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单靠叠 魔力增幅 通关不推荐,魔力增幅起防效率很低,高进阶生存能力弱,即使有胸针+法术链接打心脏都有点危险。输出上也不如魔力残留叠伤害倍数和 瓶装的幸福 。
以上发言仅代表个人理解,我是彩笔,希望各位伊厨们都能够体验到该mod的乐趣。
另外魔力残留为输出核心的打法我在b站有投稿,感兴趣可以看看
启动金这方面只能说不要太早进商店,论后面赚钱的速度还是略快于原版的,而且友谊的见证简直就是一费打钱,前期拿到很爽了。
瞬发 这个机制一般也不会作为牌组的核心,单这一个机制用来打怪确实启动不起来,但是用来补补防御和伤害就很好用了。比如 魔女的长袍 这张牌在一层是很无敌的,打三柱只要不沉底就没战损,敲过后打乐嘉也是非常好用。
时节 机制初始遗物有解释:你每走一个楼层时节加1,相当于于月份会在1~12循环。
友谊的见证 的机制写得没问题:每个循环触发一次获得遗物,你如果只是在相邻两个循环来回切是不会触发的。也就是说,如果你想获得第二次遗物,你得想办法前进12个时节进入下个循环春。
千万不要碰瞬发!!!不然你就会体会到什么叫打个小怪都得启动几回合。
老老实实叠魔力增幅打数值得了
另外,建议那些烧牌的卡改下(自我保护,岁寒之类的),优质的单烧就是能自选能选0张,稍微次一点的就是不可选0张的自选烧牌,再次一点的是随机烧牌,而你这种属于强制随机烧牌,属于是我变牌不小心变出来都得SL不拿的水平。
然后个人觉得这个mod还是挺精良的,豪玩!
Bottled Happiness never actually triggers; Had an issue where regen would never proc either at the end of turns, though for some reason plated armor would. (Though that was with other mods active.) Lost a couple of runs due to this T.T The cards seem interesting, but it's painful to keep trying new ones without knowing if any will work.
The diary itself and the ways in which you can interact with it are brilliantly designed. Useful keywords, reasonably distinguishable art, nifty card effects, mostly fair power level, a tricky learning curve but equally compelling.
A few kinks to iron out:
1) Magic Diffusion
Sometimes only 1 or no cards gained instant. Couldn't figure out why. Might be related to the seasons that you record when combat starts.
Also not a great feeling when it chooses statuses or cards with exhaust.
2) Bottled Happiness
I don't think a huge payoff like this can exist because some late-game enemies gain lots of strength. It practically shreds act 4 and the act 3 bosses by itself.
3) Starter Relic
Any reason why you shouldn't trade it? If trading breaks the diary or seasons, look into mods with similar mechanics that made them work without tying them to a relic.