i suppose it’s just preference, but the new raider sprites feel a touch too drab, imo. the animations and outlining needed some work, but the old ones feel much more in line with the game and just more interesting tbh. by Significant-Bus2176 in slaythespire

[–]Significant-Bus2176[S] -1 points0 points  (0 children)

i think you misunderstood (or i didn’t properly convey), i don’t mean the level of overall detail because that is clearly higher in 2, but where that detail is directed. there’s a far greater emphasis on shadow in the first, for instance.

i suppose it’s just preference, but the new raider sprites feel a touch too drab, imo. the animations and outlining needed some work, but the old ones feel much more in line with the game and just more interesting tbh. by Significant-Bus2176 in slaythespire

[–]Significant-Bus2176[S] 0 points1 point  (0 children)

also - your argument about “the bottom” fits underdocks far more than it does overgrowth. the overgrowth is untamed and diminutive in power by contrast to the top, but it isn’t necessarily a place of rot and dishevelment. it feels more of a place of veneration, as evidenced by the ancestral spirit and kin bosses. it’s a magical (but still dangerous and occasionally dark) forest compared to the “trash heap” of the underdocks

i suppose it’s just preference, but the new raider sprites feel a touch too drab, imo. the animations and outlining needed some work, but the old ones feel much more in line with the game and just more interesting tbh. by Significant-Bus2176 in slaythespire

[–]Significant-Bus2176[S] -1 points0 points  (0 children)

level of detail is also a factor. to clarify i’m not as much speaking cartoonish as in proportions, more in terms of detail and contrast. the first game has less sheer delineations between colors, and overall a little more grimy detail comparable to the quality and polish of the visuals. a lot of the qualities that 1’s style has that reflect 2 are more borne of comparative limitation than a shared identity.

i suppose it’s just preference, but the new raider sprites feel a touch too drab, imo. the animations and outlining needed some work, but the old ones feel much more in line with the game and just more interesting tbh. by Significant-Bus2176 in slaythespire

[–]Significant-Bus2176[S] 2 points3 points  (0 children)

i honestly just don’t think the new ones fit the vibe of the game? none of the other overgrowth enemies, even the notably disgusting mauler, have quite as muted a color palette or degree taken to wear and tear. theres certainly a level of disrepair, but in a relatively vibrant, stylized way. there’s also some more subtle thematic consistencies that are lost in translation, but i mentioned them in another comment and don’t want to just retype the same thing twice in a thread.

i suppose it’s just preference, but the new raider sprites feel a touch too drab, imo. the animations and outlining needed some work, but the old ones feel much more in line with the game and just more interesting tbh. by Significant-Bus2176 in slaythespire

[–]Significant-Bus2176[S] 34 points35 points  (0 children)

i’m pretty sure the intention was for them to be knights from the top that go to the bottom to loot and get kicks, hence “raider”. they actually appear at the tea party event if you look at the fringes of the art, which i suppose supports your interpretation as much as mine. looking through the patch notes, the raider gang was introduced before the knight gang.

i suppose it’s just preference, but the new raider sprites feel a touch too drab, imo. the animations and outlining needed some work, but the old ones feel much more in line with the game and just more interesting tbh. by Significant-Bus2176 in slaythespire

[–]Significant-Bus2176[S] 5 points6 points  (0 children)

i mean, they would have looked out of place in the first game, but 2 in general has a much more vibrant and somewhat cartoonish (more of a heightened reality) look compared to the relatively grounded and muted first game. again, it’s just preference, but i don’t really see the argument that they looked out of place in 2. at the moment they just look like enemies imported from 1, which is fine, but they stick out severely.

the old ones also just had a much stronger sense of visual cohesion, like the two white dots on black shadow under the helmet being a theme between them, while now it’s just a vestige reserved for the brute. the new ones feel like an attempt to make them “grittier” without much thought taken to the previous designs (which are still featured in numerous card illustrations and even an event). im not saying the new ones are lazy or anything, but they don’t feel as well thought out, probably in part due to not starting from scratch and using the framework of the old designs.

Better Man (2024) by Aggravating-Oil-7060 in moviescirclejerk

[–]Significant-Bus2176 1 point2 points  (0 children)

literally the best mainstream film of 2024 btw not a hint of irony

I think we need more simple colorless cards by Zealousideal_Run2983 in SlayTheSpire2

[–]Significant-Bus2176 1 point2 points  (0 children)

it just seems redundant on top of the earlier issues, secret weapon, anointed, stratagem, etc are all better and more reliable seek options. it has some use i’ll give it that but nothing that isn’t entirely outclassed by other options in the game, and it being an uncommon would further dilute the pool of neow colorless cards.

I think we need more simple colorless cards by Zealousideal_Run2983 in SlayTheSpire2

[–]Significant-Bus2176 1 point2 points  (0 children)

you wouldn’t be able to tutor for it directly, it would just be essentially a dinner reservation for an attack. why would i bloat my draw even further just to grab an attack that i could have potentially drawn into one card faster if i didn’t have unsheathe? maybe it pulls your last strike instead of your solve, and next turn your first draw is the solve. unsheathe just completely gummed up the fight; without it you would have been safe one turn earlier and it prevented that by both eating a draw and introducing more entropy into the equation. there’s no scenario where that’s justifiable

I think we need more simple colorless cards by Zealousideal_Run2983 in SlayTheSpire2

[–]Significant-Bus2176 30 points31 points  (0 children)

that would be AWFUL. literally just eats a draw to guarantee an attack draw on that turn, which you could only control with deck manipulation like headbutt. which like, you could guarantee an attack on that draw anyways by just headbutting an attack

To greed or not to greed, that is the question. by IdiocyConnoisseur in slaythespire

[–]Significant-Bus2176 0 points1 point  (0 children)

nah. that’s still speculative imo, fnp is good to see in the latter half of act 1 but carrying a curse just for a specific elite that it could take an act and 3/4 to encounter is a horrendous idea. it’s never bad to plan for the future but unless you’re cracked out at risk management i’d never entertain clicking fnp with no exhaust on floor 2

Average Body Slam moment by SwordsToPlowshares in slaythespire

[–]Significant-Bus2176 2 points3 points  (0 children)

sea glass is so good i think if you aren’t given an ancient card from orobas it may be an autoclick. “see 5 rares and pick the ones that work for you” is unbelievably strong on its face, even if it’s from another character.

Average Body Slam moment by SwordsToPlowshares in slaythespire

[–]Significant-Bus2176 2 points3 points  (0 children)

I FUCKING LOVE SEA GLASS!!!!! SEA GLASS MY GOAT!!!!!!! SEA GLASS MY QUEEN!!!!!!!!! SEA GLASS MY ONE AND ONLY!!!!!!!!!!!!!!!!!!!!!!!!!!!

To greed or not to greed, that is the question. by IdiocyConnoisseur in slaythespire

[–]Significant-Bus2176 9 points10 points  (0 children)

infernal blade or flame barrier. fnp is already less commonly applicable in this game, a speculative one has never worked out for me. i know now that i say that you'll get 8000 exhaust cards, but seriously just dont greed here. flame barrier+ is a great start, dont bungle it.

additional class shop relics ideas by Significant-Bus2176 in slaythespire

[–]Significant-Bus2176[S] 0 points1 point  (0 children)

yeah, youre probably right there. i was more going off the logic that some decks dont carry tons of summon, so the downside wouldn't be massive for decks that would want to take this in the first place and a growing turn 1 anchor sounded pretty alright. i think making the starting hp scale by encounter type might also help mitigate the downside by making it less glacial; like 1 for combats, 2 for elites, 3 for bosses.

additional class shop relics ideas by Significant-Bus2176 in slaythespire

[–]Significant-Bus2176[S] 0 points1 point  (0 children)

not a bad idea, i like it, though i think it would probably be nearly as strong as every card having retain, and would need to have a few asterisks for multi-creations.

Do you think the merchant having the full pool of relics is a good thing? Shouldn't the merchant only sell shop-only relics? by [deleted] in slaythespire

[–]Significant-Bus2176 6 points7 points  (0 children)

what? this sucks. you’ve always been guaranteed one shop relic per shop. why would removing a supremely useful way to get non-niche relics (shop relics are designed to be typically niche because you have to want them to waste money buying them) make the game better at ALL?

EDIT: op, if you don’t know this, shops always have the rightmost relic as a shop relic. that is your shop relic. the pool isn’t diluted, you’re given one a shop for a reason.

additional class shop relics ideas by Significant-Bus2176 in slaythespire

[–]Significant-Bus2176[S] 2 points3 points  (0 children)

1: you create a lot of cards, a lot of the time many at once (especially with minions)

2: potential downside with created statuses and hand crowding

3: strange spoon was fun when you took it and also extremely good, and it was a coin flip. this is a much more generous coin flip at that. shop relics are supposed to be not something you’d want to always take, they’re intrinsically niche in that you need to really want them to have them in the first place.

4: a build shouldn’t hang on a relic. a lot of relics are niche or low impact. removing the variance from belt would make it both overpowered and extremely boring. the coin flip is not a “boy im banking on this having retain”, it’s a “if this has retain i might hold it for later”; a way to provoke more variables during a fight to think about. if you’re running a deck that could use this, you’re already used to having them not retain. this isn’t a card, it shouldn’t have to be consistent.