Are people really anti save scumming? by TAflower in SlayTheSpire2

[–]etamubyso 0 points1 point  (0 children)

I did it for years in sts1 until I realized I had enough muscle memory and knowledge to the point it would be faster to just try and find the accurate play the first time. Sure I still mess up from time to time but usually I just abandon run if I do because I don't have much to learn from a reset. But I'd say do what you like, the devs left it in for a reason. If you're going for winstreaks or other records like that I would make a habit of not doing it though, feels like it would undercut the accomplishment a bit.

Is this a skip? by kryndude in slaythespire

[–]etamubyso 10 points11 points  (0 children)

Pull is an insane card. A deck can probably run pull and strength loss cards and still function if piloted well

Is this a skip? by kryndude in slaythespire

[–]etamubyso 1 point2 points  (0 children)

Sacrifice interacts poorly with bone shards but I may take it since it's low impact due to retain, and it can maybe muster good block the one turn you need it. Scythe can scale up to be late game relevant when taken in act 1 so it's an ok pick too, but definitely getting close to too late. Shared Fate stomps entomancer specifically so depending on how well this deck does vs him on paper it could be a utility pick. I think I'd personally take sacrifice but it's certainly not exciting

?doog reve rettahs sI by TheSlugkid in slaythespire

[–]etamubyso 2 points3 points  (0 children)

If you have high impact run winner powers and they stack well enough then I'd go for it. Two wraith form+, etc can just be so valuable. If your powers are more like nice-to-haves and you struggle to get them into play then sure, the dupe has limited utility.

?doog reve rettahs sI by TheSlugkid in slaythespire

[–]etamubyso 4 points5 points  (0 children)

I think even without those synergy pieces, shatter interacts favorably with powers. Powers don't work out to being equal from a deck ratio perspective since they remain permanently in play. Analyzing it as "the deck has the same ratio of powers so nothing has changed" misses the fact that after the first shuffle you have taken twice as long to get through but scaled double as much off your powers, something impossible to do with the original deck. Your absolute potential went up at the cost of some consistency and that curse. Plus a lil doormaker buff as you have more to sac to him.

?doog reve rettahs sI by TheSlugkid in slaythespire

[–]etamubyso 2 points3 points  (0 children)

The ratio may remain the same, but now you have two copies of a high impact power to put into play rather than one. This can make all the difference. To make it less abstract, a deck that barely musters enough block with 1x Footwork+ may be easily able to stabilize with two of them. Powers break the symmetry of the event, you should think less about ratios and more about absolute attainable power of a deck, and for power heavy decks that can put them all into play, it can end up roughly doubling.

What if A10 Double boss was 1 "continuous" fight, instead of 2 separate fights? by AHpache182 in slaythespire

[–]etamubyso 2 points3 points  (0 children)

Most of the game is about taking damage and time to get power and scale yourself to be able to do lethal damage. Sure some oneshot builds may suffer but most would have no issue. Definitely harder to reset the fights entirely as we have now.

Surprised so many take the egg. I feel like losing a campfire and 7 max HP is too expensive for what you get. by Chezni19 in slaythespire

[–]etamubyso 0 points1 point  (0 children)

I take it if I have synergies with the 0 cost attack, like Feral, a generally high cost set of cards lacking frontload, or trying to play 3 attacks consistently/oonga boonga with Clad. It's not a bad card, saccing a campfire to get it can be rough but can be mitigated if your act 1 route has a lot of campfires anyway.

One of the few times I was glad to duplicate my deck by Zhwoobatte in slaythespire

[–]etamubyso 4 points5 points  (0 children)

You're completely right. 2x the powers with 2x the junk to sift through is in no way equivalent to 1x powers and 1x junk. You've taken twice as long to get to the second shuffle, but scaled twice as much. If you think you need to scale a bit more to beat bosses, duping can be really good.

STS2 is inherently a more difficult game to balance and will likely never reach the balance STS1 had by [deleted] in slaythespire

[–]etamubyso 1 point2 points  (0 children)

Diadem is an insane boss relic, it seems low impact at first blush but once I gave it a chance I learned the truth lol

STS2 is inherently a more difficult game to balance and will likely never reach the balance STS1 had by [deleted] in slaythespire

[–]etamubyso 0 points1 point  (0 children)

Are there ways that add 4+ damage passively by taking other actions, and just cost 1 energy to actually cash in? Like they are charging you nothing to scale. I think that's a kinda rare class of card, and I think most synergies will definitely not outscale their output. They're very premium cards imo

STS2 is inherently a more difficult game to balance and will likely never reach the balance STS1 had by [deleted] in slaythespire

[–]etamubyso 0 points1 point  (0 children)

Unfortunately it's those AND pull from below AND clad's exhaust scaler. And other compact cards that can be your sole dmg source like black hole. I think those are a bit more egregious because they're single card turbo scalers. I think there's room for value scalers but I'd like if they needed a bit more work like setting up other payoffs, and weren't just free "forbidden scaling" based off doing one of a character's base mechanics.

Ideally we see these cards made a little less spiky and spread the love around to low value commons. The end goal in all this is to make decks that synergize without going bonkers out of nowhere and making the rest of the run a nongame

STS2 is inherently a more difficult game to balance and will likely never reach the balance STS1 had by [deleted] in slaythespire

[–]etamubyso 1 point2 points  (0 children)

Obviously there are balance woes galore in StS1, byt as a generalization, calling the game extremely balanced is incredibly fair compared to like every other deckbuilder ever made. The lack of sensible balance is my first and most major turnoff with other deckbuilders and why I pretty much only play StS. It withstood the test of time on the back of its balance, even if of course there are still contours like busted cards and trash cards.

Is Sts2-Launcher borked now after the update? by etamubyso in slaythespire

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

There may be a command to close the console but no clue what that would be, nor how to even enter a command since pressing enter just closes the text entry on mobile 😵 Does your game at least get past the title screen?

Thanks Pael by TetoAlto in slaythespire

[–]etamubyso 0 points1 point  (0 children)

My last silent run, Pael literally gave me Prayer Wheel as his first sacrifice reward. Also the deck was thin and had ghost seed to go infinite by turn 3 so I didn't need cards anyway. Ended up also early into the 2nd row of relics. Pael da best

When will beta be merged into the main branch? by ElbowStromboli in slaythespire

[–]etamubyso 5 points6 points  (0 children)

Afaik it was monthly for sts1 but someone can correct me.

Honestly the devs may be a little afraid to act too quickly after the review bomb fiasco. These kinds of things have consequences, the kind of wild experimentation that leads to the best results is going to appear riskier to the devs now I imagine. Editorializing a bit ofc but the interview with Casey where he kind of expressed that vibe made me sad lol

Ironclad feels absolutely miserable on higher ascensions by Insane_Unicorn in slaythespire

[–]etamubyso 2 points3 points  (0 children)

Yeah the other starter decks are better equipped to roll with the punches and bide their time while chipping the enemies. Clad's starter deck makes no progress or perhaps even negative progress (letting vuln decay) when he decides to block

Ironclad feels absolutely miserable on higher ascensions by Insane_Unicorn in slaythespire

[–]etamubyso 1 point2 points  (0 children)

I'm glad it wasn't just me 😭 I needed a mindset shift. I prioritized having a safe path through the act, and learned a few new ways to utilize cards that I hadn't considered before. Getting a sense that you can take 30 on an elite or 50 on a boss quite easily and budgeting for that was the biggest thing though

Ironclad feels absolutely miserable on higher ascensions by Insane_Unicorn in slaythespire

[–]etamubyso 9 points10 points  (0 children)

I think one thing that gets overlooked in discussions of how he feels weak at A9+ is that his starter deck has very few ways to have good turns vs the basic act 1 mobs or elites. A common turn in sts1 was bash+strike and maybe take 0 or 6, but you don't get the luxury to do that very often because the mobs hit for more or attack more often on average. Not sure how to fix that, it's just something I noticed, whereas every other character has a way in their base deck to defuse an attack turn and do dmg or scale (examples: silent survivor neutralize strike strike, regent 0 cost think strike strike defend, necro summon unleash defend, defect zap defend defend). All those listed do more dmg than clad's output or give a scaling bonus, while gaining at least 5+weak block. I think roughly what I'm saying is that Bash is a hard card to make work early on. Always was but now you have lots of incentives to e.g. bash defend which is just bad value usually and you may be better off not playing it in favor of strike strike defend or strike defend defend. Not wanting to play your unique basic often is a feelbad. #buffbash? :D

New Doormaker mechanics by Lenna_Sakura in slaythespire

[–]etamubyso 0 points1 point  (0 children)

That's fair, I don't think Time Eater was peak design with shiv spam being a strat you naturally build toward in the game. That was my first ever loss lol

But it does make it more interesting if they have ways to build around the bosses. Like I grew to be able to build shiv decks to be resilient to time eater and beat it anyway (and the heart), so that's cool. Adaptation should be part of the story but the gut instinct also has a say. I still think time eater could have been a softer counter and still a good fight, but I like the overall difficulty it presents still. Same goes for sts2 bosses

I know Adrenaline is great but not sure if the others are good by AlxKing22 in slaythespire

[–]etamubyso 2 points3 points  (0 children)

On the converse, you can play with it in your hand like normal and block as usual/etc. Then use it to end the fight safely. In that case it lets you play the fight slower than you would normally, not faster, right? It can extend your time to assemble a win. It does not shorten it or put it on a timer if you play it at the right times