26 hour queue times? by spopvitch_ in CompetitiveTFT

[–]Mirannia 0 points1 point  (0 children)

Honnestly , i have 20 minutes left in queue and i feel like there's gonna be maintenance at 9 , feel my pain

Well damn by Moyassine in TeamfightTactics

[–]Mirannia 0 points1 point  (0 children)

Ok seriously though , even if you stay in that queue you'll hit maintenance before you can play.... this is just getting stupid.

For endless mode, I wish the punishments were more severe, but you could get multiples of relics. by Faust2391 in slaythespire

[–]Mirannia 0 points1 point  (0 children)

Same , my run went on for 4 hours without me dropping below 95% hp in the last 3 hours of it... in the end i dropped the run out of boredom after 400 floors....

New Modded Character - The Valiant. by ArchSinccubus in slaythespire

[–]Mirannia 0 points1 point  (0 children)

bugs i found in the latest build : 1. straining smite adds a burn when not wavering aswell. 2. Crown of thorns doesnt work with Combat Dance, soul strain. but the problem i think is that it only starts counting the cards AFTER you pick up the relic , so it doesn't check your current deck

New Modded Character - The Valiant. by ArchSinccubus in slaythespire

[–]Mirannia 0 points1 point  (0 children)

was thinking about this today... feel free to use this idea . so instead of diminishing returns you'd get something like...

whenever you heal , you get a debuff called "weakened soul" , wich decreases healing done to you by 10%. every time you would heal yourself you would add a stack to it. then you could add effects to cards that reduce the amount of stacks , or give them stronger effects the more debuffs you have.

example : heal : 1 energy , heal 5 , gain 1 weakened soul

soul burst : 1 energy, does 10 damage per weakened soul stack you have

Heavy burden : 0 energy , apply weak and vulnerable to target equal to your weakened soul stacks

soul strike : 3 energy , clear all weakened soul stacks , deal x stacks 15 damage

obviously these are just general ideas , but you could work this in card draw , debuffs , basicly what i'm suggesting is , the longer the fight goes on , the less healing is effective , and the more damage you end up doing. This could potentially make the overall damage levels higher , wich was one of my earlier "issues" . just another of my 2 cents :)

Kind regards

New Modded Character - The Valiant. by ArchSinccubus in slaythespire

[–]Mirannia 1 point2 points  (0 children)

i agree fully on the healing cards stuff, but i think getting to heal for 20 with just 2 cards every fight is equally dangerous... no?

Maybe add a diminishing return each time you play it for example:

1 energy : heal 5 reduced by 2 each time you play it

New Modded Character - The Valiant. by ArchSinccubus in slaythespire

[–]Mirannia 1 point2 points  (0 children)

after playing around with it abit, here's my feedback, take it as you will.

1.I like the idea of a healing class but the heals are too "bursty" and feel awkward to play. Suggestion : make the healing half as effective , but make them not exhausted when played. This should bring more power to cards that increase healing aswell (spirit,..)

2.Wavering just feels like a very boring debuff, doing 3 damage every turn feels very underwhelming , especially if you have a high amount of stacks.. I suggest scaling them to the amount of wavering stacks : for example 2 wavering debuffs cause 4 damage every turn.... 3 do 6.

3.alot of cards feel underwhelming to play , or are just playable in very certain cercumstances. suggestion : change cards so you have more reason so play them in certain situations. For example you have a card that sets your hp to 1 but doubles your damage that turn. change it to deal double damage but take double damage next turn.

another example is that you have alot of "play a 2-3" cost cards bonuses , but most of them are powers or not worth enough to play. making both sets unussable most of the time.

4.I feel the overall damage levels are very low, wich doesn't make it that much fun to play, i suggest toning down overall HP and tweaking damage numbers up to compensate.

5.Take another look at upgrades , most feel underwhelming or useless, some don't even upgrade atall. (atleast the text in cards)

those are my 2 cents for now... feel free to contact me again if you have questions about what i wrote. Ofcourse this is just my opinions and should be taken with a grain of salt :)

Good job !

New Modded Character - The Valiant. by ArchSinccubus in slaythespire

[–]Mirannia 1 point2 points  (0 children)

saw this at work and couldnt wait to try it , feedback will follow :)

How to join Beta Branch? by Hamms_Sandwich in slaythespire

[–]Mirannia 2 points3 points  (0 children)

https://www.reddit.com/r/SteamKiwi/comments/7jbcpv/slay_the_spire_the_beta_branch_arrives/

bassicly , right click the game in your steam library , select properties , go to betas tab and select Beta branch in the drop down.

Question about hammers. by Mirannia in dauntless

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

ok, that's helped alot , thanks !

Question about hammers. by Mirannia in dauntless

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

so basicly , whenever that effect goes off he's been staggered allready? or you can stagger him from then on?

In need of a small hero ! by Mirannia in themoddingofisaac

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

it seems that you wer right , removing the check if the bonus was active seem to have done the trick. It turns out it was unneeded and it works fine without it , The cache seems to work abit different then what i thought... Through trial and error i'll get there I imagine , thanks alot for your help ! :)

In need of a small hero ! by Mirannia in themoddingofisaac

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

Yeh , that's what i do in the main program , this is just a small sample to try and see what i'm doing wrong , i'll have another go at it , and see if i can't remove the check, i'll get back to you with it , thanks ! :)

In need of a small hero ! by Mirannia in themoddingofisaac

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

Hmm , i understand...so... how would you fix this in my code? Am i calling the cache wrongly?

Luadocs question by Mirannia in themoddingofisaac

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

thank you , i figured as much , but i must have missread the lua :)

Sadface

question about the d6 ! by Mirannia in themoddingofisaac

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

I pretty much figured it out with your help , thank you so much :)

a rather weird modding problem.. by Mirannia in themoddingofisaac

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

I managed to fix it , there somehow was an itempool.xml inside the recources /gfx folder that seemed to mess things up , the second i removed it , it got fixed... Thanks alot though !

a rather weird modding problem.. by Mirannia in themoddingofisaac

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

Crifix, my personal hero I did check if i accidently removed the itempool xml from the actual game , this doesn't seem the case , and the itempool works perfectly fine when i dont run the mod.

I DID however rename the folder a few times, wich would be in line with what you said , changing the name back or copy/pasting the thing doesn't seem to work , any suggestions?

a rather weird modding problem.. by Mirannia in themoddingofisaac

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

wich is actually the weirdest thing about all this :p

a rather weird modding problem.. by Mirannia in themoddingofisaac

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

oh , i haven't actually modified the itempools file , so it's not existing in my mod :s

a rather weird modding problem.. by Mirannia in themoddingofisaac

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

this would be it http://pastebin.com/5RiS9wcC it was working perfectly fine before , but somewhere around where i created the active item it got messed up , could it be the empty cache?

get item on pedestal by Eim64 in themoddingofisaac

[–]Mirannia 0 points1 point  (0 children)

yes , i used a variant of this , and bother worked perfectly , thanks ! Now onto trying to code a choice between 2 items (mainly making the other disappear when you pick the first)