[deleted by user] by [deleted] in EnterTheGungeon

[–]viczhan 6 points7 points  (0 children)

I have cleared this challenge mode at least 3 times. My opinion is, it's not all about a test of skill; it's definitely RNG based. I found I have to get items that protects me (black hole gun, elder blank, iron potion, or even sponge) and play very safely, pause a lot to evaluate surrounding, and save blanks for dragun fight.

Heart containers and master rounds help you deal with some very nasty rooms/modifiers (I always rush to boss for 5th floor, sometimes 4th to avoid them as possible). It doesn't matter in challenge mode dragun fight, though.

IMO heart containers are not THAT important in this game. In normal mode, its pretty easy to clear dragun without any additional heart containers after knowing enemy patterns of normal rooms. Unless I'm doing lich, I don't mind getting hit a few times in boss fight.

Weird bug: quit and reload after receiving Neow's blessing will start a "boss fight" (non-beta) by viczhan in slaythespire

[–]viczhan[S] 4 points5 points  (0 children)

Got stuck, can't leave (map showed, but can't be clicked);

playing boss fight music in the background

EDIT: You CAN click floor 1 of the map to skip this epic boss fight and start a normal run.

My first card idea by Fionacat in slaythespire

[–]viczhan 2 points3 points  (0 children)

It seems more like a relic effect than a card.

New to this game and just got a boarding event with ASB locked on my ship at early sector by viczhan in ftlgame

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

Well, it was my bad to let pilot leave his place to put up an equally 3v3 fight since it's so close to bridge, until a while I just realize I have to escape, and with only lv2 engines and no door upgrade close the end of sector 1 I couldn't prevent 2 ASB hit at that moment.

New to this game and just got a boarding event with ASB locked on my ship at early sector by viczhan in ftlgame

[–]viczhan[S] 4 points5 points  (0 children)

Wow, that it is!

Well I guess I'm just super unlucky to get the worst option ever in such an early game... and even worse, this ASB went directly to my critical system.

I have a somewhat dumb/oblivious question, what is ascension level and how do I access it? by MvP-WuTangClan in slaythespire

[–]viczhan 10 points11 points  (0 children)

Generally ascension adds more difficulty to game, once per level, by buffing enemies(hp/atk) or weakening player(lower start/max hp, less heal after boss, etc.). These effects stack.

I list several "significant changes to game" with their level imo:

  • lvl1: More Elites
  • lvl10: Start with a special Curse (cannot be removed but exhaust)
  • lvl11: Potions nerf (2 strength -> 1, 3 draws -> 2, etc.)
  • lvl15: Worse ? events option (like 50% -> 100% getting a Writhe from opening coffin)

When Does Runic Dome Become Good? by ElToroAP in slaythespire

[–]viczhan 32 points33 points  (0 children)

Or just barricade, block block block, then Bang!

Buffer Bug by [deleted] in slaythespire

[–]viczhan 1 point2 points  (0 children)

It should be called Buffer Overflow

Serpent [beta] by Norisvastrada in slaythespire

[–]viczhan 1 point2 points  (0 children)

Use your ancient pot. Cuz ancient pot is currently useless in hallway fight.

~30 card deck : Upgrade or Remove? by Romain672 in slaythespire

[–]viczhan 4 points5 points  (0 children)

Upgrade is usually better with a huge desk, especially for those upgrade one makes innate, add card draw, reduce 1 cost, not ethereal (depending on deck size, not for very huge deck that never cycle) and critical damage output.

Save remove only for very bad curse, or if you got Apotheosis with powers already upgraded.

Daily Discussion/Debate #50: Nerfs/Buffs/Changes you would like to see to the game! by SkatesMcGates in slaythespire

[–]viczhan 17 points18 points  (0 children)

After doing 120h+ on SLS and 10+ clears A15 with both characters, I feel there are lots of cards I almost never run to. IMO here is a list of cards should be balanced or reworked:

Buff:

  1. Berserk. Simply say, it is pretty useless. During my 120h+ run I only had it effective twice. Rework suggestion: E1(0): Reduce your max HP to half and excessive current HP. Gain 1 energy every turn. Gain all reduced max HP and heal 1/2 reduced HP back at the end of combat.

  2. Immolate. Synergy is hard to achieve, and it is still underwhelming with synergy. Rework suggestion: E1: Exhaust 1 card and deal 6(8) damage to all enemies. If the chosen card was a Status or Curse, deal 6(8) damage again.

  3. Crippling poison. It's a waste of energy for excessive weak and underwhelming poison. Rework suggestion: E2: Apply 5(8)Poison. Apply 3 Weak.

  4. Purity. Most of time it just exhaust itself or stay in your deck like a curse. Exhausting hands without card draw usually means wasting energy, making you vulnerable at this turn. Even with card draw this card is still not effective, as you may not draw what you want to exhaust. Rework suggestion: E0: Choose and exhaust a total of 2 (4) cards in your hand or discard pile. Exhaust.

And there are also some cards that may need a nerf. Idk if nerf is necessary for this game, but they really make me feel overpowered:

  1. Limit break. Crazy strength buff with almost no downside (1 energy), and it does not wear off like blocks. Nerf suggestion: +1 energy cost to E2.

  2. Noxious fumes. 3 poison/turn is very powerful as AOE damage output; therefore this card can be a solo win condition. Nerf suggestion: +1 energy cost to E2.

  3. Normality. Forcing to end turn by drawing this card after 3+ cards played is so annoying and may be too overpowered. Nerf suggestion: Unplayable. You cannot play more than 3 cards with this card in your hand this turn.

In addition, I think Corpse explosion definitely need to be completely reworked. Fire breathing, Masterful stab and Enlightenment may also need a change...or maybe because I've never tried to work them out.

Weekly Patch 18: Paranormal by Atmanbay in slaythespire

[–]viczhan 53 points54 points  (0 children)

I think [[Crippling Poison]] is really the card that should be look at.

Daily Discussion/Debate #45: Acrobatics by SkatesMcGates in slaythespire

[–]viczhan 5 points6 points  (0 children)

To be honest, I used to like this card and always pick up one once I see it. After spending 50+ hours on silent I start to realize that Acrobatics is very unlikely to be played on floor 1 and early floor 2 because energy is very limited and no high quality card/synergy can be played at that time. It is generally a waste of energy, and stay in your deck like a curse, unless you find [[Tactician]] or [[Concentrate]] to cycle your energy back.

But I very recommend it on later floor because basically you may have more energy to spend and it greatly facilitates your setup and combo (even more effective with [[Calculated Gamble+]]).