Slay the Spire 2 - early access March 5th - four player coop confirmed

TBT-TheBigToe

<Rickshaw Potatoes>
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As for regent, this card;

Temp2.jpg


is overpowered.
Add a couple black holes, couple particle walls, and some other low mana cost whatever star cost damaging/defense and things can be real entertaining. Conqueror is nice too.
Hard to avoid becoming a glass cannon with all the damaging abilities you can get.
 
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Punko

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5/1 or so, one run i decided to make the greediest choice at every moment, it nearly went well

having 200 hours in the first game makes the 2nd very easy
 

Fogel

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IC 2W 1L
Silent 4W 3L
Necro 7W 5L
Regent 2w 2L
Defect 1W 7L < lol defect suxor

All played at max available ascension
 
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Gavinmad

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didn't. modding for this kind of game is something Id never really even consider. what do?
if you get bored of STS 2 but still have an itch, give it a try. It's really well balanced and adds 1 new good guy class (gunslinger) and then also an "evil" campaign where you travel the tower in reverse as bosses fighting against the heroes, and there are like 7-8 boss classes
 
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Fogel

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For the first time in both games I have at last been able to play Grand Finale.

triple h wrestling GIF by WWE
I never even selected that card. Don't sleep on Murder, I thought it only increased damage on draw during your turn, but I found out the damage increase applies to all card draw, including your innate draw each turn. With pen nib and vulnerable I did over 300 damage on final boss.
 
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Hateyou

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I did a shiv run, no extra cards unless it was shiv related. I got a replay 3 to land on the card that increases shiv damage then played the card that upgrades and plays your exhausted shivs. I had an attack on the final boss that did 18 shivs at 36 or 37 damage a piece. It was a fun run.
 
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Fogel

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Finally got some good Defect runs. Went with the draw/status card style, abusing over clock and the card that turns status cards into fuel for more draw/energy. Honestly it felt like more draw abuse then I was getting out of Silent but comparable to Necro. Icing on the cake was I got the artifact at start of act 3 dude that gives draw for every 4 cards played which was sick combined with all of Defects 0 cost cards.
 

zombiewizardhawk

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I must suck at this game. Even when I do manage to make it to the act 3 boss and feel like i'm doing pretty good on the way there, instead of struggling to them, the boss just demolishes me.
 

Hateyou

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I hope everyone in this thread who owns the first has played the Downfall mod.
They announced a Downfall expansion to their board game. That’s the first time I’ve ever seen a video game mod be turned into a board game.

IMG_0969.jpeg
 
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zombiewizardhawk

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Ended up finally winning a run last night, as necrobinder. RNG finally set me up with a coherent deck (souls + haunt + pageturner i think is the name) and everything got rolled pretty easily. Was the lizard last boss instead of the doorkeeper but doorkeeper would've gotten crushed too.
 

Hateyou

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I hate the hands-under-robe final boss that limits how many cards you can play. I don’t mind the permanent weak and vulnerable but the card thing just sucks. You spend the whole game building a deck engine only to be able to not use it on the final fight. I’ve beat her more than once I just don’t like the fight at all.
 
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Fogel

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I hate the hands-under-robe final boss that limits how many cards you can play. I don’t mind the permanent weak and vulnerable but the card thing just sucks. You spend the whole game building a deck engine only to be able to not use it on the final fight. I’ve beat her more than once I just don’t like the fight at all.

Yeah, its a mechanic that can RNG fuck you hard. Best defense against it when you find out she's the boss is build around card draw mechanics as best you can but once again you're at the mercy of RNG there as well. Perfect example of RNG fuckery is I just won 5 rounds with Ironclad going block/body slam. Didn't get a single barricade all 5 runs, but also shows block ironclad is very viable without barricade so there's that.
 

Caliane

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I think thats something that keeps me from enjoying card battlers too much. I like them, but burn out quick on them. M:TG has the same issue I think.

I like deck building, playing wild, creative decks... but, card battlers/mtg are designed with hard counters. oh, you want to play that fun deck? too bad, hard counter, its unplayable. Corruption in mt:2 for example, just kills multiple deck builds. regen, etc.

theres then this weird middle ground when playing, where you need to be flexible and not try and force builds, but also, there are builds that are just dead ends.
and I struggle with that. I often want to play cards that are fun, or interesting. or sometimes have a build in mind before I even start a run. (which trying to force will often lead to failure)

draft in mtg helps alleviate it. as the rng means its unlikely either player will have a raw meta deck.

Path of exile, or more traditional rogue likes, are way more generous in letting you build what what, based on whatever drops. rarely have lets say, a boss that auto wins against bows. so, when doing a run, you know bow is a 50% chance to auto lose, thus its never worth going bow, in the case that boss spawns in the later levels.

the predesired build versus pure rng build is a interesting element I think that could/should be addressed in game.

imagine a check box. random path, versus player choosing path.
then we make use of the "biomes". like currently for act 1 there is docks and overgrowth.
what if docks and overgrowth each had deck priorities. like, silent -docks favors shivs, overgrowth favors poison. so if you are playing silent and want to do a shiv run, you can choose docks to have a higher chance of getting shiv card rewards.
 
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Gavinmad

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Didn't get a single barricade all 5 runs, but also shows block ironclad is very viable without barricade so there's that.
You're saying a central Ironclad mechanic works just fine without running a bad card?

I'm gonna have to try this some time!