The Something Awful Forums > Discussion > Video Games > Slay the Spire: I love this game. Will probably play it forever.
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| True grit one of the best upgrades. Also most cards that dont exhaust when upgraded like limit break, calculated gamble, hologram. Anything that essentially doubles its value, for example defrag. Then probably strong powers that get 1 energy cheaper |
#?Nov 30, 2024 17:44 |
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#?Dec 2, 2024 13:15 |
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| Body Slams upgrade transforms it from eh to build a deck around it |
#?Nov 30, 2024 17:49 |
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| corruption/barricade/bodyslam+ is a combo thats close to winning at any ascension. throw in every shrug you see and baby youve got a stew going |
#?Nov 30, 2024 21:07 |
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| This feels like it might be a winner run: Unseen cards: 4 Strikes, 5 Defends. Boss was Hexaghost and I took 2 damage altogether. Downfall relic (after Shuriken): Bronze Idol, I can now play status cards for energy (e.g., Daze is 1 energy for 1 Weak). Downfall potion (black with purple layer): Felwater, gives 8 Temporary HP (persistent block, basically) Offered cards: Phantasmal Killer, Nightmare, Storm of Steel. This almost feels like a skip? I already have a PK+, Nightmare doesn't coordinate with anything I have, SoS is very awkward to play without any discard bonuses though I do have the Happy Flower letting me play one card then Storm. I'm almost fully set for damage, I just need to hunt for as much block and Weak as I can find. Fortunately I kill a lot of things on Turns 1-2 so I have plenty of breathing room to find something. |
#?Dec 1, 2024 01:10 |
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| Fighting the Heart with 8 stacks of Static Discharge is pretty funny. Are you sure you want to attack me 12 times? |
#?Dec 1, 2024 04:09 |
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| Tayter Swift posted:Body Slams upgrade transforms it from eh to build a deck around it It feels better upgraded but in the grand scheme of things, spending an energy to deal an arbitrary, scalable amount of damage is already good. If Barricade (or Calipers) didn't exist it'd be more important. Also I will continue to insist that Fission is good even without the upgrade. |
#?Dec 1, 2024 04:37 |
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| SKULL.GIF posted:Hmmm. Pretty unclear to me. I don't pick Storm very often without either Dead Branch or discard synergy, but this might actually be a time for it because it's good with several of your relics. Including Orichalcum. I really can't say I love it though. If you had a Toxic Egg or if you had no important upgrades to make, maybe one of the other two would be decent, but you have several really good upgrades. I think it actually is Storm, and it'll kill a slaver or a Gremlin Leader minion a turn earlier at some point in act 2. And I do feel like you need to farm elities hard. The current deck is quite good at frontloaded damage tests (e.g. almost every act 2 fight before the boss fight) but terrible at the late game. Need to convert the current strength of the deck into late game value by aggressively pursuing value right now. |
#?Dec 1, 2024 07:26 |
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| Finnish Flasher posted:True grit one of the best upgrades. Also most cards that dont exhaust when upgraded like limit break, calculated gamble, hologram. In general I think there's a temptation to see "Exhaust" as a strict downside to a card. But it isn't always. A card that does something and then removes itself from your deck makes the rest of your deck more streamlined. It basically gives you an effect that the merchant charges 50 gold+ for. |
#?Dec 1, 2024 10:33 |
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| Zephro posted:
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#?Dec 1, 2024 11:06 |
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| Yoshi Wins posted:[...] I tend to agree. I have plenty of energy generation, if I can manage to pull a Reflex or Acrobatics or something then I can reliably get large, large hands with Storm of Steel and keep playing. It doesn't immediately make me noticeably stronger but it does give me a little bit of an edge, and I can build upon that further with cards that I want to draft anyway. journal posted:I took Storm of Steel, the relics were Snecko Eye, Idol of Retromation (-1 to the highest cost card in hand), and Runic Pyramid. I considered Snecko but my deck synergized so heavily with the Runic Pyramid that I couldn't possibly pass on it. It's effective card draw *and* planning for future turns all in one relic, while I have Pen Nib, Phantasmal Killer, and Finisher? C'mon. Champion reward: 85 gold, Regen Potion, Glass Knife / Bullet Time / Nightmare. My deck: Unseen cards: Ascender's Bane, Strike, 5x Defend, Survivor, Neutralize, Flying Knee. I think Bullet Time is a skip here since I don't have trouble playing out my full hand regardless, and the no-draw is a massive downside with 2 Reflexes and an Acrobatics. Glass Knife feels extraneous with how much damage I have. I once again have nothing that feels worth spending 3 energy on Nightmare. Is this another skip or is there a secretly-good pick here like there was with Storm of Steel in the previous act reward? |
#?Dec 1, 2024 15:08 |
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| I would take the Nightmare for Footwork, and maybe draft some other good Nightmare targets that help defensive scaling. The clock is ticking pretty oppressively on building a late game block plan. |
#?Dec 1, 2024 15:42 |
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| Yoshi Wins posted:I would take the Nightmare for Footwork, and maybe draft some other good Nightmare targets that help defensive scaling. The clock is ticking pretty oppressively on building a late game block plan. I've seen very little offered that's worthwhile despite trying for it. My cards drafted in Act 2 were 4 draw cards and 4 block cards. I would love Dodge & Roll or After Image or Malaise or anything I might need to path for shops just to have a better chance of seeing more block cards. |
#?Dec 1, 2024 15:49 |
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| Yep. It be like that sometimes. You know what you need for like 30 floors, but you just don't see it. And Shiv decks are probably a little more prone to that than most archetypes. Ganbatte, Hot Frosty. |
#?Dec 1, 2024 16:09 |
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| I took Nightmare as a hail mary for a block solution. Relics: Coffee Dripper / Sozu / Velvet Collar. loving eesh. I can immediately cross off the Collar as it breaks my deck irreparably. Coffee Dripper feels so risky when I don't yet have adequate block, and my only healing is from my Regen Potion. If I had a Meal Ticket or Bloody Vial I would snap it up. Sozu also feels risky when part of my solution might involve Ghosts in a Jar or Fairies in a Bottle, and I'm not sure that having 1 extra energy is worth not having potions especially between my Happy Flower and Nunchaku reliably giving me enough fuel to pop off. Is this a rare boss relic skip? I'm not sure that the extra energy from either of my two choices sufficiently outweighs the significant drawbacks. I think the Dripper is "safer" than Sozu, as I can "play around" its drawback by being extremely careful with my play order and my pathing. One extra energy lets me pop Nightmare-Footwork and still have plenty of energy left over to block (or attack), so it might pay off over time. Runic Pyramid means that the previous combo is much more reliable than it would otherwise be, and reliability means less health lost over time. SKULL.GIF fucked around with this message at 17:13 on Dec 1, 2024 |
#?Dec 1, 2024 17:10 |
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| On Silent, more energy is always good. I'd think about how quickly you can burst down the A3 hallways (are darklings or triple jaw worm a problem? What's your spiker solution?) and take dripper. Sozu if you had good potions already, but it's one of the two - resting repeatly and just assuming you don't see any good potions might be a better way to reach A4 than hoping to find block on the first half of A3. Nothingtoseehere fucked around with this message at 02:24 on Dec 2, 2024 |
#?Dec 1, 2024 17:14 |
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| DON'T TAKE SOZU! This is 100% a Dripper pick. You don't have any late game potions right now. You have a potion that works with Dripper, and you have a potion that is good against Repto, good against Spikers, and otherwise not going to do much for you. Getting better potions for act 4 is one of the "outs" you are playing to. It would be very bad to shut off a whole category of outs. Ghost in a Jar would obviously be amazing against the Heart (your worst fight right now--you're so crushed there right now) but there are a whole bunch of potions that do way more for you in your bad fights than the ones you have right now. You also don't have any keys yet, and you have at least one very good upgrade to make in Footwork. You might not have time to rest. You might not get more than two fires before the bosses. The extra energy from dripper, most of the time, will save you more energy than you'd get from resting anyway. Almost always. I'm not sure if it's EVER correct to click "skip" on a screen that has Coffee Dripper (although there will be plenty of times when another non-skip choice is better), but I am pretty sure it's less than 1 in 1,000. (e: maybe this is too long of odds? I dunno. It's definitely very rare though.) A whole extra energy! And it opens doors we can't even see yet. What if a critical part of your block plan ends up being having a Dash+? That's not ideal! But you might get forced into something like that. Yoshi Wins fucked around with this message at 17:54 on Dec 1, 2024 |
#?Dec 1, 2024 17:49 |
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| I receive the Coffee Dripper.journal posted:Act 3 pathing necessitate that I take at least one elite before the burning elite: hallway, hallway, BRANCH between hallway/unknown, unknown, BRANCH between shop/fcampfire/elite/hallway or hallway/elite/campfire/hallway or hallway/elite/unknown/campfire, CHEST, BRANCH between campfire and shop, BURNING ELITE, then unknown/hallway/hallway/campfire, WOKE BLOKE, D&D. Act 4 posted:Final campfire. Nightmare gets upgraded to give myself a little bit more wiggle room on my setup turn. Nothingtoseehere posted:Yoshi Wins posted:Thank you so much for your advice! |
#?Dec 1, 2024 20:01 |
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#?Dec 2, 2024 13:15 |
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| Yay! Good job. I really like how you approached act 3. Your card picks made the deck so much better and you quickly had a plan, and the plan worked. One post-run bit of advice: I would encourage you not to think of 29 cards as "a large deck". There is no number that makes a deck large or small. Silent in particular may end up building much larger decks, but in general, people tend to really overvalue keeping the deck small. Sometimes it's great, but having a number in mind as "a large deck" is a lot more likely to mislead than improve card reward screen decision making. This is one of the most common "macro level" misunderstandings among A20 players. A TON of people have a danger alarm go off once their deck reaches a certain size, which is often around 30, and that danger alarm is a big fat liar and you should take its batteries out completely. I mean it. It's best to completely eliminate the idea that there is a number where it starts to get dangerous. All that matters is if it makes the deck stronger to add the card. So let's look concretely at that decision point: At the time that you were at 29 cards and growing concerned about the deck being too big, you had just won 5 fights in a row, including an elite fight, without taking a single point of damage. And the card you picked up had a lot of potential upside in the hardest remaining fights--the ones that were going to be pretty different from the fights you were crushing for 0 damage. D&R+ is a great Heart card, and it's a good Time Eater card too. I'm not 100% it was a correct pick with 3 Blurs, but that concern is only very loosely correlated with the overall deck size. (I think it was correct to take it.) So the game was telling you "your deck isn't bloated AT ALL" regardless of its current size. If you won 5 fights in a row taking 0 damage with a 45-card deck, and then you were offered a card that looked good in the hardest remaining fights, which still appeared to be unsolved, you should take it. The decision making there is exactly the same as when the deck is 29 cards. The evidence says that the deck will get better on average. We take the card, and we literally don't even need to think about the number in the corner of the screen. It's not at all unusual for a 40-card deck to be extremely strong, not bloated at all, and, if anything, more likely to be improved by adding 1 or 2 cards that address its minor shortcomings, instead of removing a card. Important caveat: The situation is very different if you're infinite or close to it. Then instead of just concretely looking at how the deck is performing in fights and figuring out if it helps or hurts to add the card, now you also have to look at whether adding the card might break the infinite. That's the main thing, actually. Most fights, including Time Eater, are stomped by most infinites. |
#?Dec 1, 2024 23:20 |
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The Something Awful Forums > Discussion > Video Games > Slay the Spire: I love this game. Will probably play it forever.
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