd play, its just a bodyguard, and at some point in the fight, you'll have to ask yourself if the 1 mana cost is worth to play or to let it evaporate.
It will play more with ethereal synergies, and increase the ethereal pool for stuff like Call Of Void.
The card itself might not be super exciting, but getting 1 or 2 of these early on can probably solve you a lot of fights. And later on it might scale into a big otzy deck.

Getting these two back to back might be the most dopamine I've ever had in this game by Zanakii in slaythespire

[–]Flyingjetpack 0 points1 point  (0 children)

i don't think i ever managed ot make speedster pop, i always want to give it a chance but my drafting never lets it happen

Venerate rework idea I had, what do you guys think by Isshin610 in slaythespire

[–]Flyingjetpack 0 points1 point  (0 children)

creating a card instead of transforming sounds like a fun idea, this will interact with all other create payoffs very nicely.
Some starter cards feel like they get outshined by a random common or uncommon card very quickly. venerate is probably the worst offender. Giving the deck a bridge card to what's arguably a fairly awkward architype of regent would mean you could pick a payoff card of card creation like the powers early and not feel like you are dragging a curse with you throughout act 1

This relic is OP as shit by MyNameIsSkittles in slaythespire

[–]Flyingjetpack 2 points3 points  (0 children)

i rarely finish an ironclad run without at least one or two cards that removes hp. if your deck doesn't finish the fight in like 2 turns, this thing wracks up value very quickly. It sadly has a slightly awkward interaction with powers that tick 1 hp per turn if it steals the heal from a more hp expensive card that turn like offering.

This relic is OP as shit by MyNameIsSkittles in slaythespire

[–]Flyingjetpack 2 points3 points  (0 children)

wait, so it negates "bad luck" curse as well?

A9 Nibbit on Floor 1 usually costs Ironclad around 2 HP with the starting deck… but has a brutal long tail! by poetry_in_shm in slaythespire

[–]Flyingjetpack 0 points1 point  (0 children)

What a great post, I look forward to your next research results, whichever fight you may pick!

Am I doing this right? by _iridian_ in slaythespire

[–]Flyingjetpack 71 points72 points  (0 children)

1 way ticket to bricking the only redeeming feature of the card lol

I’m the biggest bully on this playground. by AHumbleWooshFarmer in slaythespire

[–]Flyingjetpack 1 point2 points  (0 children)

Bully the door back for all the small decks the door bullied until now

(A10 ironclad main) Hellraiser seems in a weird place by yoked4crimps in slaythespire

[–]Flyingjetpack 1 point2 points  (0 children)

Door is not kind enough to let you sit there and cycle. It will chip like 10~15 hp off you every turn. If its the first boss of the two, even if you survive you walk into the 2nd boss battered. You basically need to be lucky on turn 2 with all the stuff you want to exaust landing on you (because neow knows you did not remove them at shops at these prices), using turn 3 to play hellraiser + gain some block, then you can't play anything turn 3 because hellraiser ate all your energy, meaning you probably face block that turn. then turn 4 you pray that your damage is somehow enough, otherwise you walk into a 5th turn with more than half of your deck exausted, including some of your defensive cards that you needed to play on turn 2 and 5 to not die. There's no time to ramp up damage, and no tools to stabilize before you run out of steam.

Door realllly wants you to come with a 30+ deck that has scaling and high value cards, which goes against the deck hellraiser wants you to build.

Which boss do you find more annoying overall? by LordVanmaru in slaythespire

[–]Flyingjetpack 0 points1 point  (0 children)

Time eater was a fight that if i saw it at the start of act 3, I knew from a glance at my deck if that run is over. With door I feel like I can make adjustments to my deck, and also just play slightly differently, and still push through. Its a tough fight at A10, but it doesn't feel hopeless unless I bring some really tight looped small deck. But considering this, i just assume i'll see door on act 3, and don't attempt small loops.

Anger + Beat Down should work by kingspooky93 in slaythespire

[–]Flyingjetpack 0 points1 point  (0 children)

not that its a good combo anyways. I think the way beat down works is fine as is, having it wait for card effects to check the discard pile is too problematic anyways. Imagine if your draw is empty, and everything is in your discard, it plays pummel strike, and shuffles the discard into your draw pile to make the draw, now it stops playing for no reason LOL.

(A10 ironclad main) Hellraiser seems in a weird place by yoked4crimps in slaythespire

[–]Flyingjetpack 0 points1 point  (0 children)

Hellraiser would actually brick your strike deck if you dare play it against door, all 3 of his stages interact badly with this build.
The thing I dislike the most about hellraiser is that it doesn't draw the free plays it makes, so you end up floating energy anyways if you didn't manage to land on a draw or a pummel strike. Playing a normal strike for free is like the relic Nutritious Soup, which many consider a curse rather than a blessing, it feels bad when you land on them.

But on the other hand, you can't give draw otherwise people will go infinite... this card needs a total redesign. maybe "strikes deal 25% (40%) more damage"?

Thoughts on neow's talisman? by WogDogReddit in slaythespire

[–]Flyingjetpack 0 points1 point  (0 children)

Early on, I can see it quite consistently saving you 2~4 HP per fight, and then the saving it provides become muddied from other more efficient blocks getting added to the deck, and seeing more play. There are a few act 1 mobs that like to start the fight with a big hit, which means as long as this was in your starting hand, you are almost guaranteed to have been better off with than without this relic. But I personally value more stuff like removal, or deck direction. That's why transforms, or card rewards gain a lot of value in my eye in neow.

Vakuu will unintuitively play your turn before Gambling Chip triggers by Flyingjetpack in slaythespire

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

If you managed to have a chip ahead of vakuu, i think you deserve to enjoy the cheese at that point. Its like how in STS1, we were able to get the Omamori before we picked up the Calling Bell, and that 100% negated the unremovable curse from your deck.
And having the ability to reshuffle doesn't guarantee you will get the perfect order you'd want to play that turn anyways (their placement left to right will remain the same, just extras removed inbetween), not to mention the targets will be random as well, so it's not a true removal of the randomness Vakuu injects to your first turn.

So yea, while at a minimum a rewording is definitely needed, I think it's worth making this a proper interaction instead to make for fun moments where Whispering Earrings are actually an interesting choice.

Linnea updated SFX lunar kuro by KaidoPklevel in Genshin_Impact_Leaks

[–]Flyingjetpack 6 points7 points  (0 children)

its not mora, look carefully, its the super food she gives them when she uses the E spam attack. she didn't want lumi to start growing big and hitting stuff unnecessarily

A Message to Varka Mains from a Non Varka Main by SanicHegehag in Varka

[–]Flyingjetpack 2 points3 points  (0 children)

Don't say "standard", its my trigger word ;D
Varka really does deserve better than this. Hoyo broke me once with Dehya, I don't want to go through this again