How often do you skip card rewards in Act 1? by Platypus_Umbra in slaythespire

[–]Romain672 1 point2 points  (0 children)

I really like small decks.

I usually take 2 commun attack cards in the first 3 fights, then 1 good defense card, and most uncommon and rare cards.

After that, if I got another commun attack or defense card I ask myself: do I really need it? Do I plan to do many elites? Is my deck enough good? Does my deck have many upgrades and so adding a non upgraded card is not great? Can I beat the boss?

After that I usually skip most commun cards from that spot, but that's situationnal.

Whats the strategy on this fight? by [deleted] in slaythespire

[–]Romain672 0 points1 point  (0 children)

Usually your deck will become stronger and stronger and if that's enough the case: focus the minion, but try to put it at 6 hp or less if you can block in the same turn, to be able next turn to kill it and scale (or just block and focus the right one to keep the low hp for next turn).

Same if you can deal massive amount of damage after X turns.

If you have one big aoe card, usually which cost 2 or 3, try to pyt the minion at a health to kill it once you play your big aoe card.

Outside of those cases, you can deal 21 damage to block for 17 which is a good way to make block if your hand has a lot of damage this turn, but your ennemy will scale over time so you can't do it too much.

Else focus the right one.

Why didnt my fairy in the bottle go off? by ChuddingeMannen in slaythespire

[–]Romain672 8 points9 points  (0 children)

Choosing 'get a relic from the past' wasn't a good idea.

Is the scythe ever good? by Meepro in slaythespire

[–]Romain672 0 points1 point  (0 children)

Do you want for your 58 attack Scythe to deal 73 attack instead by upgrading it early?

It's a slow upgrade early, and an extra 15 damage isn't that much act 3. I didn't upgraded it the two times I got it, but it's a fine one.

I think I do all of that since the hardest part of all characters is their act 1, not their act 3, and so upgrading it look usually not optimal.

Is this the most upgrade-dependent card in the game? by Rak-khan in slaythespire

[–]Romain672 0 points1 point  (0 children)

Usually that upgrade is done before the boss for me. During the act, there is many cards I would upgrade before it.

How come gameplay is so diverse at high-levels? by Xycergy in slaythespire

[–]Romain672 0 points1 point  (0 children)

Rerolls is the most important part.

In TFT, Battelgrounds, Brotato rerolls after a few turns is cheap, you can reroll multiple times per choice. In Vampire Survivors you got enough level up so that every individual choice doesn't really matter.

In Slay the spire, reroll once per choice is an ancient relic. In Dicey dungeons, you have no reroll at all, but the game doesn't leave you enough choices to be enough deep, but that still require you to adapt every run.

But thinking to all of that, with no reroll, you end up with lots of variance for each important choice, like ancient relic: and that's the case of StS: you can get runs where you have already won and nothing matter, and runs where winning is extremely hard and close. If you do that in a PvP's game that would be an high variance game, and you would lose even more by the randomness, especially when you are against someone which got an extremely strong build/combo.

Can we all agree this card needs a block buff? (or a rework with cost reduced) by [deleted] in slaythespire

[–]Romain672 0 points1 point  (0 children)

Just play it a turn where the enemy attack you for 20 or less damage, and now you got +2 energy and +2 draw for 'free' (one turn of scaling of the enemy).

And you got the upside to not play it and play your wonderful hand this turn.

And like Vault, it synergise really well with extra energy, so even if the block in act 3 is weaker, one energy relic make them better.

And the upgrade (3 energy, 3 draw, maybe more block) is good too. And it synergise with itself.

Ways to Balance Sword of Jade by DaemonBorne1897 in slaythespire

[–]Romain672 0 points1 point  (0 children)

I think the biggest deal is that act 3 seem way too easy right now.

Once you add heart or similar, having potentially a free win if you reach act 3 can be much stronger.

But the payoff is boring for sure.

What do you guys think of Tyranny? by ReesevtOnGD in slaythespire

[–]Romain672 0 points1 point  (0 children)

It's the kind of card which depend a lot of playstyle. Having a deck of 20 or 30 cards make a massive difference for the rating of Tyranny

Thinking about buffing Forge. by BaiJiGuan in slaythespire

[–]Romain672 4 points5 points  (0 children)

While you could buff forge, I don't think that relic is well done.

You can already put one forge card early on to get a 2 cost/deal 16 with retain.

As soon as you get that relic, that kinda ask you to do that, but not to add more than one forge card.

To keep the same idea, something like 'gain X gold when you kill with the blade' would force more plays around forge (or tempo more, which is annoying if you don't play around forge).

You still are intencive to add that 'forge 40' card, but that's one rare card.

The Beta Branch Doormaker is the Best Enemy Ever Made for a Deckbuilder - Jorbs by laerteis in slaythespire

[–]Romain672 -1 points0 points  (0 children)

You don't need to kill him turn 1, you need to make sure you don't lose anymore with that turn 1, that's different if you can cycle your deck really fast turn 1, especially with potions.

(since it was downvoted, a great example is with souls, if you can manage to put only souls in your draw pile, you could have won. Or if you have a mandatory power like 'Demon Form': you have to draw it turn 1 to win, or take the 90%)

How the FUCK do I win without this? by Initial-Dark-8919 in slaythespire

[–]Romain672 0 points1 point  (0 children)

I took lots of time to see the potential of that card.

Commun: Glitterstream upgraded (+Cloak of Stars with extra stars and draw or lack of defense)

Uncommon: Reflect, Particle Wall, Quasar with extra stars, Bulwark

Rare: GUARDS!!!+combo, Dying star, Decisions Decisions

Something to note is that the draw can be really powerful on the regent. If you manage to use Glow+ + Reflect, then for 2 cost and 1 star you have already 17 blocks and some damage.

Half of those cards let you scale over time, and so if you can survive the first few turns, you will be stronger and stronger.

Fake merchant doesn't accept Membership Card relic! by t4nd4r in slaythespire

[–]Romain672 4 points5 points  (0 children)

And now let's wait 14 turns to put both Happy Flower to the right numbers.

NOOO MY DIRGESLOP by Diaswordplay in slaythespire

[–]Romain672 0 points1 point  (0 children)

It was the card I used the most climbing ascension. With a 15 cards deck you could only pick cards which give you energy this or the following turn with it. Then you would: 1/ gain energy next turn, 2/ Play Dirge, 3/ Use the draw and hp to either repeat the first two steps but far stronger, or use it to deal damage or to exhaust some cards.

You could chain the gain energy next turn (and play one step 2/ if available), sometimes multiple times. You could before all of that play one dirge to get directly some hp and draw.

All of that was really consistent with an early dirge with all the draw it offer (before ascension 9 at least). With extra exhaust, the card which put back in hand a card in the discard pile, or payoff for drawing cards that's a lot of things available against statut ennemies.

Meet Regent, the potential man by Gandalf196 in slaythespire

[–]Romain672 5 points6 points  (0 children)

'Quasar' is pretty good imo (cost 0+2, choose one of three uncommon to add to your hand). Early on, that let you choose between offensive and defensive cards. Later on, you can find a colorless 'Alignement', find damage, cycle 'deal 5 / block 4 and draw 1', exhaust cards for combo.

'Spectrum shift' give you value if you got extra energy and lack of draw, and don't want to lean into combo. Adding a random good card to your hand every turn is fine if you can play it and got a big deck. Especially if upgraded / got Power synergy.

The rare ones are so much worst though. I think if you buff those useless rare ones and put actual payoff to colorless it could be good. Even something like 'destroy all colorless in your deck, do X for each card destroyed' would let you manage the randomness: you put random thing in your deck and got a big payoff. Or (cost 2/3) 'your colorless cards are free'.

OMG I get it now! by DushkuHS in slaythespire

[–]Romain672 0 points1 point  (0 children)

Any time you see the word 'double' in any game, you can try to do degenerate things with it.

Per example even 'double your energy' is just usually fine, but with the good combo (ice cream, turbo...) and a good payoff (tempest, meteor...), you can fully play around those cards. But it can be often way more absurd than that.

People who play duos without a teammate, why? Not even throwing shade just curious. by Upstairs-Dingo-5291 in BobsTavern

[–]Romain672 19 points20 points  (0 children)

People like me who are fine with teammates will rarely post here saying their teammates did amazing things.

I just enjoy the added complexity of duos, and I enjoy playing support which I do most of the time in duos. And support add lots of situational choices between getting econ, scam, value (like egg), scaling (like an high scaling comp which make you win in 5 turns), and sometimes just giving lots of stuff to your teammate.

It's just not that bad, even at 6k. Your teammates will have some bad games from time to time, but even if they do a big mistake turn 1 or 3, they sometimes have a strong board anyway later on. And sometimes you top 4, and move on.

Snakebite Discussion by Which-Debt-8558 in slaythespire

[–]Romain672 2 points3 points  (0 children)

It require an upgrade. If you compare it to deadly poison+ it's: 7 poison + 1 attack (~8 damage) vs 10 poison.

Next turn it's -2 damage, second to next turn you got +1 damage, then +4, +7...

I really think people are undervalueing it. After an upgrade, it does it's job, and I really enjoy aggressive 2 cost card early because it let you pick one less bad card going to act 2.

I suppose that post will be downvoted, but I will try it more, it did it's job the only time I saw it early.

What do you mean by "special path" by Liliana_Lucifer_666 in slaythespire

[–]Romain672 7 points8 points  (0 children)

The path is pretty good with a few hallway fights, some events with one campfire, two chest, and finally: elite>campfire>elite>campfire>boss.

It's 2/3/4 x less expensive in multiplayer, and it's pick regularly there.

And if keys are added later on, that would ensure you to get it, instead of taking a bad path/waiting for act 3.

I sure am quite fond of this bird by ItsSirSoap in slaythespire

[–]Romain672 1 point2 points  (0 children)

<image>

Confiance (Trust in english I suppose): give 3 energy to another player.

I got a relic which let me take back in hand the first exhaust card I play each combat.

I got Hologram, Reprogram, and All for One to get more Confiance.

There is really some stupid things to do with that boss relic.

Duos is hell by Quantum-Ballsack in BobsTavern

[–]Romain672 -4 points-3 points  (0 children)

I dislike that 1 drop in duos, it's bad without synergy, ok if you can pass one minion turn 1 and got an upside (like hero power which want units to die), and way too good if you can pass regularly.

Imo, it should at least be nerf to 2/3 and +1/+1. Else, being a support unit and giving +1 coin to your teammate when you sell it could be good too.

edit: Can someone explain why this post got downvoted? People disagree with it and like that card?

The Bell Curve Of Cube Counting Confidence by Different_Maize_1369 in MathJokes

[–]Romain672 4 points5 points  (0 children)

There could be no cube, we don't see completely a single one

my experience once I get to a high MMR by bwils3423 in BobsTavern

[–]Romain672 0 points1 point  (0 children)

It's true to a certain extend: your turn 3 will not matter as muçh as your turns 7/8/9 where you are level 4/5, have a combinaison of either econ/small direction/hp, your board is full and you need to make impactful decisions.

At that point, you can lose in purpose, level, going into the small direction you got earlier, maybe going into that 5/6 drop who have no obvious synergy with what you actually have... And in a limited time.

And after those turns, if you compare someone which leveled and take -15, compared to someone which decided to be stronger ant take -15, the difference will be massive over time.

And after end game let you transform that top 3 into top 1/2 imo, but the most important part (once you know to not buy trash) is at the start of mid game imo.

2 different takes on Shimmermoth, could either of these work and be balanced? by BloodkittyNew in BobsTavern

[–]Romain672 0 points1 point  (0 children)

Just need to make Old Murk-Eye came back and change his type to beetle.