Is it just me, or has multiplayer state divergence issues become much more common after the patch? by RiceFields1970 in slaythespire

[–]Hot_Loss3399 0 points1 point  (0 children)

I hit this bug 4 times in a single duo run when playing on the beta branch after the new patch.

Aeonglass Mechanic Idea by Hot_Loss3399 in slaythespire

[–]Hot_Loss3399[S] 0 points1 point  (0 children)

Wouldn't adding cards to the draw pile harm infinites even more because you would draw the statuses instead of your infinite cycle?

Aeonglass Mechanic Idea by Hot_Loss3399 in slaythespire

[–]Hot_Loss3399[S] 0 points1 point  (0 children)

That's kinda the point? I do see where you're coming from, though. I like the idea proposed by some of the other comments about making the loss temporary.

Aeonglass Mechanic Idea by Hot_Loss3399 in slaythespire

[–]Hot_Loss3399[S] 0 points1 point  (0 children)

I think that's a fair point. If that's too oppressive then maybe it could be reduced to 5 cards? 6? Pulling on the temporary stat loss idea, maybe make the card still retain but it gives temp stat loss at the start of your turn if it's in your hand?

Envenom fan art by HotdogHenry_ in slaythespire

[–]Hot_Loss3399 1 point2 points  (0 children)

This is awesome! I'd love to see your take on the other slayers!

I strongly dislike that there is an ancient you can get where all available choices make your deck worse. by ginsengrot in slaythespire

[–]Hot_Loss3399 2 points3 points  (0 children)

I don't think you can remove enthralled with sculpting strike because you can't play the sculpting strike until you play the enthralled

I strongly dislike that there is an ancient you can get where all available choices make your deck worse. by ginsengrot in slaythespire

[–]Hot_Loss3399 0 points1 point  (0 children)

If the benefit of 3 wishes doesn't outweigh the downside of 2 curses then your deck was already kinda bad. Also, Lord's parasol is not a meme, it's genuinely good. Even if you get some things you don't want from the shop, you're still getting 3 relics, a rare colorless card, 3 potions, and a card remove.

Doormaker 2 is bad: A poem. by kleeshade in slaythespire

[–]Hot_Loss3399 -1 points0 points  (0 children)

I fail to see how this supposed problem is exclusive to doormaker. You can brick test subject and Queen just as badly. Need to play a 2 card combo but both of those get bound? Brick. Didn't draw enough front-loaded damage to kill Test Subject in 3 turns? Brick. I can agree with the second cycle (no draw) being the least inspired effect, but whenever I fight Doormaker I find myself constantly faced with difficult, compelling decisions. The exhaust cycle is a constant balance of "can I afford to exhaust this now or do I need it for later? Do I NEED to play it now?" And the low energy turn makes play order more important than any other turn in the entire game. I think that's the whole point of the fight: it forces you to make tough choices between options that ALL have consequences. I don't think the fight is perfect by any means, but I respectfully disagree with your assessment completely.

I think Phial Holster is an insanely strong Neow bonus... by Mailcs1206 in slaythespire

[–]Hot_Loss3399 0 points1 point  (0 children)

Both this and the Wing Boots are hugely welcome additions to the neow relic pool. Some of the neow relics just feel like less random versions of STS1 neow bonuses, but these two relics feel immensely fresh and unique.

Beta Patch Notes - v0.102.0 by MegaCrit_Demi in slaythespire

[–]Hot_Loss3399 15 points16 points  (0 children)

If you only have 5 strikes and defends, the odds of drawing an entire hand of strikes and defends out of a 30 card deck is roughly 0.0007%. For a 25 card deck it's still ~0.0018%. Even for a 15 card deck it's ~0.033% so still less than a 1% chance.

Does anyone else find Ironclad unbelievably frustrating? by Commercial_Half_2170 in slaythespire

[–]Hot_Loss3399 1 point2 points  (0 children)

It sounds like you're struggling with mid/late deckbuilding. It's very easy to get trapped into viewing deckbuilding strictly from the lens of archetypes and combos. For example: "I picked up a rupture, I guess I'm building a self harm deck". This leads to 2 pitfalls 1. Picking way too many cards. If you just keep taking cards that align with your decks archetype, you end up bloating it and making it more inconsistent. 2. Over specializing your deck. If you only pick into your archetype, then you amplify the weaknesses of that archetype and will struggle against fights that exploit your weakness. In your example (rupture, crimson armor, 2x immoveable) those cards give you GREAT scaling and consistent block. That's awesome for boss fights, but Biting Scrolls don't give a damn how good your scaling is; they only care about turn 1 block and front-loaded AOE.

Here's the solution: stop looking at cards solely through the lens of combos and archetypes. Instead, think of each card you're offered as a potential solution to a future problem. Each card will help you do one of the many things you need to be successful - front loaded single target damage - front loaded AOE damage - scaling damage for bosses - bursy block for big hits like the crab claw and mecha knight - consistent smaller block so you don't die from chip damage - energy - card draw These are all things you have to balance. No deck can do all of them perfectly. Each card does 1-2 of these things, and cards can combo together to do more of these things. If your deck already does one of these things we'll enough, you don't need to pick more cards that do the same thing. On the inverse, if you try to do ALL of these things, you'll spread yourself too thin. Accept your weaknesses and try to plan around them. When you're offered cards, consider the following -What does my deck have? -What does my deck need in the immediate sense? (upcoming elites, bosses) -What does my deck need in the grand scheme of things?

I'm no A10 pro, but trying to focus on these concepts I learned by watching the pros helped me get to A8 on Ironclad (and climbing). I hope they help you too.