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The AI art is mostly okay. A lot of people are blowing it out of proportion on both ends. Personally, however, I got to hand it to your wife. Her art style in particular blows everything else out of the water.
Awesome mod bro!
To be completely transparent, I am just some guy that made a mod, and I do not in any way profit from the hundreds of hours I put into this project. IMO, the art in Abyssal is significantly better than I had hoped, but yeah it's not amazing hand drawn art. I would love to have someone like Anailis Dorta do hand drawn art for all 80+ cards, but ¯_(ツ)_/¯
Creator of this fantastic mod, please pay no mind to that troll, this character is awesome
Dark Plans has the Mysterious keyword, which means it can only be upgraded during combat, and the upgrade is that it removes the unplayable keyword. The most straight forward interaction is that you have to bury it 1 or more times (b/c it applies ink once for each time it was buried) and also dig it (b/c that upgrades it and removes the unplayable keyword). So, for instance, if up buried and dug it with Attend to Cache you would immediately be able to play it.
Dark Plans is a bit of a combo card since it has to be buried and dug before it gets played, but because of the scaling with the multiple burying it is really strong in the late game!
I do have one question though: how/when is Dark Plans supposed to proc? It's unplayable and has no "on draw" or "on bury" action, so I haven't been able to figure it out.
Head to Shore: in the scenario you laid out, the intended behavior is that at the start of your next turn (before drawing, and therefore before shuffling) you may dig one card. after you dig the card (which is optional), you will draw your hand. Even in cases where your draw is empty, this is working properly for me.
Pirate Bay: the intended behavior is that a copy is created, that copy is buried, and then because it is buried another copy gets created and buried. the end result is that you have the original sea turtles in your draw, two copies in your discard, and two cards buried (for Sandblast, for instance)
I tried to make the class on par with base character strength. IMO Abyssal is a little stronger than the base characters, but harder to pilot with a steeper learning curve.
2 tips: on A20 you usually have to take the cannon right away for extra act 1 damage. In elite and boss fights with the cannon, round shot usually does 24 damage and blocks for 12 for 2 energy and 3 card draws (always reload the cannon before round shot unless you can play round shot that turn).
Second, abyssal strength comes from card interactions, so density of non-starter cards is really important, as well as knowing the interactions (like str + down with the ship, or sorcerer attack + chain shot, for example). Card removal is really important in this class, as well as prioritizing taking cards. I often find myself going to stores and then just buying 2-3 cards instead of buying a relic.
I did beat A20 & the heart with him eventually but abyssal seems to be the weakest class I've played so far
Mostly just base values on normal cards and his base relic feel kinda underwhelming
Round shot should deal like 14 dmg cuz its just 2 strikes for 2 mana
Lures are better than his rare cards
And he also has too many of them
Maybe if retaliation and down with the ship were removed that would increase the chances of finding the right card for the build, because they don't do much on their own
1: in StS, the chance of seeing a rare is 0% at the start of the act, and increases each time you don't see a rare. Elite fights have an increased chance to give rare cards as rewards as well. So if you are offered a lure midway through an act and you haven't seen a rare yet, your chances to see the predator are higher. Also, if you are offered a lure at the end of the act, you will not see a predator from the boss reward, and then your probability gets reset to 0% next act.
2: lures are not very punishing against act 1 elites. so if you are offered a lure on like floor 5 with no rare, and you're about to go elite campfire elite, that might be the ideal time to take a lure. Conversely, Bathe in Blood can be very punishing vs Act 2 elites, so be careful there!
hope this helps you in your future runs.
IMO the bury/dig mechanics are really strong because they turn on every other strategy, and they have their own benefits with the on-bury and mysterious cards. But overall, there are a lot of very viable strategies, including strength down with Sorcerer Attack, energy spend, strength scaling with grapeshot or shots in the dark, bury infinites, etc.
Overall, though, I agree that there is some balancing that is still needed, which I am continuing to work on.
Unstable Formula is pretty controversial, but I kind of feel like the 999 ink is a little misleading. Honestly, if you can generate 60 block with frost orbs against phase 1 Awakened One with Defect, that is strictly better than 999 ink (because both outscale the enemy, and the former has already solved the second half of the fight). But in both cases, there are a bunch of things that have to line up to get to that point. Still, it does feel a little too frequent to me, and I'm trying to figure out a solution for that.
This class is challenging in Act 1 because it plays very differently than other classes, but I had a play tester go 8-0 on A20. The strength comes mostly from card interactions which take time to learn, but after that I feel pretty confident that Abyssal is over-tuned in comparison to the base characters.
All that being said, there are some basic attacks that I am looking into doing some minor buffs.
its basically barricade+entrench every turn for free.
at the same time most other strategies seem way too weak, burying doesn't do enough to be hugely useful unless you have dig in the same card (cache).
good mod though, and some fun and unique mechanics :) balance is just a bit off.
Thumbs down from me for now.
It's true Abyssal doesn't have much access to weak (just two cards), but that's comparable to Watcher which only has Wave of the Hand and Sash Whip. In general, Abyssal's mitigation packages are quite a bit different than the other classes. Here's a few end game examples that are viable at A20:
- Ink scaling
- Cephalopod Form + Storm (or + card card plays in general)
- Hardened Brine + energy spend sub theme
- Chain Shot (very strong defensive card, as you can retain with cannon and return to hand with reload)
- Sorcerer Attack (can block strength scaling of enemies, and can turn tmp strength down into permanent strength down)
- Genetic Splice for dexterity scaling
Also, in terms of block cards in general, I think Abyssal has 13 cards that block, but they have another 10 cards that apply Ink, which has a similar blocking mechanic.
I hope that helps!
I could try to translate it into russian, but would you drop rough text for translation or some java experience/tools are needed?
TL;DR: I will be focusing on Buffs and QoL balance changes before I make any significant Nerfs
This is easily my favorite content mod in Slay the Spire. It's very challenging, but you feel like you have smol brain instead of have weak character.
It's also incredibly high quality, and feels like it is literally an extension of the base game. Not only does it play well and introduce fun and creative content, but it also feels like one of the original devs could have worked on it.
My only realy complaint is that for a myriad of reasons, the 1 hp fights starting bonus feels like it is obviously better than every other bonus, but like... weigh that complaint against all that ^^^? Hands down the best Slay the Spire mod I've ever touched.
Much love from a player who lost a week of his life getting completely sucked into your mod.
<3
The act 4 easy mode thing might be a good idea. I'll consider this.
Also, Death Knell was bugged in this run, and is fixed in the latest patch. The first time he clicks captains wheel and it gives block, it is supposed to set the counter to 1 (which is what happens at the start of combat). the utility of this is that you can reset your captains wheel after it's used (obviously this is stronger for horned cleat because you get the block next turn, and anchor because you get the block this turn).
The way it is supposed to work with energy relics, is that it gives you 1 energy (which is not intended to be very useful, it's just a side effect of the "start of turn" effect of an energy relic). That being said, I am making some balance changes and I may change this to +1 energy per turn.
Please create an option where the starting relic gives you the Act 4 Cannon right away
Call it easy mode, I don't care ... the way it is now isn't something I'd play otherwise
49:11 Please fix Death Knell with boat relics to get the block immediately, no turn change
54:25 Please fix Death Knell with boss relics so they give +1 energy on all future turns