PlumBrake

joined 4 months ago
[–] PlumBrake 2 points 1 month ago (1 children)

I never said that everyone has all of these, I'm saying that warrior doesn't have any of it. If he just have one or two good cards such as heals, his tanking would be much more consistent. If we compare to someone who can consistently generate heals and shields, plus other cards like ranged, they can overall save a lot more HP compared to warrior. While monk needs to kill normal enemies, once that happens you have those cards forever until used, making it very consistent. With combo decaying it's much more difficult as floors don't have that many fights to maintain combo. You are very biased with warrior it seems?

[–] PlumBrake 2 points 1 month ago

Oh she's definitely excellent with a dagger, the reposition + invis makes her a strong rogue! It's just that we need a lot of luck to find her good cards, and we might not find them which makes the class inconsistent. Feint is not terrible in a vacuum, but when compared to challenge (and other good abilities from other heroes) I personally think it's inferior, and the cost is too high. Challenge's heals, cheaper cost, blink, and insane crowd control is hard to pass up especially for Yog doom slayer, I had the most success using this ability on high challenges.

And yeah I agree warrior is unloved :(

[–] PlumBrake 2 points 1 month ago (9 children)

I think the biggest problem with warrior is that he has almost no good cards in his deck, even without FIMA/Pharma/Barren. No movement until leap, no heals, no dodge or invis, no good range like mage and huntress. Essentially, for the most part in the game you just... walk and hit things, and with him having the lowest effective HP in the game, he can't survive well. If we compare monk with gladiator, we can see that monk can do chasm kills, can dash to reposition, can heal and parry reliably without maintaining combo.

Warrior damage might be decent, but ultimately if he waste turns to reposition manually, if he needs to run to recover health, his damage output is much lower than expected. Not to mention, a lot of his damage boosts require strict conditions like constantly getting hit, the 50% boost is not immediate and it has a cooldown. I find that the other classes don't really need to invest in much damage, DoTs and bows scale, and they can do chasm kills among other things, but when they invest in damage such as fireblast mage, they can deal more damage-per-turn than warrior + they're much tankier with shield and heal. Cleric also doesn't need to invest as holy spells already kill lategame undead and demons.

It's not that I have a bias against him, but I've played and compared the characters with and without challenges, and I just think warrior performs the worst. He really needs a buff, and if he's your favorite character then that's good isn't it? I feel he needs more cards, and if you don't like the cards you can avoid using them.

[–] PlumBrake 1 points 1 month ago (1 children)

Exotic recharge scrolls will refill your tome!

[–] PlumBrake 2 points 1 month ago

It's not S-tier but personally I have a good time with Warding specifically because they provide vision and burst damage. The sentry minions suck though and they die too quickly, it's mostly used for the damage. Warding's battlemage and elemental burst is also 100% useless and it's never worth imbuing. Maybe this wand is A-minus tier.

As for darts I recommend incendiary at least, it's the most cost effective option, but yeah darts are generally awful and not worth the expensive gold + seed.

[–] PlumBrake 9 points 1 month ago* (last edited 1 month ago) (2 children)

At 6 challenge it's possible to have very high winrate without haste ring! Just don't take barren lands, pharma, and no-armor, as these challenges eliminate most options in the game. If you google "Shattered PD Challenges", the first result says that they suck :/ Other roguelikes such as Slay the Spire have challenges that mostly buff enemies and nerf specific things without removing them, but on this game they just remove most of your cards entirely...

With barren lands off, you can plant seeds against champion crabs in the sewers. Dews provide extra heals against bad luck, and it prevents Warden, Blandfruit room and Wand of Regrowth from being "dead cards". With pharma off, you can use potions as food. Flies are now worth fighting, and the shop has heal potions instead of selling useless drinks, and there's more fun alchemy options like aquatic regen, shielding and regrowth. With no-armor off, close-range weapons become usable, most weapons are close-ranged. This challenge eliminates more cards than you think, as without armor you are forced to find rare ranged weapons like glaive, whip, wands. No-armor also strips away minions like living earth and prismatic image.

I've won several 9 challenge runs, but it's not fun. You do need RNG to find either haste ring or flow glyph, and other movement options like chains, because no-armor removes all the close-range cards except vampiric. Without seed planting, you don't have any cards if you meet early blazing crabs. Some classes have extra cards like invisibility and ranged, but for characters like warrior you just... die.

I feel these challenges need rework... Barren lands could instead have rot lashers in grass tiles, to make seed and dew gathering costly. Do you burn grass tiles, or use your resources to find seeds and dew? Pharma could instead cut potion heals by half, but also poison the hero for a long duration, so you gain no healing from them. But you can use mageroyal or purity potion to get rid of the poison, making healing costly. No-armor could instead halve your armor effectiveness, so it's still possible to use close-ranged weapons and warrior's armor seal. Adding a 10th challenge afterwards that buffs enemy movesets/stats would be more fun, and this gives 9 challenge players like myself something new to do :)

[–] PlumBrake 2 points 1 month ago

Prismatic is one of my favorites! Though I think the damage is too low compared to Warding which has similar vision uses. Prismatic's battlemage and element burst effect is also terrible, but it does have an edge in preventing ranged attacks with blind and having a torch + examine effect, I think this wand in particular is between B and A tier.

[–] PlumBrake 1 points 1 month ago

Evan please read this, I enjoy representation with the duelist and all, but saying that a game with only white men and girl is "clearly bad" is very off-putting, even if you didn't mean it that way. This game has a lot of russian and asian players, which tends to avoid LGBT pronouns, and I've seen people start to correct them online to use they/them on cleric. This starts to cause drama on group chats. I am personally fine with cleric, but I think it's best not to go too far like Sony's Concord, as this issue tends to kill games.

[–] PlumBrake 2 points 2 months ago

I've noticed it too. Most trinkets are definitely a beginner trap as you've said, they need to spend energy on alchemy recipes instead of using all their energy on "just for fun" trinkets. For advanced players, energy economy becomes very important with challenges, I squeeze every energy I get from profitless items like stone of intuition's second use, detect magic, certain seeds. There's no room for +3 trinket energy, I often keep them at +0 and energize it later, or immediately throw it away if it's harmful.

[–] PlumBrake 5 points 3 months ago (1 children)

So the tome is an artifact, and you use talent points to learn new spells for it? That's very RPG-like and I love it, seems like it's going to be a fun and creative class like duelist collecting weapons and switching abilities.

[–] PlumBrake 1 points 3 months ago (1 children)

I never said that "changes are not deliberate". I'm only saying that, in my opinion, the original clover's high rolls to the hero probably shouldn't happen again.

[–] PlumBrake 1 points 3 months ago (1 children)

If we think about it, during early floors where parchment is most helpful, it's very difficult to immediately pay the 51 energy cost unless you throw all your useful scrolls and potions immediately, which is too dangerous especially when playing with challenges. But if you keep it at +0 you'll end up encountering more curses, which also makes things difficult. By the time you reach the prison's alchemy room, you could pay the 51 cost, but by then you already have plenty of remove curse scrolls from drops and shops (which guarantee RC scrolls), and you might've encountered anti-curse wells too. By the caves, I have my final gear already, so parchment became useless starting from here. So for me personally, the 51 energy is terrible and could be used for many other important things, curses are never an issue in my games but that's just my personal thinking.

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