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About Tempvirage

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  1. Well it looks like some of this was taken into consideration as counter damage doesn't scale off of power now, so that definitely brings down Sal's power level and being unable to stack tons of defense but still hit like a truck.
  2. I mean, it's something you could definitely hold over someone's head in a conversation as a way to manipulate them into doing something you want. So maybe?
  3. I still don't know if the new card art is any better. With Smith, I expected the art because so much of his art has him doing ridiculous things. With Sal... not the type of character I took her as. Other than Thirst, her card art isn't really wonky in the same way Smith's is.
  4. Can we talk about some of the card art and how good it is? The card art and characters in Griftlands have so much personality. Of course there's some cards that aren't great (Lacerate and Hemorrhage comes to mind) but there are so many that are just hilarious. My personal favorites (but not all; too many to list) are Burn, Headbang, Weakness: Inflammable, Good Impression, Power Through, and Dumpster Dive. I love the idea of Rook just taking a moment to Headbang mid argument to get himself hyped up before unleashing a bombardment of swears in someone's face.
  5. That's kinda where I'm at currently with Prestige. I don't really feel like playing Rook and Sal's campaigns 8 more times each just to unlock the higher prestige modifiers. Mostly because there's nothing at the end of that road currently. Granted, the effects are cool and some (50% healing on rest) actually affect how I play, but otherwise, it feels too slow of a ramp up in difficulty. But... it's also keeping me busy to build up to a higher level where (hopefully) I reach a point where I'm satisfied with the challenge so I probably shouldn't complain. It's a lot to ask, but maybe adding a final outfit to P14 or even P10 or such would make it feel more satisfying to grind out 10+ runs. Or maybe lock new but really silly mutators behind prestige. Something like "All card costs are random" or "Bosses are completely random". Imagine rolling Kashio as the Night 1 boss. :P
  6. Nice. Any difficulty modifiers are welcome. I've only had like 2 misclicks ever caused by formations overlapping but any QoL change there is welcome.
  7. I was judging Burst from the perspective of single card strength, not strength of synergy. Otherwise I'd definitely want to rate Cataclysm higher. It seems like such a cool card but it requires too much compared to ultra strong single cards like Sear. Lacerate scales off of itself and stacks effects with every other bleed card, and it encourages that being @1 cost.. Burst requires setup with at least two other cards to really get much out of it, and the cost being @2 really hurts it up until you can get Footworks or AP grafts. Uppercut is another card that I actively avoid because in order to get a return from spending that extra 1 AP, you'd need to play 2-4 attack cards to compensate for its cost an effect. It's a good card to target with something like Concentrate but... that's entirely too random. And again, you're then having to play a 3 card combo to get the same benefit out of just playing all your 1 cost attack cards across 2 turns. It really only pays off on the turn you play it if you have 5+ AP to spend and have it in hand to start the turn with. Having to draft 3 cards to get proper synergy out of all of them doesn't feel great when you're trying to keep your deck thin, unless you manage to draft that exact combo using the veteran setting. Granted, the power curve might end up higher by doing that, which it should given it takes 3 cards to make it work, but I don't feel like most enemies match that curve. That's all I was trying to convey. I think the strength of some single card effects are powerful enough to discourage playing around trying to draft the bigger, riskier combos. I don't really want to say it... but I feel like doubling the default AP # to 6 and doubling the cost of all cards (except for 0 cost improvise cards like Blade Flash or cards with downsides like Duster), but also increasing all enemy base damage by 1-2 and increase their health by 30%? could be a fun way to adjust card strength across the board. It'd also bring Footwork/Gun Smoke and AP grafts closer in strength to ability cards and utility maneuvers like Concentrate (In its current state it feels practically worthless to me. Then again, just making Concentrate an improvise and letting me select 1 out of 3 random cards in the draw pile would make it great.) Really my only gripe with battles is it really doesn't feel satisfying to play 1-2 cards a turn and pass, which is usually the case for your first or second turn if your deck centers around abilities. Setup turns like that become risky (and punishing) on higher prestige.
  8. I've actually never drafted Crushing Blow outside the initial 10 card draft with Veteran on P0 runs solely because its cost is too high and by the time it shows up, I likely already have 2-3 2+ cost cards and I don't want to draw dead hands. I'd much rather draw a 2 cost ability that I can set up with a cheap 1 cost attack or maneuver than have a 3 cost card that just delays the fight 1 turn. I'll have to play a run and see if it's worth taking over the other offers at higher prestige. It's probably really good with Footwork but I think that goes for any 2-3 cost card, as long as your deck only has 1-3 cards that cost as much. It's just a repeat of the idea that action point gain is the strongest card effect in the game, and as such Footwork/Gun Smoke are auto-picks. Kidney Shot's strength is that it gives you two turns to play your hand against 1 enemy, or gives an opportunity to stop an attack and whittle down (or kill) another enemy simultaneously. Compared to Kidney Shot Crushing blow is free damage, sure, but you're forced to discard the rest of your hand with it. That drawback seems really steep.
  9. Spicy over here single-handedly wiping out the Admiralty presence on Havaria. I'm more amazed 9 people were still alive to love Sal after that.
  10. So... now that a rough date on release is planned and the mechanics are mostly set in stone, I thought I'd compile a list of some of the strongest combinations for each hero and how I've found they impact the game. Standard disclaimer: I have only been playing since April and have not reached max prestige so my experience is not all inclusive of what the game offers in full. I'm currently only on P6 for Sal and Rook, with several additional runs on P0 done for play-testing. I am not advocating for any mechanics to change, I'm just putting down in writing what my general impressions of the game and battle system are, and the strongest card combinations I've found and how they compare to the other 95% of cards. That said, I've spent a crap ton of time examining the game and compiling data to expand the Gamepedia Wiki for Griftlands so I've seen/experienced more than most. --General Gameplay-- Sal and Rook's campaigns feel very different from each other. I was extremely happy to jump into Rook's campaign after beating Kashio the first time, thinking I was hot ****, only to have Grout Bog put me face down in the mud several times. Holy crap Bossbit and Flekfis can be a rude awakening the first time fighting them. In contrast, at lower prestige Sal's campaign really doesn't feel like a rogue-like much at all. There aren't really any random events that just... hinder you as a player. You're almost always given an option to either ignore an event or choose a beneficial option once you know what different selections result in. Compared to games like Darkest Dungeon and FTL, there don't seem to be any events thrown at you that are specifically meant to screw you over. It mostly boils down to weighing your deck strength against the idea of "Can I afford to lose health to survive this and the boss" and "Does taking this item give me enough strength to outweigh whatever health is spent getting it?" I don't mind that design choice, but the game overall really doesn't feel rogue-like in the same sense that other rogue-likes I've played have felt. There's rarely any "oh ****" moments where a 50-50 or RNG based decision gets you hurt or really puts you in a bind. The only event close to that I can think of is Rook's 'misty walk' event where you either take on a status card or lose some resolve... which is hardly threatening. The story focused elements of the game are its highlight to me. The writing is witty, compelling, and interesting. It certainly shows that the game was initially pitched as an RPG and that concept has bled through to its current state. The take-away for me so far has been not to expect Griftlands to be a downright dirty 'you're going to regret that decision' rogue-like, but rather a deck building game with a good story and some light rogue-like elements where your choices open up new story elements and character development. Exploring the dialogue options and trying to piece together how some decisions affect the story is really satisfying to a player like me. Enough with that for now, though. Let's talk about battle. --Sal-- Sal has many fairly powerful options and build paths you can expand upon depending on what cards are offered. It's also very easy to earn shills for her to buy cards so her options increase quite a bit if the merchants are feeling generous. Overall, Sal's campaign feels good to play as power gains are noticeable and steady throughout a run, though most enemies don't seem to match that curve besides maybe Kashio or Oolo. It sometimes feels like it's all too easy to murder everything in your way and challenge really only seems to come when intentionally trying to force enemies to surrender to avoid Banes, as overkill becomes an issue with bleed and counter. Knowing what enemies give what banes, however, allows you to avoid a lot of issues and can result in you freely killing enemies that have banes you don't care about. Sal's biggest strengths seem to lie in being able to easily stack defense with counter or bleed damage, or otherwise potentially gain an obscene amount of burst through the use of discard, wound, and ambush cards. However, her 'specializations' could lead to situations where normal enemies present very little challenge, but bosses with special mechanics completely decimate a run (I'm looking at you, Hologram Projection Belt Kashio). Kidney Shot is rare, and for good reason. Extremely powerful 0 cost card (when upgraded) that essentially lets you do w/e you want for 2 turns unless facing crowds. Sal's High Points: Sal's Low points: --Rook-- Rook's Parasite is a small hurdle to jump but under some circumstances you could reduce your max hp to 10 and it wouldn't matter due to almost no enemies in his campaign having pierce attacks (I assume this design choice is intentional, and it makes perfect sense if there's no infinite to exploit). The free defense from spending charge makes his lower overall defense gains from maneuvers even out. Annoying to hatch but powerful once acquired, Bog Doom and Bog Down are worth acquiring if given the option. There is one slight issue of Rook having many, many cards requiring charge as a resource but he only has 2 cards that reliably build charge without additional requirements (Induction Blast and Crank), and that's if you get offered Induction as an upgrade (43% chance). Otherwise, you're stuck building it 1/turn only to spend all of it on 1 card, and ~20 cards require either multiple charge or full charge to be more useful than your common Sear, Burner, etc. Rook's High Points: Rook's Low points: --Final thoughts-- The card pool is large enough that any one of these combos can be difficult to pull off. That said. action point gain is significantly stronger than any other card effect (as is expected when the base action point pool is so small). Combined with any of the grafts that grant extra action points, it's almost too easy to end most fights before any significant threat is posed to the player. Status effects inflicted on the Hero can mostly be completely ignored, with really just wound being the only threat to a player. Progress in a run feels significant, with the power curve being noticeable between days 1-2, 2-3, and 3-4. However, certain cards are significantly powerful on their own, while most other "powerful" effects require 3+ cards to feel just as impactful. Most cards can/have to be passed up in favor of focusing on specific effects or strategy. There's almost never a point where taking some of the rarer but unique cards pays off over the more powerful (but often expendable) common cards. This mostly feels like it comes down to the fact that battles rarely take more than 3-6 turns, thus expending low cost but powerful cards is how most runs are played out. Letting fights drag out longer just results in the player taking too much damage, as healing is either very limited or expensive. Certain card rarities and their synergy requirements significantly impact their usefulness and makes it so the player is forced to either draft a deck using Veteran with these cards, or completely ignore them in a normal run. I'm done writing now. If anyone read the whole thing, kudos and thanks to you. Let me how your experience has differed from mine. TLDR: Tempvirage's Top 10 Cards for Sal and Rook: Battle feels good. Cards costing 2+ are risky to play even on P0 without AP grafts or Boons as they essentially skip your turn. Most common and uncommon cards are straight upgrades to base cards. 9/10 Rare cards feel bad/synergy requirements feel too steep over the more powerful common/uncommon cards even when the lower rarity cards have Expend, unless you draft a specific Rare early using the Veteran mutator and are able to build around it. Some exceptions I found were Boulder Stance, Kidney Shot, Amplifier, and Wildfire. Most abilities are worth drafting early if you have time/health to spare to play them or can build around them. Stun is such a powerful effect it's worth drafting every time (except maybe crushing blow).
  11. lol Smith looks like he's trying to play a superhero with that scarf. I can imagine him getting piss drunk and trying to fight but having that scarf get tied up around his arm or something (thinking of hurricane) and tripping him up.
  12. @RiC David I know it's kinda resurrecting an older thread but I've been mostly just exploring quest dialogue the past week or so for character backgrounds, and there's a few choices that really hurt to make but it definitely compliments the game and the writers that making simple choices makes you ponder "Is this worth doing for a quest reward?"
  13. Adding another fun one. Not sure if this is the absolute max damage possible but it felt like it. Took every negotiation attempt I could and used Blacklist in every fight (pretty sure I didn't miss anyone).
  14. Just did it for science and it just skips the fight you otherwise would have against your frenemy and gets you hated by both Fellemo and Kalandra. Double dipping on boons isn't so bad since it only affects 1 fight but it also changes the ending.
  15. I still have yet to play Darkest Dungeon but the narration is incredible and really adds to its story telling. Griftlands has a more engaging narrative from what I've seen, though. The writing is solid and leaves enough questions open to drive player curiosity. I tried playing a few runs in fast mode and I had to turn it off because I was afraid to miss new details on alternate paths/quest decisions I would otherwise have not seen. Rook's story in particular changes drastically depending on who you help and in what order you do your main quests.