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Fading Ember is like a shiv alternative. All the synergies that I can think of (except Dead Branch) require Blood Magic first. Am I missing something there?
For Fading Embers, I'd say it's more that Circle of Embers can be really strong block in the late game for an ignite-focused deck (enough to be worth the Fading Ember it puts into your deck), and Read The Flames is good throughout the entire game (draw and scry is a powerful combination). You don't want too many copies of either, but they can be a key part of a winning run. If you want to start somewhere, try taking Read The Flames when you see it -- I think it's a strong card.
For the totems, I'd agree that Earth is the most generally useful. Ice and Fire are expensive and usually don't give immediate benefit, but have their niches that they're powerful in once you get going. Lightning I've found can be one way to get enough block for the late game, particularly if you have a lot of Thunders.
I'll try to get Fading Embers to work, since you were able to do so on A20. Would it make sense to make them add fire element? That way, you can find them with Fireball, or discard them with Ashes to Ashes.
I was surprised that lightning was better, by the way. I had gone in thinking that Ignite was stronger than Shock unless you could do *a lot* of damage anyway. I still think that's true, but lightning is so much more versatile.
I wonder how people find the totems, by the way? I like Ice in theory--more energy is good--but 3 energy without getting anything that turn is a hard ask. Lightning and Fire are kind of meh. Fire has potential, but there aren't a lot of ways to gain energy, and fire can already draw cards fairly well. Earth is the best of the lot. The fact that it's the cheapest goes a long way in making it good. Too bad there are so few common earth cards
Fading Embers are generally a downside, yes. Though it's situational; early on, for example, a Fading Ember will often be better than another Strike or Defend, and later on they can be okay if you have synergy and/or a good amount of draw. I've found that each of the cards that makes Fading Embers has a role to play, some more limited than others.
For Consult the Stars, thanks for reporting that, since it's definitely a bug. I looked into it and it's set as a buff instead of a debuff. I'll fix that in the next update I make.
Fire does get damage and card draw, but it also has negative card draw in the form of those pesky Fading Embers. Are those low tempo cards meant to be a downside? Even with Blood Magic making them give +2 block, I actively avoid them.
I also ran into a bug, though I don't know if it's fixable. If you have Orange Pellets and play Consult the Stars after playing a power and an attack, Orange Pellets doesn't remove the debuff of having to pick an element. Again, it might not be fixable, since you are presented with a menu afterwards, but I thought I'd mention it.
I've deleted a comment that was a rant about the mod. I'm always happy to hear people's experiences with my mods and I don't have a problem when people comment that the mod wasn't for them or describing parts of the mod they didn't like. You can see one such comment below.
Where I draw the line is when people get rude, insulting, or disruptive, and the comment I deleted was all three. This isn't the place for that and the best thing to do with trolls on the internet is to avoid engaging with them.
Hope everyone continues to enjoy the mod and all the other great works people have put out for StS on the Steam Workshop, whether or not they fit perfectly into Spire's lore and art style :).
Your other comments mostly line up with my playtesting. Volt Cyclone's a good card for sure and the Shaman is strong on low ascensions.
I will note that chill gets more important at high ascensions where damage numbers are higher and scaling is faster. That's when the Shaman stops being able to rely on offense to solve everything and starts having some trouble blocking. And being percentage-based means that the value of chill grows throughout the game; it can have a huge impact against the A20 endgame gauntlet.
This character straight melts bosses on low ascension but I imagine A16+'s harder hallway fights give this lad some trouble.