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Here’s the latest update on your ideas:
ah yeah, for a few of them which seem a bit strong, i think i thought of them when i was facing endless mode against big bosses who had like 100 Million Hp or something at the time
for example here:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2631769014
New Modifiers ideas:
"Rusted" = card attack & block values are reduced by 75%, but then apply 10% of the final value as Poison to a random enemy (+1 poison)
"Symptomatic" = This card costs 1 less to play, but you also Gain 1 random Debuff which an enemy may have.
"REV-ersed" = Debuffs caused to enemies from this card, apply to you instead (and vice versa).
"Swamping" = this card costs 1 less, but for the rest of combat, whenever you try to draw a card (but it is discarded due to max hand size), take 1 dmg.
"Sparking" = Card also deals (1 damage +1 per orb slot you have), to a random enemy when played.
"Sleepy" = Card costs 1 less, but you lose 1 Barrier or 1 Intangible, or 1 Blur. (if you did not have any, Prevent the next 1 Barrier/Intangible or Blur you would get).
"Arcing" = if this card is an attack, it deals bonus damage to another random enemy (at 10% of that damage), for each other enemy. BUT if it gave you block, a random enemy gains 10% of that block, for each other enemy.
+
"Curing" = IF you have a debuff, card also randomly removes 1 of your debuffs. (if not, gain 1 Temp HP)
"De-Toxifying" = IF you are Poisoned, lose 1 gold per potion you have, and then lose 1 Poison per potion you have.
"Soothing" = IF you are Burned, lose 1 gold per potion you have, and then lose 1 Burning per potion you have.
"Hardening" = IF you are Vulnerable, lose 1 gold per potion you have, and then lose 1 Vulnerable per potion you have.
"Strengthening" = IF you are Weakened, lose 1 gold per potion you have, and then lose 1 Weak per potion you have.
+
"Spark-Shield" = gain Block equal to your (current Energy +1)
"Strike-Shield" = gain Block equal to the number of (Strikes in your deck +1)
"Power-Shield" = at the end of your turn, gain Metalicise equal to (Powers in your hand +1)
"Fume-Shield" = gain Block equal to the number of (Exausted cards +1), but Everyone gains 5 Poison
"Ethereal-Shield" = gain 1 Intangible equal to the number of Ethereal cards in your hand, But draw 1 less card next turn for each Intangible you have.
"Fog-Shield" = gain 1 Blur equal to the number of Defend cards in your hand, +1 Block, But you cant see enemy intended actions next turn.
"Orb-Shield" = gain 1 Block for each of your Orb Slots +1
+
"Thieving" = when you play this card, also steal (gain) 1 Gold per enemy.
"Stealing" = when you play this card, also steal (remove) 1 vanilla Buff from a random enemy, and Gain it yourself. (vanilla only as it might crash modded buffs like shadowverse?)
"Smoke-Snatch" = Gain 1 Gold for each enemy, multiplied by your (Blur value, +1 Gold)
"Alchemized" = Cost of card is -1 less, but Lose 1 Gold for each card in your hand. Then create a random potion.
"Arti-Fractured" = Gain 1 Artifact, and then make 1 random enemy lose 1 Artifact for each Artifact you have.
"Arti-Force" = Gain 1 Artifact, and then Gain 1 Strength this turn, for each Artifact you have.
+
"Shield-Compress" = Reduce your current Block by 20%, gain 10% of the reduction as Metalicize.
"Phasing" = Reduce this card's Attack or Block by 50%, at the start of your next turn, Deal the 50% damage randomly, and gain the 50% Block.
"Rippling" = this card's attack and block values are reduced to 25%, but at end of your turn, gain/randomly deal the remaining 75% (+5% extra for each enemy, rounded up)
+ greets to paradoxica
The rest of your ideas I don't find them fit nicely in my mod, so I'm sorry that I might not include those. Anyway, thank you again for your suggestions and have fun!