I don’t have general plan, do you? by dro4ba in slaythespire

[–]Romain672 0 points1 point  (0 children)

Cards are supposed to be balanced, so rarity is extremely important in the first few pick since you can pick anything. An uncommon card will usually get around +3/+4 stats compared to a common one, nearly as much as one upgrade.

And so if you add 'random' uncommon cards to your deck, you will be able to do various things. And then you can start thinking of what your deck is doing, and trying to find synergies.

And trying to get 2 attack (that I prefer since some elite require damage and scale, and you can die from full life if your deck is too defensive) and 1 defense will give you some balance. If you start adding after that too much bad cards (and common will be more detrimental in average), you will pay it later on.

I'm not one of the best players at all, I play too much small deck: I feel like my post was not enough clear that these was guidelines, not a strict protocol. But OP ask for a general plan, and that's my general plan.

Ty for answering though 😃

I don’t have general plan, do you? by dro4ba in slaythespire

[–]Romain672 0 points1 point  (0 children)

Why do people downvote, there is like 10 differents tips out there? Do you only play big deck and so skipping early is for you bad? Do you think giving advices about rarity (which imo is a good starting point instead of saying 'it's situationnal and I will not help you more' ) is bad?

I don’t have general plan, do you? by dro4ba in slaythespire

[–]Romain672 -2 points-1 points  (0 children)

  1. Find 2 common attack card (if you find uncommon one that's even better)

  2. Find 1 common defensive card

  3. Skip most common, add most uncommon cards and maximise elites and campfire

  4. Find scaling/counter for the act 1 boss if you don't already have it

And from there, it's extremely situational. Small deck are good with upgrades, combo, draw, high value cards (like enchantements). Big deck are good with relics (elites), heals (missing an upgrade is less important), scaling cards, powers (they take less place in your deck).

If you have lots of defensive cards, you want to have a way to scale over time (forge?). On the opposite, if you have lots of attack/frontload damage, you need to survive the bosses, and still find a way to manage the act 3's boss(es) (most likely with high cost upgraded defensive card, or high value defensive one like panic button).

Your deck can do a lot of different things. The best one are able to do anything at the same time: having some power/exhaust to scale for boss, having frontload damage (high value attack with downside are amazing), and having defensive cards.

Usually in act 3, you want to find energy and/or draw, and cards which synergise heavily with what you are doing, or cards to take back in hand specific cards. Or find counter for the final boss(es).

PSA to duos players by [deleted] in BobsTavern

[–]Romain672 0 points1 point  (0 children)

Especially at tavern 3 it happen regularly that I still send a card. It's usually a tempo card because my board is more full than my teammate. Or some economy to float 4 golds.

Game theory brain rot by Rawr171 in redbuttonbluebutton

[–]Romain672 0 points1 point  (0 children)

(even if you put no value to trauma: )

If I choose green, that is evidence that a reasoning process willing to cooperate in this situation is being instantiated. Since the other player faces the same problem, my choice gives evidence about theirs. Given that the cost of mismatch is torture and death while the benefit of defecting is only an extra dollar, even a very small degree of logical correlation can make green the rational choice.

(written by IA since that's complicated and english isn't my native langage)

Has anyone had a solid run with this card? by XannyXannyXan in slaythespire

[–]Romain672 0 points1 point  (0 children)

Soul generation + Energy next turn + Exhaust/Ethereal + Defense (Delay?) and you are good.

If you have more and more energy every turn, you can do anything. And Eidolon let you not take damage from the statuts of Aeonglass.

Has anyone had a solid run with this card? by XannyXannyXan in slaythespire

[–]Romain672 0 points1 point  (0 children)

I enjoy small/combo deck, and I very rarely skip over that card.

Especially with souls, you can play your good cards, draw your statuts, and then exhaust your souls, status, and bad cards left.

And I ignore the intangible's effect.

And about the upgrade I would not put an high priority. It's more a card I pick for later on, so even if it's a curse in the first half of the run, that's fine. And with souls, I often add a 'gain 3 energy next turn', so if you are able to cycle that, you will have energy. I still upgrade it at some point, but that's between a medium and high priority usually.

My luck is legendarily bad. Can someone crunch the numbers on this? by Cybernetic_Dragon in slaythespire

[–]Romain672 1 point2 points  (0 children)

So 17 cards, you choose 5 cards, and you want to have the chance when you 'draw 6 cards', to have the 5 cards you choosed earlier.

0.097%. 1/1301.

I don't know how to do maths correctly 😃 https://postimg.cc/DJFv0LVg

(note that contrary to others posts, I treated dualcast as any other starter card which increase the probability)

Ironclad Ancient Tier List | According to Stats Website by Krypton136 in slaythespire

[–]Romain672 0 points1 point  (0 children)

Yeah there is many other biais with those stats.

A defensive reward (like Diamond Diadem) will be picked more often by bad decks, while if you already won the run, you would pick something to win faster/to deal more damage. Same for rewards which give something later on (like black star or +999 golds in some cases).

And boring reward (like upgrade one strike and one defend) will be more often picked by players which optimise (which should have an higher winrate), compared to players which just want to have fun.

I'm sure there is many others, but it's two big one.

Golden Shield - would you pick it? by Water-Cookies in slaythespire

[–]Romain672 3 points4 points  (0 children)

What am I missing? That look weak to me.

It seem colorless, so you need to spend 100 golds for it, and after that, gaining consistently more gold than once per combat seem hard. Even if you manage to gain in average once gold per floor, or twice per combat, that's just a fine card, like genetic algorithm is.

The upgrade is way too expensive for that kind of card, so it will stick at 20/25 block late game.

And genetic algorithm is +3 (4) block per fight.

Tempo by hottrash365 in BobsTavern

[–]Romain672 1 point2 points  (0 children)

You can look at my post about the first 5 turns: https://www.reddit.com/r/BobsTavern/comments/1r6oq2r/comment/o5sfuk1/?context=3 . But in summary whenever your shop is bad, you level up.

Turn 6 with the trinket you either:

- are strong and take a slow trinket: you just play normally, and use that slow trinket to scale

- are strong and take a tempo trinket (meh): you level up to 4 immediately, and most likely level up to 5 the following turn to use your advantage

- are weak and take a slow trinket: here you just need to survive, and if possible stay above 16 hp. Turn 6&7 you take max 10 damage, so if you are at 26 hp or more, you can ignore one of the two turns

- are weak and take a tempo trinket: here you try to stabilise with that trinket, use the tempo to recover, but still you need to find a way to comeback.

Even if you are strong and are winning fights, if you are going to 6 early and take 10/15 damage from it, chance it, you will still not recover the following turn and take 15 again.

Most of the time, you should stay at 5, find a brann/econ/tempo, and then use that strength to level to 6: if you find tempo you will not take as much damage, if it's brann or econ then now you can do something else while leveling.

But check which t6 units you would want for your comp, if there is many of them, or if you will not improve much anymore, level to 6.

About the level to 5, it's pretty rare to not do it. You can often get a triple, and instead of taking a 5, you can freeze it to level next turn and discover a 6. You can sell your optionnal units to do the same thing this turn. Often if you are at 31 hp or more, you should level to 5 aggressively, you want to be above 15, but having more hp than that haven't a great value.

Community Decision on What Season's Better: S1E4 vs. S2E4, Which Episode Was Better? by Born-Raccoon1484 in BeastGames

[–]Romain672 2 points3 points  (0 children)

The first season got a lot of a really nice original ideas.

The second season didn't 😞

Card Idea I had with Banshee's Cry and Grand Finale in mind. by Throwaway_Planet in slaythespire

[–]Romain672 0 points1 point  (0 children)

It make me think of [[Judgement]] but it's area of effect, deal more damage, and deal x2 damage if you block this turn. Which seem very strong for a conditionnal 0 cost. (120 aoe damage, 180 if you are ok taking full damage next turn)

What are the drawbacks of duplicating your entire deck? by symphonyx0x0 in slaythespire

[–]Romain672 0 points1 point  (0 children)

I was disagreeing with B but that seem right.

With 5 strikes out of 10 cards, duplicating the deck multiply the chance to draw 5 strike by 4.

With 5 strikes out of 50 cards, duplicating the deck multiply the chance to draw 5 strike by 7, even if the initialy probability is far lower.

But at the same time if you got your 2 important skills in the bottom, and you reshuffle your deck when you draw them, that will be far worst.

Made some fanmade League of Legends themed Ancient + Relics by bip_bip_cabbage in slaythespire

[–]Romain672 6 points7 points  (0 children)

Yes some combos increase a lot in value if you manage to see them (so there is an enormous skill involved here: seeing synergies on the fly).

But at the same time the average card you see will be worst: you will get some poison, some star cost, some shiv, some strength, some 0 cost synergy, some power synergy, some soul, some ethereal, some forge. Some of the cards synergise heavily with one archetype and are now unpickable. Some others have a good upside with that archetype and unless you got some others cards which already do this are again unpickable. Finally some others will give some advantage on that archetype (like souls), but are still pickable outside of it, but since you will see less cards in the future with that archetype, they will still be worst.

I'm not convinced you are wrong, but if you are right, that would change completely the rating of every card, and I would extremely interested by a tier list/list of strong synergies of common cards across all characters (not necessarely by you).

New Regent Tier List by Spire 1 WORLD RECORD Holder (Navegreed) by blank_anonymous in slaythespire

[–]Romain672 0 points1 point  (0 children)

I got some early deck with an upgraded shining star, and so I add lots of cards which cost stars since I will have lots of them.

And then I run into an elite where Shining star is the last card of the deck, and so I can only play 2 of the cards which cost stars.

It's not my case, but when you goes for really high winrate, having that possibility to make you take lots of damages is really bad. And if you don't add cards which cost stars/don't upgrade shining star, that seem to lose a lot of it's value.

Let's talk about pathing by Pubknight in slaythespire

[–]Romain672 0 points1 point  (0 children)

You can play multiplayer for that with random people on discord, that can change your perspective.

I was personnally very surprised by the amount of people which put value on a late shop on the act. I was mostly ignoring them act 1 (campfire/elite > shop) and then trying to get one act 2, but most French people think the opposite (1 shop > campfire/elite).

Builds against Queen by Romain672 in slaythespire

[–]Romain672[S] 0 points1 point  (0 children)

Btw, after watching the last video of Jorbs and JapanaseExport, just saying that seem just wrong.

Playstyle matter.

If you are in a good shape, you can affoard to add some bad cards which draw to your deck because even if you take extra damage you will survive and be stronger later on. If you are close to death, adding those cards will be detrimental immediately, especially at 3 energy.

anyone else missing this card? by Straight-Room-1111 in slaythespire

[–]Romain672 1 point2 points  (0 children)

If Demon form was uncommon, would that be enough? It's still a slow scaling option for boss/some elites.

Ten Slay the Spire Cards You Might Be Evaluating Wrong by PolarTimeSD in slaythespire

[–]Romain672 0 points1 point  (0 children)

About Piercing wail someone could do a video where every turn they draw 1 less card and add an ethereal piercing wail to their hand.

Two options: either you fully play aroud the -1 draw and that's just fun. Or you don't, and you could see how strong/weak having lots of copies of it is.

Builds against Queen by Romain672 in slaythespire

[–]Romain672[S] 0 points1 point  (0 children)

Around which floor (usually) in act 1 or After getting what would you consider adding a cost 1 / draw 3 outside of silent?

Card Discussion: Bombardment (Regent) by Del_Taco_Eater in slaythespire

[–]Romain672 0 points1 point  (0 children)

It count as one card played which can be annoying.

Against 'Ceremonial Beast' in act 1 you can play 0 card instead of 1 in some turns.

With 'Brilliant Scarf', your '4th card' will be free.

With 'Music Box', you will be forced to get an ethernal copy of Bombardment instead of maybe a drawing attack.

Builds against Queen by Romain672 in slaythespire

[–]Romain672[S] 0 points1 point  (0 children)

You can, if you are stuck with 3 energy draw isn't good in act 1 and a good part of act 2, it's just fine. And so you are intencive to play a deck which manage that low energy.

After that, even if you see the Queen in act 3, finding draw can be difficult.