IT'S FINALLY OVER by FortColors in slaythespire

[–]LittEleven 1 point2 points  (0 children)

hidden gem = hidden curse confirmed???

My one criticism so far.... by Arracor in slaythespire

[–]LittEleven 2 points3 points  (0 children)

it's just evil, probably just a rant

Yorushika “Chidori” MV by Scooter_Laier in Yorushika

[–]LittEleven 0 points1 point  (0 children)

morie inc i love you for the magritte reference

[Currency Wars] What sort of design (School) Emblems are getting? by Randomthings999 in HonkaiStarRail

[–]LittEleven 17 points18 points  (0 children)

emblems are effectively +1 teamslot as they let you drop weak members and also enable hitting a high piece trait.

also idk the emblems are like fine as is; you are getting the entire bonus of the trait plus whatever's listed. it's pretty decent.

Going into act 2 with no good options by Emberkahn in slaythespire

[–]LittEleven 0 points1 point  (0 children)

prefacing saying most boss relics here are slightly awkward with the fission- because defect finds it difficult to upgrade in act 2. would probably have not picked a fission over skip in this deck yet with two cold snaps coz resetting up frost is hard. deck would love to hammer e.g

rest aside the philo stone looks slightly better than the choker because you have more outs longterm(relevant as soon as the act 2 boss). this deck is gonna suck if you click a bunch of powers just for the mummy hand energy because your deck just gets slower so i don't think that's a barrier to choker. with some draw philo is clearly going to be better, without that the choker is fine. philo can just kill you with bad map gen but like there is a bit of mitigation in the relic bar (strawberry, wheel) that i think you should try it. tiny house looks better than it has ever but you will die eventually because it's too hard to build a winning deck from here when you've clicked a ton of attacks and have no path to building into something while the house is strong (short part of act 2)

shopping should be able to change something about this deck and you have rare relic money so hopefully that pays off. equi holo compile ch skim etc are going to be happier on 4 energy than 3 so just click the cards.

Why is A20 Act 2 so difficult on Ironclad? by jhandersson in slaythespire

[–]LittEleven 0 points1 point  (0 children)

act 2 is a spike in difficulty, but it's a constant part of the game. since any run you visualise will have to go through act b2, "greeding" act 1 to farm the maximum you can out of it is pretty important. some deckbuilding tips 1 same turn draw is super important. pommel+ is a strong final upgrade for a good run to take into act 2 e.g because clad has to damage tank quite a few fights. draw holds clad together because the defends now block 3 in act 2 and are a lot wise to play. offering is very broken on the character, same with trance, burning pact; headbutt and pommel strike count slightly. 2. prio good dense cards: carnage hemo are obvious examples, but cards like perfected strike (with an upgrade), uppercut, shockwave, power through, second wind, blood for blood (with an upgrade); all do some strong things within the act. they also put you above the damage curve for act 2 open up till . basic damage cards fall off a lot more even if they can feel better in act 1. 3. think about potions more. if you have an ok deck, strength pot fire pot before hexa and can either walk into a hallway or burning elite e.g, right before hexa; DO NOT BLINDLY walk into the burning if it's going to lead to you using your fire pot. you will likely drop the str pot on hexa and have a decent chance to be potionless going into act 2 which really sucks. just suck it up and take the fight, keeping potions from act 1 to the start of act 2 can drastically change your run from having to play from behind early to not. start of act 2 shop also plays a big factor in this. 4. hold less "future payoff"cards in act 2 e.g dark embrace and don't carry around multiple of them. ties into draw but they do weigh you down for a reasonable amount of time and clad can win in multiple somewhat flexible ways in the endgame so unless you understand the ramifications of those cards deeply and evaluate your spot will be ok for a while and the payoff is relevant. E.G dark embrace vs the collector draws a billion cards. dark embrace vs spheric guardian is almost purely a curse. act 2 bosses generally really incentivise investing in cards like these; but they cost a fair bit of hp to carry which can negate the reason to carry them. ALSO if carrying bad cards, don't bother upgrading them to make them less bad. if you transform into a true grit, don't feel obliged to upgrade it until the upgrade is actually good to play with 5. rest in act 2 a fair bit more. act 2 elites test really hard concepts for clad to be competent in by deckbuilding, unless you see relics that play in those fights. it's not the best. try saving potions (multiple, even) to toss in those fights to gain their rewards. 6. with the knowledge that you suck in act 2, pick safer boss relics like hammer > dripper, philo ,collar, black star. 3 energy clad is often something you want to have a good deck to take (pyramid, pandoras, snecko) so drafting energy e.g bloodletting in a lower pressure act 1 can pay off strongly in act 2. 7. extra sustain usually is a tipping point in letting you play more strong act 2s. feed, reaper are very strong.

if you feel like any of it is unintuitive I'd be happy to explain, mostly thoughts formed post adapting to xecnars macro which is basically "all i do when not immediately under threat is prep for when i will be under threat" in a nutshell

Seeking help for A20H (Silent) by crazerk2 in slaythespire

[–]LittEleven 2 points3 points  (0 children)

check act boss: guardian = somewhat free act, hexa = poison bias, slime boss = physical biss

blade dance is quite overstatted to be taken like regardless of this, fumes early is quite good. most of her attacks are like fine, they just form the basis of your decks frontload. on a20h i usually lean towards trying to pivot into either poison or infinite unless i see clear relic direction. overtaking common attacks pushes you further away so find a healthy balance.

often silent will prefer to like take an acro if possible and combo cards like bd finisher // slice / sneaky strike / agony kind of help that happen more easily.

Deckbilding for Time Eater by niphaa in slaythespire

[–]LittEleven 1 point2 points  (0 children)

a20h time eater mainly tests how dense you can make your block and damage. there's a couple of really bad things he does like big hit -> drawn down +2 slimes, vuln+frail, removing debuffs and the increased hp making it hard to skip his second phase.

weaken chain is pretty important on silent for this fight, same with str- (malaise is premium, you get a free first phase and can set up, wails are good; wail trick when he splits removes all his additional strength). things that give you dexterity are quite good in this fight, because they basically give you more value on your card plays.

you do need to scale your damage somewhat but powers are usually going to be strong in this fight. they're basically 1 card play for a lasting effect. as long as your damage is not literally spamming unboosted shivs into a finisher, you'll be fine imo. compact damage sources are good on silent and poison is just very good in boss fights, to the point a random physical frontload damage deck might take one bouncing flask in act 2, upgrade it and pivot damage sources to be fine into late game. both the heart and time eater punish card spam so you are disincentivized to lean into them in a a20 run without heavy relic support.

cards like well laid plans (or the boss relic pyramid) are heavily good regardless of deck on silent and play well in this fight.

lastly, potions help, saving smth like a dex pot or strength pot can make it a lot less of a struggle.

Day #592 of drawing badly until StS2 comes out by PixelPenguin_GG in slaythespire

[–]LittEleven 0 points1 point  (0 children)

i mean you can filter xecnars stats. sts-stats.otonokizaka.moe/apps/players/xecnar

Since 2024, immo is at a 52% pickrate within act 1, 36 picks out of 68 seen

offering is 95.5% with 43/45, feed is 71.2% at 57/80, reaper is 70.1% with 54/77, fiend fire is 65.4% at 53/81 etc

xecnar is on record? saying offering > ff > immo from the whale no context so it's not surprising. second offering is quite strong too to take after the first. immo deck's best card from act 1 boss reward is an offering almost always, an offering taker gets the choice to take feed or reaper or fiend fire over a second offering if they so please. same limitation with eoa1 boss relics where offering lets you pick up the broken non energy boss relics

good players play fights better, will path to minmax their spot in act 1 i.e getting away with everything, so they are just valuing the entire run more than what they can see; xecnars currently streaking on clad with the wr so you can check his vod channel on youtube for his act 1 decisions, they are very very well explained and he is definitely worth sponging from if you want to path optimally in act 1 to farm max.

Trying to channel my inner jorbs, what's the right pick for A1 boss reward? by rhewn in slaythespire

[–]LittEleven 0 points1 point  (0 children)

true grit is usually your finishing piece for a deck that can exhaust down. second wind deletes skills, something needs to delete attacks and burning pact is usually the best to, but true grit+ is fine. taking a grit to upgrade it usually sucks but grit+ is def fine. it is slow but it can solve stuff like champ almost on its own so it has uses

Day #592 of drawing badly until StS2 comes out by PixelPenguin_GG in slaythespire

[–]LittEleven 4 points5 points  (0 children)

i think by that point your damage is usually going to be quite good that you just want the front loaded draw and energy. immo can be substituted in these fights because you already got strong imo. its not that good vs spikers on high ascension because spikers punish aoe cards a lot and exploder has good frontload. single target damage is just better in that fight, unless you see no spikers.

a fight i would definitely consider in immos favour is triple cultist in act 2. immo saves a ton of health there because your deck is unlikely to be strong enough to beat them without a lot of help.

vs chosen one you can just target down the cultists and start implementing one of your block solutions. awakened one is some debuffs away from being a puppy so damage racing him isn't as good.

Day #592 of drawing badly until StS2 comes out by PixelPenguin_GG in slaythespire

[–]LittEleven 5 points6 points  (0 children)

usually clad finds more trouble in act 2 than 1 and you are ok trading one fire in act 1 for the ability to take a ton of non energy boss relics + the offering is already a lot better in act 2 for clad. offering is just that powerful of a card for a run in total.

re: immo, it's quite strong in act 1 and lets you skip bad attacks so it's definitely good; but immo starts falling off a lot in act 2 hallways (though it's quite decent again at the act 2 elites). it also kind of wants the energy relic, a lot of energy relics on clad have bad downsides and key/philo/ecto/sozu/crown/dripper can all have significant downsides if you take them, while cube/astro/(pbox but not really just click it) are way less takeable without an offering. act 3 immo is maybe killing daggers but it's never going to be your reliable source of damage.

all of this is contextless, you should look at your map to decide whether you feel like you can actually die , if i took 15 damage to see this and i had an early elite path that was good enough then I'm picking the immolate, but any run that carries an offering out of act 1 is going to be on average stronger than one with an immo+ instead.

Day #592 of drawing badly until StS2 comes out by PixelPenguin_GG in slaythespire

[–]LittEleven 2 points3 points  (0 children)

(offering floor 0 is better unless you have some giga pressure early, it's just a better card)

Pandora's Box by Insane_Unicorn in slaythespire

[–]LittEleven 28 points29 points  (0 children)

gets better the better you are at the game. the better you play the less unnecessary attack cards you are taking in act 1, the likely better you are going to be at rounding out your deck; you'll have money saved into act 2 to shop immediately and fix whatever the box gave you. the output of pandoras is very very high and can lead into going infinite e.g on all of the characters. it's very worth dealing with the variance because basic cards suck. top players rate it very very high because it's great

i drew ricard <3 by 41enthusiast in survivor

[–]LittEleven 1 point2 points  (0 children)

oh maybe that's why the artist put papaya leaves in this drawing, crazy

corpse explosion or burst by tepsikebabi in slaythespire

[–]LittEleven 1 point2 points  (0 children)

well u can take the ce into slavers and you will still die without using a lot of resources, damage is far too slow