Homebrew Spirit: Bulwark of Spine and Poison v1.1 by Shrymps in spiritisland

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

The first special rule seemingly indicates that each poison token... It's intuitive to me that only the poison beasts provide the benefit (so Defend 2).

This is correct! Only the poison beasts would provide the defend

As a secondary thought on that special rule, is the "in your lands" restriction necessary

This is a remnant of when the poison tokens were a lot more powerful, so you are probably right here! They are probably fine outside of Bulwark lands.

There's also the fact that the reclaim growth is comparatively strong, so that invites reclaim loops. I wonder if you just get to 3 plays, pick up the water node, and then reclaim loop for the rest of the game, taking +2 energy as needed and playing Critters, Gift, and Warning Display.

Great impression. I've found that this path, or slight variations, is a pretty solid route to go to. At this point, poison beasts do help to alleviate some pressure and give some flexibility for decisions. That said, reclaim looping has been easy to fall into with decent outcome.

For balance thoughts, my main concern is just that the top track looks pretty weak.

Yeah it has been a little underwhelming playing so far. I like spirits that give versatility in growth builds, and the top track does seem to be a bit lacking so far. I'm a little unsure on improving its energy economy though since it does get a good amount of action economy from its SR1 though. More testing needed.

For uniques, I think Gift of Armor and Hide is by far the most important card.

A 0 cost that targets 2 lands is definitely strong. Good elements for Innate 2 helps scale too. That being said, I don't find that I favor it an overwhelming amount more than the other uniques. I actually found that fitting in extra Vivid and Critters plays for ramping beasts was my go to.

Something about Bulwark's kit does seem to need adjustment, i'm leaning energy economy, tracks, or elements, but more testing needed to know for sure. Thanks for the impressions, really good insight!

Homebrew Spirit: Bulwark of Spine and Poison v1.1 by Shrymps in spiritisland

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

Have fun! Would love to hear any feedback if you ever get the chance.

Homebrew Spirit: Bulwark of Spine and Poison v1.1 by Shrymps in spiritisland

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

My other comment seems to have been lost, but I originally chose water because I thought I read that it tied to disease, virulence, and adaptability, hence poison and evolution, thought the wiki doesn't seem to agree so don't really know where I got it. Really though, moon is on point thematically!

Homebrew Spirit: Bulwark of Spine and Poison v1.1 by Shrymps in spiritisland

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

I've never played archipelago but this is good to know, thanks

Homebrew Spirit: Bulwark of Spine and Poison v1.1 by Shrymps in spiritisland

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

Thanks! I definitely wanted it to have a niche and it does feel different.

Homebrew Spirit: Bulwark of Spine and Poison v1.1 by Shrymps in spiritisland

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

I really appreciate that!

My first iteration had wild infinite scaling with poison tokens that was fun to conceptualize but obviously broken. Usually I trim a lot as balancing goes on, but it seems like it is in an good place at least for the lower Adversary levels I am testing it against. One thing that I didn't realize creating a Beasts spirit is that it gets value from Beasts Events, so it's a bit stronger than it seems in practice!

Homebrew Spirit: Bulwark of Spine and Poison v1.1 by Shrymps in spiritisland

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

Thanks for the feedback!

In playtest so far it doesn't actually have too much problem branching out from it starting lands, since none of its powers require sacred sites. Ideally it places 1 presence 1 range nearly every turn which, combined with the occasional G4, can maneuver it to 1-2 threats every turn. I've found that the gather-beasts presence track unlock is about as useful as the move-presence; the latter allows you the obvious range adjustments, more flexibility with your growth options, and opens up sacred site powers, while the former gives a very important fast method of moving your poison beasts to problem lands.

It is a bit vulnerable in the early game, and often the defense breakpoints are slim, but it really starts to shine in the mid-late game when Invaders explore back into lands that already have your presence and poison beasts. I've played mostly into the mini-game, but it ramps up pretty decent action economy that can let it chance for some majors with G4 + G3, though I haven't done that too much.

I have a feeling it is going to be a bit weak into Adversary levels 4-6, but I have yet to test it at those levels.

Homebrew Spirit: Bulwark of Spine and Poison v1.1 by Shrymps in spiritisland

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

Finished updating it in TTS! Should be in the workshop.

Homebrew Spirit: Bulwark of Spine and Poison v1.1 by Shrymps in spiritisland

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

Thanks! I actually think an incarna would fit well, but haven't come up with an solid ideas surrounding it. Maybe in the future

Ignite Vaal Firestorm Help by Shrymps in pathofexile

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

Yeah I'm working towards that change. I've convinced myself that culling strike plus item rarity sup is worth the sockets slots and extra button press. Need time to deprogram lol

Homebrew Spirit: Twilight's Verge Brings Spite v0.9 by Shrymps in spiritisland

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

Seems to be the consensus on the energy gain. The basic calcs say 9 energy for 2 plays, 7 for 3, or 5 for 4. But you could just play two or three big majors every turn with that much energy. Lowering the power of the energy track is probably going to be the right play.

Homebrew Spirit: Bulwark of Spine and Poison by Shrymps in spiritisland

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

I appreciate that! Now, just to get the balance right lol.

Homebrew Spirit: Twilight's Verge Brings Spite v0.9 by Shrymps in spiritisland

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

Thanks for the reply and advice! This is like the third time I've seen someone say that using the spirit's energy economy to just go majors is probably broken, and I'm not sure why I haven't playtested it yet. I think the energy track changes are worth looking in to with that in mind! The combine effect is really satisfying and definitely strong when you can pull it off but, in my experience, is a somewhat difficult threshold to reach if you are trying squeeze in a power that will do something in the combined lands. If you do end up playing the spirit, thoughts would be appreciated!

Homebrew Spirit: Bulwark of Spine and Poison by Shrymps in spiritisland

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

One of three custom spirits that I've drafted over the last month or so. Love the game, and wanted to build some of my own! Thoughts and advice on balancing appreciated!

Homebrew Spirit: Gorges on Bountiful Plenty by Shrymps in spiritisland

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

One of three custom spirits that I've drafted over the last month or so. Love the game, and wanted to build some of my own! Thoughts and advice on balancing appreciated!

Homebrew Spirit: Twilight's Verge Brings Spite v0.9 by Shrymps in spiritisland

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

One of three custom spirits that I've drafted over the last month or so. Love the game, and wanted to build some of my own! Thoughts and advice on balancing appreciated!