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Regarding the cards: personally, I use rogue bombs and the movement cards (that shuffle enemies around) quite a lot. But yes, the synergy between mage and warrior is definitely strong — in fact, pairing this class with a mage ally works really well too 😂. Still, I’ll take a closer look at the rogue cards and see how I can balance things to make them more worthwhile picks.
Once again, thanks a lot for taking the time to share constructive feedback. I’m really glad to hear you’ve been having fun with the class! 🎉
About the Boomerang: in my tests it seems to be working fine. When I first set up that effect, I had quite a bit of trouble (since there’s a whole family of cards, from common to rare, with the same behavior). I just tested it again and everything looked normal, so I’d recommend uninstalling and reinstalling the mod to see if the issue still happens on your side.
As for fragments carrying over to future turns: that was always the idea. When I was designing the mechanic, I kept thinking how sometimes you generate a lot of shield in a round, but it just goes to waste if no enemy attacks. So I created fragments as a way to “save up” that extra energy — to stockpile during calmer turns and have some left when things get tougher.
...
It's been a couple weeks since i've played the game, but i think this class has access to the three base class card pools? I almost never saw a reason to choose a rogue card. The synergy between mage and warrior were too strong for me to choose something else. That's not necessarily a sleight against mage/warrior, but i wish there were more payoff for rogue cards.
Life piles up sometimes — boss on your back, bills due, internet dropping mid-match, cold coffee, missed bus, bad gacha pulls, that promotion that never lands, a heart not cooperating. When the tide’s rough, anything becomes a target — even a mod. I get it. Just a reminder: this too shall pass; today feels bitter, tomorrow can be lighter.
Anyway, the mod is free and it’s OPTIONAL — use it or not.
Constructive feedback is always welcome; if what you need is to vent life’s frustration, I recommend therapy. Seriously — it helps, and it keeps reviews from turning into catharsis.
Wishing you calmer days and good runs. If the mood shifts, maybe give it another shot — or just play what makes you happy. No hard feelings.
Design note
The core loop is self-damage → extra mana (“Equivalent Exchange”). You can (and should) use Block/Shield to absorb that self-damage so you can bank the bonus mana and spend it when it’s most useful.
About the cards you mentioned
Hot Potato — On my end it’s behaving as intended: the card applies the hot_potato Influence, which is what drives the effect, and the card is marked Strain (not Exhaust). The draw effect also triggers normally here.
Thoughts & Slayers — This one was modified in my build. It no longer spends HP; it costs mana only, so the original “Freeze if you can’t pay HP” clause doesn’t apply.
Again, thanks for the notes.
I found some combos that was pretty cool but it was limited by what I said before.
Here are some mistakes I found :
- Hot Potato : It's written "Exhaust" but the behavior is like "Strain", also, the draw effect doesn't work
- Thoughts & Slayers : Talks about "If you don't have enough HP you get Freeze" but the card never mention about paying HP
Great job on this!