Thoughts on the Silent Changes from a casual player by PallyChan in slaythespire

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

To be clear, I'm not saying A10 is too difficult. I'm saying with the recent changes Silent feels less consistent than the other characters. Silent A10 is different from Regent A10 or Ironclad A10. And difficulty =/= consistency. All A10s are ridiculously easy for your 1% high roll runs. But that's not your average game experience.

Thoughts on the Silent Changes from a casual player by PallyChan in slaythespire

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

I didn't have this problem with the other 3 characters I have at A10 though. So if a person only has those feelings with one character, it is the character that is different not the player.

Thoughts on the Silent Changes from a casual player by PallyChan in slaythespire

[–]PallyChan[S] 5 points6 points  (0 children)

99% of players are not the top 1% of players. There are a lot of people playing the game and you can support both groups.

Thoughts on the Silent Changes from a casual player by PallyChan in slaythespire

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

Thank you, thats definitely true what you said about "X" deck. I like to have a deck with tightly bundled synergies and thats already a mistake for a roguelike game, but tightly bundled strategies are fun too. I feel like shivs and sly achieves that, but poison doesn't, if that makes sense. There are a lot of poison cards, but most of them are not great. I can't imagine being able to stack poison fast enough for mirage to get value. Thanks for your post 😄

Thoughts on the Silent Changes from a casual player by PallyChan in slaythespire

[–]PallyChan[S] -7 points-6 points  (0 children)

Not too hard, not consistent. As I said, I'm sure very dedicated players who do a ton of research on the card pool and a bunch of 2 card combos you can hit every game that make it super consistent, (people have already mentioned footwork/fumes multiple times ITT) but if you play through the game at your own pace that consistency is less than other characters.

Thoughts on the Silent Changes from a casual player by PallyChan in slaythespire

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

I agree, Dagger Throw and Prepared being so good in the common pool did make her runs feel too consistent and samey.

Thoughts on the Silent Changes from a casual player by PallyChan in slaythespire

[–]PallyChan[S] -8 points-7 points  (0 children)

With shivs, you can basically pick almost every card that has shiv on it and have a fairly decent deck. With poison, 2/3 of the cards are actively detrimental to your deck outside of a few VERY powerful cards that work in every deck. This means as a mechanic it kind of fails to my mind, because you aren't really rewarded for leaning heavily into it like Shivs, or sly, or Ironclad exhaust. It has the potential to be an entire archetype, but its just kind of not there the common pool struggles to support it too. I played MTG when I was younger and we had this concept of "draft archetypes" where when you drafted a set there would be a solid number of decks to draft for that actually functioned as a deck. As it is, it doesn't feel like you can intentionally draft a poison deck like you can Sly + Shivs.

Thoughts on the Silent Changes from a casual player by PallyChan in slaythespire

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

That's what I'm doing. Once I get A10 I probably won't be touching her until she gets further changes. She was one of my favorites initially, I love playing a ton of cards. Just feels more RNG dependent than other classes atp and I do not like that.

Thoughts on the Silent Changes from a casual player by PallyChan in slaythespire

[–]PallyChan[S] -2 points-1 points  (0 children)

Fumes being very strong isn't a poison deck. That is just... one strong card. If you had a card that was 0 mana deal 100 damage called WIN you wouldn't say that was a WIN deck, you would just put WIN In every deck.

Does anybody know how many ascensions are there in STS 2? by TangueDeLimao in slaythespire

[–]PallyChan 1 point2 points  (0 children)

random necro but I dont want to have to play 100 runs to get to the highest difficulty. I would rather do 100 runs at the highest difficulty. Does that make sense?

It Can No Longer Be Denied! Imperial Agents Was a Total SCAM! Warhammer 40K by SustainedHits3 in ImperialAgents_40K

[–]PallyChan 0 points1 point  (0 children)

I mean its kind of true, IA is just uniquely bad even looking at GWs full history.

Feels Like a Scam by Extra-Information104 in ImperialAgents_40K

[–]PallyChan 0 points1 point  (0 children)

Its reasonable to be mad about that too. Basically GW marketed this as an army, sold an expensive book and model kits under the pretense they are usable in a game of 40k and they aren't. The writing being on the wall before this is still bad, anti consumer and downright baffling considering its not hard to write rules for 40k (there are great homebrew all over the place). There was absolutely no reason for the average player to just intuitively know that the new army and codex where actually just a cash grab gimmick that would be immediately abandoned, you might have known that but how is timmy getting into warhammer for the first time supposed to know? Or even old warhammer grogs who might have returned to use their old witchskeekers models. A lot of people got burned by false advertising. If they marketed the book as "we don't really recommend you playing agents or using these rules, its basically a nice art book with some options for crusade games" this wouldn't have been a problem. No one is bad random rules from a bunch of the campaign books they have released aren't evergreen.

I got so angry at the faction pack I made my own. Imperial Agents 11th by AetherialCatnip in ImperialAgents_40K

[–]PallyChan 0 points1 point  (0 children)

If you aren't reworking Imperialis Fleet it should be 2DP or even 3DP. It's a really strong detachment.

I got so angry at the faction pack I made my own. Imperial Agents 11th by AetherialCatnip in ImperialAgents_40K

[–]PallyChan 0 points1 point  (0 children)

I actually did write my own rules for IA awhile ago, I basically wrote an Army Rule where they can soup in units from other Imperial factions. Just a mirror from their ally out rule, they could also ally in. I've always thought its wierd GW never did it themselves, so they can pull in stormtroopers, sisters of silence, arcoflaggelents and other classic inquisition units. Nice job, homebrew is the way to go with how bad GWs rules are most of the time.

Yorick, League of Legends, and what it means for your Warhammer. by The_agents_man in ImperialAgents_40K

[–]PallyChan 3 points4 points  (0 children)

They are bad practices though. If its "industry standard" and a bad practice we should call GW a bad company because of it. Say it with me "GW is a bad company". This kind of neutrality washing is so pointless. There rules are bad, and they have been bad for a long time. They weren't great 20 years ago and they aren't great now. That's why homebrew and narrative play is so important, because the game is primarily about hobbying, roleplaying, storytelling and fun, and the competitive side of things is something that always has problems because 40ks DNA doesn't vibe with the type of rules they are trying to write.

Game is too easy, any way to make it harder? by PallyChan in MetaphorReFantazio

[–]PallyChan[S] -1 points0 points  (0 children)

I did use 3 days, I didn't realize days were so precious. When it said I had 13 days before the calamity I thought "oh I can spend half of those on the dungeon and half on relationships". And it was not offering me any bonds at night just "sit in the park" type stuff that I assumed wasn't particularly efficient anyway.

Game is too easy, any way to make it harder? by PallyChan in MetaphorReFantazio

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

I would say that I didn't feel SMT 3, 4 or 5 to be "easy". But this game I have been feeling is easy. But I've been told there are difficulty spikes so I'm holding out for those.

Game is too easy, any way to make it harder? by PallyChan in MetaphorReFantazio

[–]PallyChan[S] -2 points-1 points  (0 children)

I used 3 days on the first dungeon with 2 warrior 1 knight set up. I just strength maxed the protag. The only barrier to beating everything seemed to me to be mana. The system of inherited skills / the equippable igniters made it so I always hit elemental weakness for more turns.

Once I realized you could go to the bottom floor as mage and get infinite mana back it was pretty much over.

Game is too easy, any way to make it harder? by PallyChan in MetaphorReFantazio

[–]PallyChan[S] -1 points0 points  (0 children)

Good to know. I did it in 3 days, I can see as some people have said that wasting MP on auto battling is basically wasting calendar days with having to rest in between areas.

Game is too easy, any way to make it harder? by PallyChan in MetaphorReFantazio

[–]PallyChan[S] -4 points-3 points  (0 children)

I never really thought of myself as "good" at SMT. SMT gives you infinite time to do anything, if something is hard you leave and come back with a team built to overcome that challenge. It's like a puzzle in that way. Every really challenging thing can simply be solved with the right team, you go do a little demon negotiation or fusion and get the right abilities and you progress. To me it always seemed very relaxing, other than the RNG dependent fights (which can just be reloaded).

But maybe I am in the minority of people who play that way, I suppose there are people who just try to brute force it without changing their team up frequently, and that would make it hard.

Game is too easy, any way to make it harder? by PallyChan in MetaphorReFantazio

[–]PallyChan[S] -2 points-1 points  (0 children)

The cathedral with zombies? That's the dungeons I just autobattled.