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One suggestion I'd like to make is adding the option to enable or disable the 30 MP music.
As much as I love the Empty Bailey theme, I don't want it to override the music mod I also got going.
@such great heights - Thank you very much! I'm glad you're having fun with her.
One, thank you for explaining the thought process
My idea with outfits was something I borrowed from the Shadow verse characters, one of them can have up to 5 "amulets" (power of 1 type) equipped at a time. one Idea is that you can have up to # outfits at a time and playing another one would get rid of the first one played. This would allow individual outfits to be more Powerful and a design space for cards that care about the number of outfits currently equipped.
With how much exhaust support there is, some exhaust retrieval might be interesting so you could get back some of the cards.
other "balance" things that may or may-not be good ideas.
Allow the discard relics (from silent) and the exhaust relics (from ironclad)/ make slightly weaker or stronger versions for her
Just some more thoughts from someone who doesn't know heads or tails of game design. so don't change anything on my account but putting for ideas you may not have thought of.
Outfits are meant to be free to use cards which offer very small bonuses, stacking them might seem op but the more you have the bigger the risk is that you clog up your hand on crucial turns without any way to immediately block an attack for instance. Maybe their cost could increase with every further copy of one being played?
Magical Power as a mechanic is meant to snowball out of control but the challenge is to make it to that point, Sybil has to find a way to defend herself while managing her MP so that she may hit both milestones (16 & 30 MP) to turn the tables.
Thank you for the positive feedback!
Love the style feels great to play
below are some "nerfs" you might want to look at.
Leg day feels very OP recommend reworking. to maybe being the first # of kicks be free (would allow for more space in the kick area as well)
Outfits Probably should be 1 cost or maybe have them act like orbs so you can only have a number of them on.
The damage scaling of Magic feels very strong. (an idea would be to have it give vigor on first attack per turn or lower the scaling)
@Dauntless Duelist - I agree, I myself prefer upgrading it as my first pick.
Sol Heal is very hard to balance as a starter card since the slightest changes could make it too good, I still think it fills a decent niché as an act 1 card with its access to Temporary HP. You still can use it if you're in a fight that won't last too long so you don't have to worry about grinding MP.
Judgmental Glare is indeed very powerful, I'll have to see if I lower its damage maybe (in case that's too much of a contributing factor) but in general it's meant to stall the opponent. I'm glad you're liking the Dreamwalker/Sybil as a whole.
Temp hp a bit more save in this case
Also upgraded version give 9 temp hp that really good when you frail
And that resourse important but not that much
Only a few card have mana consumption soo that 3 mana for 9 stored block that also allow you too use self harm mana and dont mind about pain and regret really really good
Judgemental Glare is comically strong if you happen to get Necromonicon in the same run.
I like gamebreaking combos like these, because, well... the vanilla four also have several, so overtuned character balancing like with The Hermit mod just isn't my cup of tea.
That said, I think the idle animation could use a little improvement to be more smooth/satisfying to look at long-term, whenever you'll improve at animating yourself. There's nothing wrong with it, I just think it could be better.
"If there's a line of text on a card but it doesn't affect gameplay, why is it there?"
Sure, mtg has flavor text on cards and Hearthstone likes to be silly in descriptions sometimes.
So, if you wanna keep the info transparent rather than surprise the player with a cosmetic change, you could put it in brackets, leave a gap after the main body of text, put it in a tag under the card name that reads "New Visuals!" (Runesmith does this dynamically) or cut it from the text box and add a tooltip that's like "You get to wear a new outfit. Isn't that neat?" etc.
Fun fact:
When they added Wish to Watcher's pool, it had a non-descript effect like Zephrys from Hearthstone. "Wish for the perfect card!" Then players went "This doesn't tell me anything." so the devs clarified.
The difference is that you're a mod author so you get to do whatever you want. I just brought it up to explain why I addressed one line of text that might be more ambiguous than it seems at first.
The outfits themselves can be stacked without any concerns, after all they apply powers. I think the players should be able to figure this out by simply using them. I'm not sure how else I could convey their functionality.
It's nice to have built-in damage scaling. The boss relic that produces energy for each 5 mp gained is nifty too. These are the sorts of mechanics (where play order matters) that make mods compelling to me these days.
In other words, regarding a few cards that just "deal damage", "deal damage twice", or "cleave with 1 less damage for mp reasons", there is enough design space to make cards like these a little more different from what already exists in vanilla. Of course it's fine to keep things deliberately simple, but I do think there's potential for more special sauce overall.
As for outfits, it's not clear whether these powers are mutually exclusive. Other mods usually specify if one power disables another, but this is not the case here, so I wonder why they mention that they change your appearance.
If it sounds like I'm nit-picking, that's because the mod's good and can only get better.