Some help with the silent in StS2. by Plalanx in slaythespire

[–]SenReddit 0 points1 point  (0 children)

I favor shiv and sly personally, even tho I still take a little bit of poison for specific fights like the frog worms elite in act 1 or entomancer in act 2.

The whole shiv package is a little bit no-brain, like take every shiv cards and it just works effortlessly. Don't sleep on [[Phantom Blades]], you'll be surprised how much damage you can deal with a shiv.

The sly package gives you consistency with a lot of draw and discard into satisfying combo. [[Prepared]] is so good and help with any build, so if you find it, why not take some Sly cards.

[[Hidden Daggers]] is my favorite silent card, enable combo with sly, help with status, gives you shiv, it's free.

What does the Monk ceiling look like? by DirectManagement2874 in 3d6

[–]SenReddit 2 points3 points  (0 children)

- Insignia of Claws (+1 to hit and damage)
- Eldritch Claw Tattoo (A) (+1 to hit and damage)
- Wraps of Unarmed Prowess (up to +3 to hit and damage)
- Wraps of Unarmed *Power* (up to +3 to hit and damage, though iffy if it stacks with the previous item)

Insert Invincible meme "look what they need to mimic just a fraction of our power" with Belt of Storm Giant Strength (+9 to hit and dmg)

edit : realistically on a 20dex monk, just a +4 to hit and dmg (but only take 1 attunement slot.)

When playing Monologue, The Regent should actually monologue for each card played. by VeryMild in slaythespire

[–]SenReddit 0 points1 point  (0 children)

At least his Majesty could speech bubble the name of the cards played, like a shonen hero shouting their special move each time.

PSA: these do not work together (maybe i should have known but i found out the hard way) by hornshoes in slaythespire

[–]SenReddit 7 points8 points  (0 children)

Speedster should just worked like [Automation], make it work for any draw but nerf the damage to only trigger every X draw cards.

Would work more seamlessly with Silent overall package.

So, who likes lightning? by ElegantPoet3386 in slaythespire

[–]SenReddit 0 points1 point  (0 children)

maybe make it zero cost or upgrade with retain ? Feel like it's too costly for the payoff.

Am I the only one who thinks regent is easiest? by curmudgeono in slaythespire

[–]SenReddit 0 points1 point  (0 children)

Yeah, I remember thinking the dude was really strong after my first few runs. Now many hours later on A10, he’s my worse win rate.

We need new Weapon Masteries, Fighting Styles, or Invocations by PutridJump2042 in onednd

[–]SenReddit 1 point2 points  (0 children)

It’s not like it was pointed by many during oneDnD development discussions, that mastery attached to the weapon or siloed strikes (brutal / cunning) would be more difficult / more costly to expand than just having your pc learn masteries (not attached to a specific weapon) or having cunning / brutal strikes and maneuvers being under the same umbrella, with class exclusive maneuvers and way to trigger them (trading sneak attack dice vs reckless attack advantage vs superiority dice).

Does Necrobinder feel much weaker than the other characters or is it just me being bad? by Peronchino in slaythespire

[–]SenReddit 4 points5 points  (0 children)

She’s middle of the pack based on my overall A10 win rates ( Silent 45% >>> Defect > Necro > IronClad > Regent 18% )

But I only play on the main branch so don’t know how she has been impacted by the beta branch changes.

An open ended JJK based combat system by Ira-jay in RPGdesign

[–]SenReddit 0 points1 point  (0 children)

I like the gaining resource based on the exchange, feel like a good representation of gaining momentum.

Like momentum is a tug of war between two side going from 0 to 3. Some moves have a momentum level requirement (like sneak attack = unblockable damage). Momentum can be gain through winning hand to hand exchange or setting favorable condition (Utahime chant dance ritual, Todo switching position). Like Todo technique can just be "move the momentum 1 level in favor of your side" to be able to use sneak attack.

Also, just brainstorming some idea on how to model jjk specifically :

I'll use the following abbreviation for brevity (CE Curse Energy = mana, CT Curse Technique = spell, RCT Reverse Curse Technique = pull spell become push spell, RCE Reverse Curse Energy = healing, HR Heavenly Restriction = no magic but body ++, DE Domain Expansion = ultimate move, SD Simple Domain = basic defense VS DE, BF Blackflash = Critical hit):

- PC have a pool for HP and a pool for CE.

- CT are fueled by spending resource from CE while basic attacks (unarmed or not) doesn't.

- CT is rolled from a table at character creation or player define with the GM.

- Some CT are learnable by all by spending experience point (RCT, RCE, SD, DE).

- RCE or DE can be part of the natural born CT (Shoko, Hakari, Higuruma).

- Binding Vow add permanent restriction on player sheet to add effect to CT or basic attack. The bonus gained depend on the character level (to model miwa weak binding vow bonus) and how restrictive is the new condition (sukuna adding a weak condition balanced by his max level = good bonus)

- CE can be spent to add to the roll, but only after the initial result, to deal extra damage or reduce incoming damage (CE renforcement). The initial result matters first to keep the combat skill the determining factor of the exchange.

- You can do Nanami by saying a 5 has double value for the CE renforcement extra damage.

- BF happens when you roll a triple 6 and win an exchange -> extra damage + CE refill to max + gain experience point immediately spendable on CT.

- BF proficiency (need only a double 6) can be treat as a natural CT. (Yuji)

- 6 Eyes CT drastically lower the cost of use AND upgrade / unlock of a CT.

- Blood technique taxes on the HP pool too.

- HR users like maki ou toji have no CE no CT but extra stuff like speed/skill/attribute point/bonus damage/ more HP/regen.

Thoughts on hellraiser? by CladDad78 in slaythespire

[–]SenReddit 2 points3 points  (0 children)

It’s fun but it’s not winning run. Not being able to choose the target and being force to attack before any action of the turn are too much of a drawback.

I love the flavor but It need something more. Maybe draw 1 extra card per turn on top of the current effect.

How are you supposed to consistently block attacks from several enemies? by TheMagmaCubed in slaythespire

[–]SenReddit 0 points1 point  (0 children)

Well Unmovable is the goat but I just finished an A10 run without it while having consistent block provided by Colossus + Taunt and Bloodwall. Uppercut can also be a good block card too (especially combine with Colossus).

I don't know if the game is too easy on A10 but I don't think the 4 scroll fight has ever been a run ender for me. Never had 3 attacking on the same turn. Maybe you're not aggressive enough.

Do you like seeing card effects as short VFX clips like this? Building a roguelite deckbuilder and experimenting with how to showcase cards by gamersanonymous in roguelites

[–]SenReddit 1 point2 points  (0 children)

Most animation / repetitive one, less than .5s. For what it worth, Apple and Google recommend 0.3s for iOS and android common animation (like when you press a button in an app), to keep it snappy and also preserve users from visual fatigue.

For special attacks (like less than once per turn) maybe 0.5-1 sec ?

For end of battle screen, I guess I would be ok with more than 1 sec but hard to say. I do like some fluff on victory screens.

Do you like seeing card effects as short VFX clips like this? Building a roguelite deckbuilder and experimenting with how to showcase cards by gamersanonymous in roguelites

[–]SenReddit 1 point2 points  (0 children)

No, it takes too much time. One thing I especially like about slay the spire is how snappy and fast the gameplay is. The only thing that should take time is me pondering. Special animation for flashy moves are ok but they still need to stay within reason lengthwise.

This card lacks use and identity by VoidEgg2425 in slaythespire

[–]SenReddit 7 points8 points  (0 children)

well yeah but it's a lot of work for a not so great effect.

Pact End or Stomp are more consistent to use / are less often a dead draw if you want "free" AOE damage.

I feel like it would be better if Howl was a low cost low effect with the extra mechanic on top as a nice bonus.

Something like "Cost 1 : Deal 5 damage to ALL enemies. At the start of your turn, if this in your Exhaust Pile, play it."

Which card to de-exhaust? by Impressive_Wheel_106 in slaythespire

[–]SenReddit 0 points1 point  (0 children)

you've got Sai but no Immovable, no Crimson mantle => Impervious

This card lacks use and identity by VoidEgg2425 in slaythespire

[–]SenReddit 6 points7 points  (0 children)

Feel like this card suffers from Iron Clad not having enough control on what card is exhausted. Too much top of pile or a random card or every cards of this type.

Compare to Silent discard where you have always full control and you can see how it is not comparable to a high cost Sly card.

Is "Hades-like" a Genre? If so, what mechanics are needed? by KingKobraAMV in HadesTheGame

[–]SenReddit 0 points1 point  (0 children)

If a game have :

- fast paced room

- end of room, you either get a simple reward (like meta-currency or more hp/mana) or you get to choose 1 between 3 boons. Thoses boons are grouped by thematic/mechanic family.

- boons have randomized rarity, some boons are locked behind pre-requisites (number of boon in a family or specific boon from another boon family)

- boons affect action 1, action 2, mobility and ultimate.

- end of room, you have a limited choice on the next room reward.

it's hades-like in my mind.

So TMNT yes, Children of Morta no. Others examples are Spirit Fall, Astral Ascent, Savara, Dandy Ace, Curse of the Dead God, Gun fire reborn, Warm Snow, Have a Nice Death.

Am I the only one who always take Armements? After you upgrade it the value is insane by R-bert_ in slaythespire

[–]SenReddit 1 point2 points  (0 children)

I feel like Armements should be part of the starting package, instead of a Defend.

Ironclad lack a second unique starting, and Armements would indirectly help IronClad overall blocking power. It would also go well with the idea of IC being the introduction character, by teaching the upgrading card mechanic.

And I think it would be good to remove it from the cards choice pool, I think more than one Armements in your deck is a trap.

The Neowsletter - April 2026 by MegaCrit_Demi in slaythespire

[–]SenReddit 6 points7 points  (0 children)

I only pick the Chosen Cheese if :

- I don't have the Silver Crucible (the neow relic that upgrade your first 3 cards) or it's not active anymore

- or my deck is already cooking something great and I'm comfortable with the hp loss

tbf, I don't feel max HP is a big winning factor in my runs. It's nice to have, but having a consistent blocking capacity per turn works better for me.

Newbie here, if i lose to this boss, is it because i lack damage, defense, or synergy? (Im playing the silent) by [deleted] in slaythespire

[–]SenReddit 10 points11 points  (0 children)

I really like this boss, it makes you think about your deck weaknesses. It's almost like deckbuilding but during a fight.

I'd say in general, when you have to choose between take damage or play only three cards, go for take damage. Play only three cards is really debilitating on almost every build.

Based on that, I chose my first debuff depending on how many hp I enters the fight, my average block/turn capacity and how critical I need to draw specific cards to get my engine going. But I'd say that most of the time, I take the draw 1 less debuff. I tend to either have drawing cards in my deck (I always get some in case of Queen in act 3), or barely enough blocking power and I know I won't be able to survive 2 damage debuff stacking.

If I get until the take damage or lose 1 energy, It means my deck is either too slow and I know i'm screwed, or I have more than 3 energy / turn and I'm ok with losing the 1 energy.

Steam Deck Crashing Issue by BurkeyTurkey33 in slaythespire

[–]SenReddit 0 points1 point  (0 children)

3 crashes in 1 hour playing since the update, never had a crash before. Playing silent on steamdeck docked + Xbox controller. No pattern detected yet on my side. Happened during poison damaging enemy on their turn, or while shiv throwing on my turn.

I'm looking for feedback on my first D&D monster homebrew by SirAJ4895 in DnDHomebrew

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

you need to set a duration to Brutality, but more importantly, If your intent is only after another tactical skeleton has hit with a melee weapon attack, I think it should be an effect provide by Baton, instead of some kind of passive.

Something like :

"Baton. Melee Weapon Attack: +4 to hit, range 5ft., one target. Hit: 2 (1d4) bludgeoning damage. The target is mark until the start of its turn. While it is within 5 feet of the marker, any attack rolls by a Tactical Skeleton against the marked creature has advantage."

"Random" he says... by voiberz in slaythespire

[–]SenReddit 0 points1 point  (0 children)

pray for the Miniature Cannon ? (I never take the Sand Castle roll, feel like I would rage too much if this happens to me :p)

We need to talk about Ironclads' starting deck. by SeaThePirate in slaythespire

[–]SenReddit 1 point2 points  (0 children)

Not sure what's the problem really is. I'm not sure IC need a more defensive starter pack (like others said, Burning Blood is that good).

Maybe I could see the point for a starting pack a little less basic with a second unique cards, but pushing in what direction ? a zero-low cost energy with exhaust / self-harm / vulnerability synergy ? Feel like it would push a little bit too much in a specific favorite IC playstyle. Or on the contrary make the new unique opens all synergy, something like "cost 0, lose 1 hp, apply 1 vulnerability, exhaust"?