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Currently the mechanics are:
Flipping (main mechanic)
Explosion
Dazeds
I think an easy mechanic to add would be some kind of thorns mechanic themed after spikers, which is already sort of implemented. However making thorns interesting is going to be a challenge, as the strength of thorns varies greatly from fight to fight. I don't think its good to just throw in as is.
So I propose a different power: Retaliation! (or you can call it whatever) At the start of your turn, deals damage to all enemies that attacked you last turn. Whenever you lose hp, reduce this by the amount of hp lost.
The idea was to make the power act the same whether the enemy is multi attacking or not, so it's strength remains the same regardless of which enemy you are fighting. I also thought making it get reduced this way would make it easy to lose all of your retaliation, but also possible to not lose any for the whole fight so you can stack it to the moon. I also put the damage at the start of your turn so there's no overlap with the explosion mechanic.
You could also add a similar power that grants block instead of dealing damage, and that could be spheric guardian themed!
But i think we need one more mechanic to really put some juice into the mod. sentries are just worse repulsors, and theres nothing very interesting to take from bronze automaton or donu and deca. But then I remembered orb walkers exist! The vibe I get from these guys is that they just build up heat with every attack, gaining more strength and more burns and getting hotter and hotter. Maybe they can't overheat, but since we are just a little repulsor i don't think we will fare too well.
My idea is that there should be a big difference between the senty/repulsor cards that generate dazeds and the orb walker cards that generate burns.
Orb walker cards should be aggressive cards that deal big damage, exhaust cards, add burns to your hand, and scale quickly by gaining strength or something. You could even make a card that upgrades all burns for +2 damage >:)
But the sentry/repulsor cards maybe could be more relaxed and defensive by providing big block, card draw, debuffing enemies, and energy gain, but at the cost of adding dazeds to your draw or discard pile.
To really make the difference between dazed and burn more apparent, there should be a couple cards that draw x cards, and draw 1 more card for each status drawn this way, thus negating the downside of dazed but you still take the burn damage.
Lastly, I want to say you shouldn't be afraid to add a bunch of "normal" cards that aren't directly part of a mechanic to the pool, as long as they have a clear purpose. For example defect's leap, boot sequence, and self repair all help the character avoid taking early damage while they play their key powers. So you should try and figure out key issues the character may have and create normal cards that help with that!
I won't be able to implement any changes for now, but I'll work on it and see where it goes!
Marked cards (common relic): At the end of your turn, Flip all unplayed cards that were in your hand.
Gunpowder (common relic): Start each combat with 14 Explosion.
Card Trick (uncommon relic): Whenever you Flip a card without playing it, Upgrade it until the end of combat.
Sleeved Card (rare relic): Gain 2 Block and deal 2 damage to a random enemy every time you Flip a card.
cartoon bomb (boss relic): At the start of your turn gain 7 Explosion.
Old Card Shuffler (shop relic): Draw 1 additional card per turn, Whenever you shuffle your draw pile gain 4 static.
Detonation switch (shop relic): Whenever you Play a Flip card gain 3 Explosion.