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(Part 3 / 3)
-I think you're underestimating Royal Descent. It's an excellent Act 1 frontloaded damage card that helps tremendously with Gremlin Nob and Sentries. It's not as good in the late game, true, but it does become easier to mitigate the Vulnerable and it can also enable Calx's Arts.
(Part 2 / 3)
-Wind's Grand Ode and Floral Zither are admittedly rather strong due to having relatively easy conditions to meet and are the most likely to receive nerfs in a future update. Right now, the character's overall balance feels good to us, so we'll most likely wait until we can buff other things to compensate.
(Part 1 / 3)
- Glacial Lucency is not that hard to stack. 22 initial damage is already semi-premium, but the +7 damage per Cryo reaction is too much and +10 on an upgrade is overkill. However since this is based on Eula's burst it makes sense why it does so much damage, so I propose the numbers stay the same, but it gains Exhaust to fit with the theme of trying to stack it as much as possible before finally letting it fall.
- In the same vane, Wellspring of Ire scales REALLY hard for no reason as it's essentially like playing 3 (4) Ruptures while having an easier condition to fulfill that doesn't involve hurting yourself. When compared to Demon Form, Wellspring is just cheaper and faster. Should definitely be reduced to 1 Strength per Cryo reaction (2 upgraded).
- Stellaris Phantasm might be too strong. Being an uncommon card makes it surprisingly simple to stack a couple of these and very easily stunlock enemies, especially since this is already a decent block card that applies Hydro. If you end up finding a Planet Befall later, it's very easy to just get multiple extra turns and set up a bunch or kill the enemy before they even get a chance to act. Stun effects are very powerful and this is on a 1-cost uncommon card of all things. Stellaris Phantasm either needs a cost increase, a rarity increase, or both.