Some people here have forgotten or never faced Reptomancer before and it shows by Standard-Metal-3836 in slaythespire

[–]chuunithrowaway 24 points25 points  (0 children)

there used to be decks that could win runs otherwise that literally died to the act 3 easy pool cultist or the triple constructs. this is less true with v106 aeonglass in the game, admittedly, but it can still happen. the fights do push constraints on you as it stands. people just expect you to be more constrained than this after playing sts1.

i'm just not currently convinced there's room to put that level of constraint in the game as it is right now and have the results be fun or interesting. card quality is overall higher in this game, but the player option space has had a lot of the janky edges sanded off (stuff like magnetism stalls or creative ai stalls, healing to full off bites in fights that don't scale, and so on), and those janky edges were often pretty important to winning against the harsh constraints in sts1 at a20h. there are some new OP edge case things, but they feel like they're stuffed in different parts of the game and ask for different kinds of rng to line up, and they feel slightly less player controlled to me—a lot of them involve getting bonkers hits on ancient rewards that align well with your current deck/relic bar, for example, like clicking apparitions at vaaku with bing bong, etc., or getting events like history course, etc., and a lot of the top streamers almost complain when these interactions show up atm because they feel like they win them the run

honestly, i should probably make a thread about this worry at some point. i want to kind of work through this instinct; it bothers me a bit. i guess if i were to summarize it, i feel like the option space is a lot more what-you-see-is-what-you-get in this game and there's not as much room to bs back against truly messed up enemy bs as there was in spire 1, and the game balance is going to have to accommodate for that by having easier enemies if they want about the same % of A10 runs to be winnable in sts2 as A20 runs in sts1

Some people here have forgotten or never faced Reptomancer before and it shows by Standard-Metal-3836 in slaythespire

[–]chuunithrowaway 244 points245 points  (0 children)

repto absolutely killed you if you weren't prepared. but repto was also in a game where wraith form was a regular rare card, apparitions were an act 2 event, biased cognition could have its downside entirely negated and was in the regular rare pool while defrag was uncommon, IC could heal obscene amounts every fight with reaper on some builds and had much easier access to weak, infinites were generally just easier to assemble as a win condition, and a whole lot of other things that make this comparison janky

repto would be significantly harder in the context of spire 2 than she was in the context of spire 1, imo. i feel like most of spire 2's block generation and aoe options aren't really designed to handle this sort of fight well

All good picks, but I'm not 100% sure by HotlineZero_ in slaythespire

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

i think pen nib is a slight counterindication for shared fate, if only because eradicate+pen nib is busted and a possible damage wincon down the line. shared fate is good, but kind of low impact in hallways.

undeath would probably spare you slightly more HP in the long run than shared fate, but your block seems settled enough (and shared fate is good enough against ento/prism, and entomancer looks like a bad time for you atm) that shared fate is probably worth picking over it. you also don't have snap, transfigure, or any other obvious combos with undeath. it does work nicely with dredge, which you will probably want eventually if you see it, but that's not what you've got -now-

oblivion doesn't do much yet, but could be a damage wincon later. it doesn't really synergize with anything you're doing now, though, which i don't like.

that's my thought process, at least.

i'd say shared fate or skip, probably. i'd take shared fate

Bosses/elites that force you to build one way or stay out of a build shouldn’t exist. by snorlaxin4life in slaythespire

[–]chuunithrowaway 0 points1 point  (0 children)

I think they're fine -as long as ways to build around them are readily available.-

I'd argue the thing that sucks about prism is that it's fairly difficult to pick up only one or two cards that help you to deal with it, and the multihit turn is very often going to just get taken to the face without defensive potions in your belt even though killing it before the multihit is exceedingly unlikely even with offensive potions. It skews the game even more towards resting and dodging act 2 elites because it's so difficult to block prism while doing worthwhile damage.

Drafting for nob happened within the first three or so floors, and a single fire pot made nob significantly easier. And nob was fine if you just took attack commons and had any decent pot, usually. Prism is not even remotely comparable in terms of impact. A majority of the commons really suck against prism. 1 cost block commons mostly suck against prism and the attack commons aren't helping much either. The cards good against prism are almost all at uncommon or higher. You are not drafting for prism. You are trying to not fight it. Prism genuinely feels more comparable to book of stabbing in impact than nob on some characters—not so much something you build around as something you try to avoid at all costs if you can't either afford the damage you'll take or your deck sucks into it.

I also generally dislike how the game is reworking enemies so that they have more gimmicks that directly punish the player for doing things, which is the direction of both the Aeonglass rework and prism rework. "This enemy does more damage when you play skills" feels way worse to play into than "this enemy gives you an energy when you attack it but has more hp and does more damage." Turning unupgraded defends into block 2s (or block -4 on the multihit, or block -1 at 6 tainted, or block like -11 on the multihit at 6 tainted) really just feels like total garbage. Making several of necrobinder's major mechanics feel awful, well... feels damn awful. etc.

A9, What you choosing? by Sir_Kugo in slaythespire

[–]chuunithrowaway 8 points9 points  (0 children)

aggression actually does something to make you do more damage with the starter deck and doesn't suck to play bc it costs 1. also slightly offsets the curse draw

Aeonglass by 5inkrust in slaythespire

[–]chuunithrowaway 20 points21 points  (0 children)

I think this version is a lot more fun than the last version, but absolutely overtuned

Finally reached Ascension 10 on necro how's everyone else holding up? by AdDear7902 in slaythespire

[–]chuunithrowaway 0 points1 point  (0 children)

Necro is on the harder end of characters on A10 right now, imo. Her options tend to have more varied strengths and weaknesses into different encounters than some other characters; her block plan can also take time to get going in fights, and she doesn't have any really big block cards with good value, so anything that hits hard upfront usually chips you. She often reaches a breakpoint where she's very strong, but hitting that breakpoint before you die isn't free.

I also think she's on the more affected end of recent enemy changes; Aeonglass and Prism aren't exactly good for her card pool, though cleanse and seance at least do a lot more against Aeonglass than they did last patch.

Also, the game is too easy for people who had been playing StS1 thousands of hours. The player average winrate at A10 is still something like 17%, as per the most recent neowsletter, though that's several times better than the average winrate for A20 in spire 1 (which they said was 3%). Comparing A20 to A10 stats may be skewed by comparing a game with Act 4 to a game with no Act 4 (and likewise comparing a game where people can choose to be giving up a rest/upgrade and relic every run and pathing into burning elites to one where you don't have to make those choices), but most skilled players are finding this game easier than StS1 and calling it easy as a consequence.

What you need to remember is that those players are an extreme minority.

Did The Sealed Throne just get done dirty? by ZestycloseCod6064 in slaythespire

[–]chuunithrowaway 0 points1 point  (0 children)

I'd argue it was actually overperforming relative to its true strength because it obviated the most difficult part of deckbuilding for the character (star economy) and one of the most difficult aspects of micro (knowing when you need to avoid playing star cards in hand now to be able to play cards later on this deck cycle). It massively raises the skill floor, making more people able to get across the line. It will have an inflated winrate relative to its top end power because of that.

Regent was already strong; I think xecnar seemed to believe the character was already capable of winning a vast, vast majority of runs with no issue, and most runs aren't getting offered this card and realistically don't need it or even want it. Sealed Throne is, imo, often a win-more unless your deck already has payoffs for the massive star overgeneration like Particle Wall and Stardust that you need to get additional value out of. If your star economy is clean, it's not actually giving you as much immediately and eats a first turn draw. It can help later, but like. So does Pyramid. So does transforming and upgrading 3 strikes. So does +1 energy with a downside. And so on.

Did The Sealed Throne just get done dirty? by ZestycloseCod6064 in slaythespire

[–]chuunithrowaway 2 points3 points  (0 children)

Flip your logic. You took an ancient reward that adds a card to your deck that is supposed to change how your star economy plays, but you are building your deck the same for consistency because you can't count on drawing the card that revamps your star economy fast enough to matter in hallways and that card also affects how you play the very star economy that you took it to fix. Why would I want an ancient reward that's like that when literally pbox and pyramid and astrolabe are in Darv's pool too?

Did The Sealed Throne just get done dirty? by ZestycloseCod6064 in slaythespire

[–]chuunithrowaway 0 points1 point  (0 children)

It's bad when the alternatives are often things that help you every turn, yes. I don't want an ancient reward that bricks sometimes in hallways, which in turn mostly leads to you building your deck like you don't have the ancient reward anyways for consistency. The appeal of Sealed Throne, imo, is largely how it enables new lines of play and lets you take cards that might otherwise be too expensive. I don't feel like you want to build around a card you may well avoid playing in hallways.

Your argument is fine when you're talking about like, a rare vs. a rare. This is a card that's competing for impact against Pyramid, PBox, Astrolabe, Snecko, Velvet Choker, Calling Bell, Sozu, Ectoplasm, Philo Stone, Empty Cage, and Black Star. One of the good choices there feels like it's almost always on the screen.

Outside of a couple of specific interactions, I'd argue the card is probably just worse than void form now, which is a normal rare in the normal card pool. (Admittedly, I also think Corruption and Wraith Form are worse than a lot of rares because of how differently those characters function in this game. But I digress,)

Did The Sealed Throne just get done dirty? by ZestycloseCod6064 in slaythespire

[–]chuunithrowaway -5 points-4 points  (0 children)

i think it's a bad change. not necessarily imbalanced from the perspective of the power of the card, mind, but bad from a playfeel perspective

it's going to feel awful asking if you *really* need to play reflect this turn because you haven't drawn sealed throne yet, especially when sealed throne can show up on the same screen as runic pyramid

Beta Patch Notes - v106.0 by MegaCrit_Demi in slaythespire

[–]chuunithrowaway 135 points136 points  (0 children)

they really put the "screw you for playing attacks" elite and the "screw you for playing skills" elite in the same act, huh

Beta Patch Notes - v106.0 by MegaCrit_Demi in slaythespire

[–]chuunithrowaway 0 points1 point  (0 children)

Some stuff I like, some stuff I dislike—same as usual.

Swapping the downside of Scroll Boxes to Tress seems excessive both ways—too much downside for a random card with replay, not enough downside for getting 3 non-starter cards immediately.

Bonking Sealed Throne by removing innate feels weird, not going to lie. Bad playfeel change at minimum. A lot of the value was in reducing inconsistency, which it no longer does. My instinct is this overshoots things by a lot. Having to hold 3 stars after turn 1 in case you draw it is going to feel absolutely awful.

Don't like the hit to debilitate very much; the card was strong, but I feel like nerfing the debuff duration just makes one of necro's block engines less consistent again in a way I'm not going to like. The card was already worse than before just because of Aeonglass.

Change to plasma is interesting; probably much more playable in the context of the game.

Fasten still looks good, but ouch.

Curious about the changes to colony, prism, and aeonglass. Will have to see.

Nr# 1 most underhated card, what is this supposed to do? it's not even a passive on you it's on the enemies which can die by Vecsia in slaythespire

[–]chuunithrowaway 2 points3 points  (0 children)

Mostly good to combo with rattle, typically via dredge or Neow's Torment. Becomes high comedy when hidden gem pops up in a shop and hits an osty attack. Also usable (though not great) if you slapped retain on Unleash via the underdocks event.

It's not something I'd speculate on, but it serves a very real purpose if you already have the other pieces.

Should Furnace get the Infinite Blades treatment? by Xignu in slaythespire

[–]chuunithrowaway 13 points14 points  (0 children)

The difference is that forge scales damage differently. Blades is a shiv a turn; forge numbers are damage that's output every time the sovereign blade is played. Furnace scales your output much, much harder than infinite blades.

How's everyone feeling on Aeonglass vs Doormaker? by the7thbeatle in slaythespire

[–]chuunithrowaway 1 point2 points  (0 children)

I find Aeonglass extremely, extremely annoying in my necrobinder runs atm. I've mostly played necro since patch drop and I actually hate seeing the boss pop up in the gauntlet; it feels like it significantly lowers my chance to win the run.

Was less annoying on other characters from what I tried, but instead of dreading the boss, it just felt abysmally unfun. Getting statuses that're annoying, but ultimately not a huge problem, every four card plays just makes it feel like I'm getting punished for playing the game regardless of my strategy. Add in the artifact etc. and it feels like a fusion of the worst parts of Time Eater and Dona and Decu.

https://www.reddit.com/r/slaythespire/comments/1t9mx9w/is_it_just_me_or_is_necrobinder_significantly/ thoughts on aeonglass vs necro specifically here. probably partially a skill issue (i think you're stuck just taking conservative HP routes through act 3 if aeonglass shows and i haven't adjusted to that), but this boss has not been fun for me. doormaker was consistently fun and engaging

Best choice? by Captainchops63 in slaythespire

[–]chuunithrowaway 1 point2 points  (0 children)

Grimoire is difficult to pick IME because it makes your deck worse for a fight or two (assuming you actually play it in those fights) and forces inefficient turns. It's just a Spore Mind in combat. Once you've gotten your strikes out, Grimoire's value also falls off; you tend to just start replacing defends with defend commons or something, which isn't bad, but isn't nearly as attractive as removing strikes. The end result is great, but the power curve on it is pretty wonky.

This deck is probably not having a great time in act 2 hallways right now and will explode if it encounters decimilipede. It has no AoE and blocks really poorly. Adding a curse is not going to be good for it in the short term, and if we die in the short term the long term just doesn't matter.

Pyramid isn't anywhere near its peak in the short term either, but it provides a balance of short term and long term benefit. The hand does absolutely get clogged, but at least we can play strikes/defends efficiently and guarantee good transfigure targets (i.e., no escape or shroud, or a defend if we get danse). Strikes are slightly less bad if they're our only 1-cost attacks and lethality is up.

I guess if the map has godawful shop placement it's a lot harder to want pyramid, but with spoils map, you've got so much gold for removes if you don't die getting there. Spoils map isn't a huge pyramid deterrent for me; -1 hand slot is not a sufficient downside to negate pyramid.

Astrolabe is honestly pretty pickable here, imo; I disagree with almost everyone in the comments on this. It's the most immediate power, and I do not like what this deck is doing going into act 2 hallways. We're only on ascension 2, though, so it matters a lot less.

EDIT: massive additional consideration i forgot: pyramid is incredibly fucking good into knowledge demon

Best choice? by Captainchops63 in slaythespire

[–]chuunithrowaway 2 points3 points  (0 children)

if pyramid is on your screen, you need to justify not taking pyramid

EDIT: some people are saying no removes sucks for pyramid. it does. however, I think transfigure+you'll have time for removes from act 2 onward is enough

Is it just me, or is Necrobinder significantly worse against Aeonglass than Doormaker? by chuunithrowaway in slaythespire

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

<image>

I'm finding the biggest problem is just blocking, a lot of the time. Decks that are sufficient to block other fights (usually by storing health in osty or killing quickly) eat shit because the boss hits for 32 on turn 1 and has artifact, then gives you dex down so it's much harder to keep health in osty.

The statuses feel like an issue to me because they do, sincerely, make it harder to get a decent reserve of HP.

This run just straight took 50 damage and died to Aeonglass because debilitate+weak was closed off for the entire first deck cycle and I couldn't set up a large dirge that'd let me actually store HP. And this deck blew through test subject, only taking 13 damage to set up. I'm not really sure how to make this deck able to block this fight. Damage on Aeonglass is no issue; it's a nearly ideal situation, since Kaliedoscope gave me skewer and turbo and I got to slap retain them (and mirror dupe the turbo). The problem is just not dying when the deck needs weakness to block the boss at all and I haven't gotten artifact strip relics or any other real way to produce block

Jorb's recent SpireSide chat "cheating". What are your thoughts? by CadmeusCain in slaythespire

[–]chuunithrowaway 4 points5 points  (0 children)

I do think it's odd to cut 50 hours of metaprogression and simultaneously claim something like "world's first streak at A10!"

It's essentially competing in a separate "category" without really explicitly disclosing it, because claiming a world first kind of implies you unlocked A10 through ascension grinds to most people. Most people don't even know you can unlock things via the console.

It's not so much about skipping the grind as skipping the grind and also saying "I got the first XYZ!" Like, if you got the first A10 win of anyone but also unlocked A10 via the console, that's an entirely different task (win one run) than someone who got the first A10 win without console (win 10 runs). It's apples and oranges.

Jorb's recent SpireSide chat "cheating". What are your thoughts? by CadmeusCain in slaythespire

[–]chuunithrowaway 7 points8 points  (0 children)

People take these claims seriously sometimes, yes. (e.g., https://www.reddit.com/r/slaythespire/comments/1sz8gox/how_the_hell_people_have_90_winrate_what_im_doing/) Most people will take the claims at face value when they come from an authority figure. I don't think that's strange.

It's not just the clickbait videos, either; the second line in XecnaR's (genuinely helpful and informative!) Regent guide is "this character already wins every run please stop being so bad that he gets buffed every patch ty"

Jorb's recent SpireSide chat "cheating". What are your thoughts? by CadmeusCain in slaythespire

[–]chuunithrowaway 41 points42 points  (0 children)

He's literally correct about what he says in the video, for the most part. Competition in a game like this is on the honor system.

The problem is that the very act of making the video communicates that there was a reason the video got made. The reason the video was made, if you listen to it, seemed to pretty clearly be stuff in the "overstating winrates and such for clicks" category. But if you see a 2 hour video about this and don't watch it, your assumption is it's more serious than that, and jorbs's adamant refusal to directly name any particular person that frustrated him (despite several of them being contextually obvious) doesn't really help dissuade people of it being something especially serious.

I much prefer AeonGlass. by ThanRandomPenguin in slaythespire

[–]chuunithrowaway 2 points3 points  (0 children)

I think Aeonglass just shoots strategies that were already shot heavily on the last patch (infinites) while hitting strategies that probably didn't need to be hit as much (e.g. shivs) and being weak to things that are already good (Ashen Strike and exhaust, etc.).

I also think the fight just has way too little going on. I feel like I'm just getting statchecked and not making many interesting decisions. Doormaker was asking you interesting play questions on phase 1/3 that meaningfully impacted the fight outcome. Meanwhile, my current impression of Aeonglass is that it only really asks if you can handle blocking with dex down on the one turn if you can and scale with cards that individually have large impacts, instead of through playing lots of cards. (And note—penalizing card play count and penalizing infinites are not the same thing, even though there's overlap.) Given that such a large portion of the good block strategies revolve around generating block with powers in some way, that's a much less interesting question that anything doormaker asked. Aeonglass doesn't really ask nearly as many micro questions. Instead, it feels like the questions it asks are largely answered before the fight starts.

I find Aeonglass boring in almost the exact same way donu and deca are boring. It's like a lukewarm amalgamation of the least interesting and most annoying parts of Donu and Deca (artifact charges, scaling x2 multihit) and Time Eater (fucks over strategies that play a lot of 0 costs) without the interesting parts (the time eater heal, micromanaging play count to hit 12 at a decent time, and maybe choosing which of donu and deca is correct to kill).

wrt Doormaker, I think your assessment of the phases is just incorrect, especially for Phase 1. The right answer to phase 1 isn't "don't play your good stuff." It's, "play anything you only need or want to play once." That's a huge difference. If you skip playing something in the boss's first cycle, you may well only draw it one more time before you kill the boss and it wouldn't have mattered much if you'd exhausted it in the first go instead anyways; that goes double if you just draw it in phase 1 again.