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About flaminghito

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  1. I think "mark stun as a debuff" might have stopped stun from working entirely? At least that's what I'm seeing in Experimental.
  2. Thoughts on card balance

    I agree with a lot of this. While most of what I'm going to say is in my P6 LP, worth writing down where I agree and don't because I think this is a really solid base to start from. Boulder stance: agree, it's one of the strongest cards and could stand to be toned down. Maybe make the decision Pale vs. Ambush or something, instead of 1 vs 2. Not sure which card you're referring to with "Bolster", so ignoring that one. For official papers, I think the biggest mark against it is that Negotiation is so easy you would always prefer a Battle faction card than a Negotiation one - I think that they should probably just all be made battle cards, tbh. But yes, even among special negotiations this is a stinker. Scatter - maybe this is also experimental, don't recognize it either. Feint - I think Feint has some pretty powerful upgrades (the heal and cleanse ones) that I want to keep until the end. I do think with the Fatigue change it's probably worth re-evaluating whether the xp cost can do down. Totally agree re: Alleviate. Agree that Calm is strong relative to other composure sources, but composure in general isn't the strongest thing so I don't think that's so bad. It does seem reasonably thematic that Diplomacy gets inherently better Composure options than Hostility. Agree that Cynotrainer seems bad even in Discard decks. One or the other should be non-random on the base card. Agree Obtuse/Attitude being identical is weird. Agree Gouge is nigh-superfluous. Would be interesting to make it a weak piercing attack instead, so you had something for robots. re: Barnacles, I think it's maybe a little better to get the action but scaling is not to be underestimated for long fights, esp. with multi-hitting enemies. Though it could probably stand to be a +2 bleed increase instead. Disagree on 2's being inherently kinda bad. Looking through my unlocks - Cross is fine, Barnacle is strong, Muscle Memory is situational but good with some decks, whatever that one card is called that applies bleed then does bleed based damage. You probably need an energy boss relic if you have more than 1 or 2 of them, but that's no big indictment imo. I agree with almost everything in your "other" section. I will say the Bartender is not so much "it's borderline impossible to beat without a specific way" - I think both hostility and diplomacy have pretty much "one true deck" at present that only uses 1-2 manipulation cards beyond the starting ones, so my decks are usually bartender safe - as much as "the existence of Bartender makes a lot of purple cards unplayable, and means I will virtually never experimental with manipulation based combos as the core of my deck". So it's still really bad because it limits a huge variety of stuff, but I think the bog-standard "just pick the good cards in your color" decks do fine into it. Just a shame that there's such a powerful incentive to never try anything new.
  3. Winning Deck Archetypes

    I agree with Coolest that Discard seems right up there with Combo or Bleed, but really I think the main takeaway is that Battle decks tend to be pretty fluid. I usually have two themes out of "stack bleed / use combo / discard stuff / turtle and counter / fire off one big turn." I think Sal's Daggers kind of trap people into thinking of that binary instead of drafting more generally, and it doesn't surprise me that "mixed" is the top. As for negotiation, I actually think Hostility is stronger, but it requires you to be pretty discerning about your card balance since it relies so much on Evoking. So maybe the stats just reflect that difficulty.
  4. I think fatigue is great. The point of these games is to promote meaningful decision making under scarcity and risk. If you can reach a holding pattern where you just need to click around for guaranteed powerups at the cost of tedium, it's not a meaningful decision. There's no point in having card upgrades if you can get them all upgraded for free in the first low-damage fight you find, and I like that this change allows them to improve some defensive options. If you just like watching your power increase in a safe way, there's nothing wrong with that, but roguelikes just aren't the genre to scratch that itch - it would trash the entire dev philosophy to have that sort of thing. Nicholas Feinberg has a great talk about exactly this issue: This is a case study about exactly this issue, of what a hypothetical optimal player can do in risk-free situations. There's a lot of history supporting Klei's decision here.