Monster Train

Monster Train

Unofficial Balance Patch
Rising_Dusk  [developer] 31 Oct, 2020 @ 10:42am
(v1.0.2.0/v1.0.2.1) Balance Discussion
I decided that I would take a few minutes to explain the highlights and justifications for each change that you're seeing with each patch that actually changes balance. If you have any questions about what's here, just ask!

Welder Helper

One of the most efficient cards in-game, Welder Helper has been overperforming ever since Shiny Shoe made it apply Armor 20. I dialed this back to Armor 15, and it now feels in-line with the rate you'd expect for 1 ember and 1 space on a floor with the possibility of Endless.

Imp Parade

The previous iteration of this applied health and Multistrike 1 at all ranks, and was overperforming into Ring 3 with those stats on Imps. Similarly, it was overperforming with Impish Scholar, as it summons out an Imp-in-a-Box. This version dials back the pre-Ring 3 buffs while just outright adding the created Imps to your hand to avoid allowing Imp builds to go too insane too quickly.

Rootseeds

Both Hollows and Edge Prior are completely useless in core Exile Awoken because this card has no healing component. Adding a 1 heal to this changes very little about the normal way you play it, but opens up Rejuvenate triggers and Edge Prior as viable picks.

Perils of Production / Ember Cache

Perils of Production is 9 times out of 10 a prospective pick that you anticipate being useful later. Rarely is it immediately impactful when you can't effectively use the energy it provides before you get into more card draw. Swapping it with Ember Cache maintains this common slot as synergizing with energy builds, but allows Perils to be drafted later in the run once you've picked up a few Emberdrain cards or have more expensive cards to play.

Cave In

The original version of this card is detrimental in most cases and is rarely actually useful. Some very common feedback from my Umbra changes previously had been that Emberdrain wasn't present enough at the Uncommon level, and there was an opportunity as well to give Umbra a means to actually interact with backlines in a floor. The resulting rework here slots very effectively into Umbra's toolset and creates very interesting play when you decide if Emberdraining your own floor to Daze enemies is worth it.

Shadowsiege

Literally unplayable in core without Sketches of Salvation or Volatile Gauge, this card is now an actual take with a downside that can be played around. These changes further the Emberdrain archetype while creating a mid-combat balancing act of how much work you want Shadowsiege to do versus how much Emberdrain you can realistically sustain.
Last edited by Rising_Dusk; 1 Nov, 2020 @ 9:43am
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Showing 1-6 of 6 comments
Rising_Dusk  [developer] 1 Nov, 2020 @ 9:42am 
Just some quick updates on v1.0.2.1.

Awoken Hollow

I've received lots of feedback about this unit from multiple sources, which led me to explore increasing its Rejuvenate effect. Generally speaking, if you have 30+ regen then the Hollow can beat Seraph regardless of this buff, but with the buff it can now actually threaten heavies if you ramp it fast enough. This makes the card substantially more attractive in more runs without really changing its boss-killing ability.

Ember Cache

A number of folks were testing this at the common level and found that the lack of an immediate effect caused it to be extremely underwhelming when it's forced into your run. I explored some options, such as adding an Excavated Ember to your hand, but most options like that resulted in too easily reaching an infinite. I ultimately settled on the Ember Cache "exploding" like its lore tooltip describes, doing some AOE damage with its consuming. This doesn't suddenly become a great backline plan given the Consume and 1 energy cost, but it gives it some immediate oomph to make it a worthwhile early take that does decently later.

Shadoweater

In practice, the biggest failings of this card in core are the inability for it to take Quick and the demand for Morsels every turn in order to do its job. Since Umbra is generally very Morsel-hungry for its mainline boss killing plans, Shadoweater vastly underperforms more often than not. By changing it to look a little closer a normal Gorge unit but with Sweep, it's able to both take Quick and ramp up to clearing backlines after just a few Morsels rather than needing to be constantly fed. In making this change and testing, I quickly felt that its original 2 Ember cost was warranted for its newfound value, so that came back as well. I increased his base health slightly to offset the fact that he isn't healing after getting punched by heavies any more, and this amount felt right in testing.
Last edited by Rising_Dusk; 1 Nov, 2020 @ 9:46am
Never Nathaniel 5 Nov, 2020 @ 12:17am 
I had some thoughts about Shadoweater. Probably this is more work than the current solutions, but what if his text was modified to "Gorge: Add 1 Shadow Stack. Action: Deal 1 damage to all enemy units for each Shadow Stack". This makes him more relevant for relentless fights as well as giving him some decent scalability. As this is so much stronger than the current version, I would then eliminate his sustain.
Rising_Dusk  [developer] 5 Nov, 2020 @ 4:15am 
I did consider that, actually! That's functionally the same as his current behavior in the mod, though, with the sole exception that he won't trigger Spikes on enemies since the ability would be an Action and not an attack.

Also, 1 damage scaling per Gorge is far too weak to be a meaningful backline damage source and with that change he wouldn't be able to take shop upgrades meaningfully. I do agree with you about removing his sustain, however; you'll notice that he doesn't heal himself any more in the current version of the mod.
KuponutLatte 14 Nov, 2020 @ 11:53am 
Would it be possible to make Shadoweater consume morsels and perform his damage and healing effects on his Action: trigger?
Rising_Dusk  [developer] 14 Nov, 2020 @ 12:35pm 
Action happens before Gorge triggers, so you'd never be able to eat Morsels and then perform the damage/heal on the same turn. Basically, it means backlines would walk by him and he would heal on following turns after being attacked by multiple rounds of enemies. I could theoretically create custom keywords for all parts of what he does to make it eat earlier, but ultimately that'd both be too complicated for players while simultaneously being basically the same as I have him now in practice.

My current approach for this has a lot of advantages, though, that I want to make sure I clarify.
- He can actually get his healing from life steal morsels.
- He can be given Quick and use it effectively.
- He can eat Primordium and benefit from everything that Primordium offers.
- He benefits from Shroud Spike in a meaningful way.
- He doesn't require custom keywords/triggers and has simple card text.
KuponutLatte 29 Nov, 2020 @ 11:33am 
Originally posted by Rising_Dusk:
Action happens before Gorge triggers, so you'd never be able to eat Morsels and then perform the damage/heal on the same turn. Basically, it means backlines would walk by him and he would heal on following turns after being attacked by multiple rounds of enemies. I could theoretically create custom keywords for all parts of what he does to make it eat earlier, but ultimately that'd both be too complicated for players while simultaneously being basically the same as I have him now in practice.

My current approach for this has a lot of advantages, though, that I want to make sure I clarify.
- He can actually get his healing from life steal morsels.
- He can be given Quick and use it effectively.
- He can eat Primordium and benefit from everything that Primordium offers.
- He benefits from Shroud Spike in a meaningful way.
- He doesn't require custom keywords/triggers and has simple card text.

Hm...all of that makes sense. I miss how unique his behavior felt and the ludonarrative synergy that created, but the mechanical upsides you mentioned outweigh the thematic interestingness he had before.
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