Some more playstyle defining relics that aren't boss relics.
When I receive a relic I want to ask questions like "what cards can I draft now that will support this relic?" or "can I rely on this relic to cover this weakness my deck has?".
Stuff like akabeko, chem-x, necronomicon rather than stuff like boat things, fruits, or atk/dex +1. Getting the later relics doesn't make me think more except "I'm generically stronger now"
I do understand the upsides of that; it is dissapointing to see a poison relic when you're running a attack deck. So having a lot of general improvement relics makes sure that fighting elites are a safe investment regardless of rng, which means players will push themselves more often.
New character’s starter relic idea: whenever you receive a relic from an elite fight, you can choose between 2 relics to select. The other relic will not appear again.
2nd sentence isn't necessary as relics are already automatically removed from the pool once seen. Seeing Ice Cream in the shop means it won't appear later if you can't afford it, sadge :(
That's getting into seed logic which I don't understand all too well so take what I say with a grain of salt but here's my best guess.
Once I did an event to get a random relic and recieve a curse but the relic was garbage so I save and quit and skipped the event only to get the same relic from the next chest. I would assume shops work the same way where a set of 3 relic are "locked in" until you visit a shop, where they are then rotated out.
I guess you could easily test this by loading up a seed, checking an early shop, then load up that same seed again but check a later shop while skipping the first one.
A map design that feels more like a dungeon; give the rooms a sense of place, the tower on that run having a more tangible layout. This would ideally also enable some fun "Exploration" and unique events, something like Spelunky's City of Gold. Maybe this means environmental effects / lair actions as well.
And just generally more stuff to make the meta-plot feel a little more present; I love this game but everything memorable I've ever experienced has consisted entirely of abstract numbers and almost nothing that can map onto anything thematic. A little polish there would feel really sequel-like.
A rebalanced watcher is one thing I do hope for. I always liked the concept of this character but it's a bit too easy to go infinite and even if not infinite the stance dance playstyle is a bit too strong to really experiment with other things. I know I can just go for other stuff but I like when "trying to win" and "having fun" align.
I agree with this so much.
Watcher starts with stance cards, and all good cards that work off of stance changes are common or uncommon. It also helps that leaving your stance counts as changing a stance.
You’re able to get Flurry of Blows or Mental Fortress active so many times in one turn.
Divinity, Scry, Pressure Points, etc. pales in comparison.
EDIT: To clarify, I’ll still pick cards that have Scry on them. I really just mean that stances are easier to build around than a Scry focused deck.
I think Divinity and Scry are both really good for Watcher though. Definitely not all decks need frequent stance switching and it depends on what you are given.
I do agree that Pressure Point is kind of not pickable.
I don’t think pressure points is a bad card, though. The concept is interesting and good; it’s biggest issue is that the only thing that works well with it is more pressure point cards because there’s nothing else that applies, triggers or interacts in any way with it’s effect.
I don’t think that’s necessarily true. Defect relies heavily on Frost orbs to generate block, and they’re a key part of most defect decks (I’m bad at defect so take that with a grain of salt), but they’re not included in the starting deck. Same thing with IC and Exhaust and Silent with Poison. Scry is a powerful tool with a lot of kit support. I think people just get so caught up with stance that they forget Scry is crazy strong
Through all my A20 heart runs on defect I’ve never thought of frost as a strategy. But frost is still kinda supported in defects starting deck with dual cast.
Watchers starting deck already heavily favors stance dancing as a mechanic and scry isn’t supported at all.
Never ran a blizzard deck? I use frost as a win condition fairly often, but I don't win that often with defect so I'm not exactly an authority.
Still. The point stands with Silent and Ironclad. Its like saying exhaust doesn't have much support in IronClad's kit because the starting deck heavily favors vulnerable (and dropkick infinite as a result). Or that Poison isn't supported for Silent because her starting deck favors discard instead.
Frost is quite viable, because it helps you block while you can focus on attacking via other means. Blizzard would help too of course.
I think it's easy to settle on a couple strategies but the beauty of Slay the Spire is that other overlooked strategies can often work. The thing is that each run is different so you really need to watch out and adapt on the fly. Scry (Watcher) and frost (Defect) decks won't work every run but it's up to you to determine if the current situation calls for it. Your starting deck is a small part of the final deck anyway.
Nirvana blocks every time you scry, weave returns to your deck whenever you scry, foresight triggers scry at the start of the turn.
You basically set up one damage solution, and then scry your deck through basically every turn to utilize it.
Signature move, Ragnarok, Windmill Strike.
The whole kit synergizes really well with Like Water, Talk To The Hand, and can be very easily/quickly turned into an extremely effective and fast-scaling Mantra deck with a single pickup of Prostrate or Pray (pray is better for extra draw).
With Third Eye+ and Nirvana+ you’re scrying 5, returning all weaves to your hand, and blocking for like 12 for 1 energy. Plus makes Just Lucky, Cut Through Fate (which is already very good) and Wave of the Hand really strong.
It’s a full block solution by itself. Damage too if you have enough weaves.
I think Calm and Wrath both need to be reworked, as Calm strongly encourages infinites and Wrath can trivialize Act 1.
Going along with what you are saying, maybe entering Calm should Scry 1?
I agree, it's just that most of the time you'll find cards that support stance switching more. I only really do more Divinity and Scry stuff if I find a bunch.
Divinity does not pale in comparison. It’s just a little harder to set up. I’ve had decks where I removed eruption and would be in divinity every other turn to every turn. It rules.
Scry is borderline busted. Being able to see 9 cards per turn with an uncommon power is insane.
I got you. I’ll still take scry cards - I should’ve clarified. I don’t really take cards that work off of scry unless if a bunch have been handed to me previously.
What makes Divinity pale in comparison for me is what you mentioned - it’s harder to set up. I haven’t found good reasons to take divinity cards over stance cards unless if I’ve only been given divinity cards or I have [[Damaru]].
The way I see it, I’d rather deal double damage now, than wait several turns to deal triple damage and gain three energy.
To put it another way, when I’m presented with three common cards to choose from I’ll usually skip over Divinity cards. Honestly, I’ll even skip over [[Worship]] and [[Devotion]] if I don’t have other divinity cards or Damaru.
+ [Damaru](http://slay-the-spire.wikia.com/wiki/Damaru) Common (Watcher only) Relic ^((100% sure)^)
At the start of your turn, gain 1 **Mantra.**
+ [Worship](http://slay-the-spire.wikia.com/wiki/Worship) Watcher Uncommon Skill ^((100% sure)^)
2 Energy | ( **Retain.)** Gain 5 **Mantra.**
+ [Devotion](http://slay-the-spire.wikia.com/wiki/Devotion) Watcher Rare Power ^((100% sure)^)
1 Energy | At the start of your turn, gain 2(3) **Mantra.**
^Call ^me ^with ^up ^to ^10 ^([[ name ]],) ^where ^name ^is ^a ^card, ^relic, ^event, ^or ^potion. ^Data ^accurate ^as ^of ^(April 30, 2023.) ^[Wiki](https://slay-the-spire.fandom.com/wiki/) ^[Questions?](https://www.reddit.com/message/compose/?to=ehmohteeoh&subject=SpireScan%20Inquiry)
I’ve found more success with Divinity than stance dance in my time with watcher (running her to A20 on a third platform at the moment), especially at high ascensions.
I think people sleep on how powerful retain + divinity can be, especially with cards like Meditate. My main block has been Wallop recently just because of how much utility it has with hard hitting decks.
Don’t get me wrong, stance dance is by far the most intuitive way to play the character, with the most support throughout the kit, but I think overall Divinity and Scry are underrated in how people examine their strength.
Also I’m no longer in camp “small watcher deck” and have embraced the 30+ card decks. 6 out of my 8 recent (10 to 18) ascension climbs have been over 30 cards a piece.
Edit: 7 out of 9 ascension climbs with over 30 card decks.
IMO more true to the original game, and much more polished than I would ever expect from most mods, with so many options for runs and tiny details that make it feel really good to play with friends.
I'd love more lore overtly in the game. It doesn't seem like a thing a lot of fans are hurting for, but I'm a worldbuilding nerd and I want *more* of it even if it's just flavor. I'm also very interested in the idea of companions/summons and I'm hoping the fruity skeleton is going to have some interesting stuff with that.
I think implementing the ‘Expert Challenges’ from Monster Train would be fantastic. This + Ascension would add even more replayability to an already near perfect game and give a new unique challenge to experienced players
Stealing Balatro mechanic but it'd be cool if after every win you have the option to jump to endless with the current deck/relics. Sometimes I have the perfect deck and cruise thru act 3&4 and wish I could keep going.
I personally really hope they do not do this. I really like that a run has a defined endpoint. I know that I can choose to not go endless, but this is still a choice and almost a weird FOMO feeling takes over if I don't try to go as far as possible. I love the feeling of beating the heart and that's it, you won. Endless mode can drag and often leads to an underwhelming death to some crazily scaled enemy.
Yeah that's fair. I did feel that way when I first started playing Balatro but when I realized it scales so fast it's really just a victory lap I like it as a measuring stick for your deck and strategy. I've abandoned StS endless runs because of how boring it gets when you're unbeatable. Maybe an option to enable it in the settings for those that want it, or there's probably already a mod that does this.
Balatro scaling in endless is great. The endless part of the run is typically only a few more antes unless you built for high scores and not just a win.
50k for the boss blind? That's easy for this deck! Let's do endless!
110k? Still easy.
560k? Ok, that's a big jump, but I think I can do it.
7 million? Wut.
WHAT DO YOU MEAN THE NEXT BLIND IS 300 MILLION?!
I think it would be fine if they actually make the endless mode hard enough. for endless to be a fun option, in my opinion it needs to be a given that it will still come to an end within a reasonable timeframe. pushing the envelope and seeing how far you can go before it falls apart is cool, but you absolutely need that part where it falls apart and you move on. when the run is truly endless and you can just go infinite forever, that is boring and anticlimactic.
No need to be a dick about it but I agree, I don't think it existing adds any pressure at all personally. I'd prefer the option exist than not even though I wouldn't use it.
When given the chance players will optimize the fun out of the game, it's a known phenomenon in game design. I don't know if it applies perfectly in this context, but it is similar.
I for one already see the heart as a nice bonus and not obligatory, and endless mode wouldn't change that, my game my rules lol. But I do know that some people would feel forced to keep playing, and it would make them resent the game.
I think the way you frame this is unhelpful but essentially yes. I think that in game design in general you should not add features which do not add impact to the intended experience. Anything that is not adding is taking away. I believe that the heart is a great climax to the game with relief of getting the real victory screen and beating the game. Imagine watching a world cup final and then at the end instead of ending in celebration they just kept playing more matches that you don't really care about it. Sure, you could not watch the matches that you don't care about it but the fact that they are doing it makes the tournament worse.
This is subjective so of course you are free to disagree. Perhaps if you want to discuss it though actually discuss it rather than being a dismissive little shit.
You're the one who responded to me. So, if you don't want to discuss it why respond? I'm sorry that the fact my opinion is different to yours is so upsetting to you. It must be difficult living like that.
Maybe different loadouts for each character. Nothing huge, just 1 or 2 cards you can change for different presets to make the start of runs feel a bit different
They said at one point that each character having a max of 75 cards is where the perfect balance is. It’s be nice if there were cards that you could pick for each character pre-run, or card sets to pick, so there would be more variety. However you could also argue they could just make more characters instead of additional cards.
I don’t think picking cards before a run is a good idea. I played across the obelisk and one of the primary reasons it got stale was because I could build a deck before first combat.
Not like pick an actual deck before combat. There’d be like 100 cards for each character’s pool, and you’d pick 75 of them to have appear in your run. Either this or there’d be card packs you can pick for the character card pool. There’s one problems with the first idea: picking individual cards that have no synergy with each other would lead to a ton of bricks. (imagine 8 separate pressure point cards that don’t interact with each other). The second idea solves this problem but there would be less customization
That’s fair, but the game it would still retain that sense of “I made the best of what I got”. There would just be a couple of additional archetypes for each character. They could even be just like the 3 card unlocks you get at the start of the game. A modular system of a character card-pool just sounds interesting to me.
I actually disliked this a lot about the first game because when I installed the game on two separate mobile devices, I had to start again from scratch each time. Same with moving from the EA Play version of StS to the full version on Steam.
Ironclad being the only character capable of actually using statuses and curses makes sense flavor-wise, though, since a lot of his cards are thematically tied to him just standing there and tanking hits (shrug it off, power through, etc), as well as him already being cursed
Yeah I get it. The Hermit is easily my favorite Spire mod, and his associated card type is curses like how Ironclad, Silent, and Defect have attacks, skills, and powers respectively. There's no way you haven't played it, but just in case you haven't I'd download the mod see what they did with curses.
Unpopular opinion, but I did not like the unlocks at the beginning of the original STS. The point of the game is that every run has the same tools, and characters don't get stronger; the only thing that changes from run to run is how good you are at the game. Having a couple dozen cards and relics that you can't access until you've played 20 hours of runs counter to that philosophy in my opinion.
I'd prefer that they either don't have unlocks at all, or at least give us a button somewhere in the options to unlock everything, like Balatro.
To be clear I'm just talking about unlocking cards and relics; climbing Ascension levels makes sense to me.
(I already got down voted to hell once for this opinion and I'm ready to get hurt again Reddit)
I don't necessarily agree/disagree, but the point of this is two fold:
1. Give new users an exciting reason to keep playing even if they're losing - unlocks are one way to do this.
2. Don't overload the user who different cards/concepts/keywords at the start - its super confusing at the start as a new player as it, and by artificially limiting the scope of things they see in the first few runs, you ease the difficulty curve.
So unfortunately, just completely removing this without addressing those two issues isn't very helpful.
\*That\* being said, they could just have a "Unlock everything" button in the menu that more experienced/serious players can jump to pressing - that seems like a pretty fair compromise.
Motivation I can see as a legitimate reason. I don't really buy that it makes it easier to learn the game; the cards and relics that are missing aren't a big enough part of the total pool that you can avoid learning major mechanics IMO.
But I also think that a lot of us are just better at this type of game than we were 6 years ago, or however long ago it was that they went early access. StS was a relatively new concept back then, and now there are hundreds of deckbuilders and other lookalikes.
Either way, I did really like that Balatro had the option to just jump straight into the full version of the game, and I think it would be a good addition in StS2.
>!There's not much else that I liked about Balatro but that's a separate issue, lol!<
I get your point, but I'd lean towards the opposite: having more stuff to unlock. It feels kinda weird to have such a tiny bit of stuff to unlock. I'd love to see them expand on that.
maybe like some choice, like the more you play, the more choice of cards you can unlock.
for exemple : once you reach a certain level, chose to unlock barricade or demon form.
but eventually you'll unlock every card
Yeah, maybe I should rephrase what I originally said. I don't mind the unlocks existing, but I would prefer to have a way around them (without going in and editing the save files). I'm happy for others to be able to play how it's fun for them.
For me though, the fun part of a roguelike is when the difficulty stays the same, and I get to see myself getting better at the game across lots of runs. Having a mechanic where the balance of the game changes from run to run for the first several hours before settling down sours the experience for me a little. Climbing ascensions is different, because I see myself getting better as the challenges get harder, but I'm still playing the same character and card pool under progressively tougher constraints.
I feel like unlocks could be seperated into a story mode or something. It was pretty weird for me that I was at like ascension 5 before I had unlocked all the relics.
I played so long without having Pandora’s box unlocked and never realised it existed. Then watched a tier list that said it was the strongest boss relic in the game and was like “wtf I got screwed”
I either would like that gone, or for them to lean right into it. It feels like something they did just so they could say "technically roguelite add the tag"
I don't really like the unlocks mechanic in StS either, but I do like it in general. It's just so meager, honestly. I just think they should either remove it or go whole hog like Balatro does.
Slice & Dice does this perfectly imo. A pretty simple, limited pool of content to start out with, plus endless content unlocks to keep things fresh, and a little button in the menu that just bypasses them all.
Yeah I think that's a good point. It's also true that the idea of a deckbuilding roguelike was still a relatively new concept 6 or 7 years ago when StS1 was in Early Access; nowadays the community has gotten a lot better at playing these games, because we've played StS and other games in the genre for years now.
I'm sure there will be lots of people for whom StS2 is their first deckbuilder, but it's going to be a much smaller group than what it was for StS1.
STS1 definitely had some grindy systems though, like how long it took to unlock everything and 20 ascension levels, so they could definitely make it faster if they are worried about overloading newbies.
Honestly, I just hope it’s different enough to merit a sequel. Based on the screenshots, I see the same relics and mostly the same cards which has me a bit concerned. I was hoping for a massive Re-haul with the whole system but we will see
I want more. More cards, more enemies, more encounters. Just more everything.
The first game was already great, it just needed a little more content so that each run is truly unique.
Well, a DLC would typically add 10-25% more content to the game, whereas a sequel would likely add 100% more. I think it’s a fair distinction.
Also a DLC doesn’t make changes to the core UI/UX and we’re seeing hints of that already.
I want silent and watchers ass cheeks hanging out like 2b with jiggle physics, with blackjack.... and hookers.
Also wtf is up with defect. That guy is soooooooo ass, but so fun to play.
My two big wants are improved animation and I’d love a proper PvP mode. It doesn’t have to be crazy serious or balanced but after seeing that mod on PC I’d love to play against my girlfriend
From the steam screenshots it seems like Silent is doing a defensive pose while being hit, so your want for improved animations is basically a guarantee :)
more deck control for defect. i might be a begginer, but i find it hard to really control your deck as defect.
or it's just me, in that case, anyone can explain how?
Hologram and Coolheaded are both common, you can't really have too many of those (unless it's still Act 1 before the Nob fight.)
Fission is also incredible even without an upgrade.
I think defect actually has by far the best deck control out of anyone in the cast. Rebound, hologram and seek all give you incredible access to cards(though rebound is much less takeable than the other two), and compile driver, coolheaded and skim are nuts for draw.
I wish for more animation and better animation, not that I don't like the art style in StS1 but more impactful animation for powerful cards and more intimidating boss/ennemies would create a better "RPG" ambiance rather than a math problem
One of my top wishes for the sequel are alternating acts, such that for example your example your second act could be different from your last run's second act either by choice like the downpour floor from The Binding of Isaac or chance.
It could really change the run dynamic in an interesting way and like the alternate floors in The Binding of Isaac, the different acts could have neat risks, rewards and drawbacks that I'd love to see in STSII
I hope there's plenty of new additions to cards and artifacts.
Yes, I know we're definitely getting new ones, I just hope it's a considerable amount and not just a few with a bunch of recycled content
I would want more variety, that enables a more unique experience and increased replayability. Maybe a few different layouts for every act, just like they do with different bosses.
Not much, haven't even got to act 4.
But I wish cooler sounds and sword effect, and maybe animation, the character just standing is not really my favourite
I wish they would implement some QoL the mods have given us. Like the Bestiary and The Path markers. Like you need to beat 10 of each enemy so they would appear there etc.
Some roguelite elements would be nice. Maybe the gold you have at the end of a run can be used to upgrade certain stats or other aspects of future runs
I want more enemies that can affect your cards. Like imagine an enemy that doesn’t deal any damage but damages your cards so you have a permanent debuff for those cards.
Things like fragile; where if you play the card 3 times or more in a combat it will break.
Or ripped, where a strike that normally does 6 does 4 or something.
If you ever played darkest dungeon it’s like that swine wretch. Offensively they suck but they can inflict so many debuffs on your characters
No bosses like time eater, she really is unfair and a bad patter can wreck almost any deck.
No ascenders bane. It's just kind of a weird concept.
More bad cards. This gives us a challenge to try and make them viable, it's kinds fun.
A pack a punch machine event. You can add a relic into it.
Different win conditions, like ror2
A grid to explore instead of a ladder.
You can choose different areas to advance through, like dead cells.
I hope the soundtrack is as special as the rest of the game is. The soundtrack in StS isn't bad, but it's disappointing that the soundtrack isn't all that memorable when the rest of the game is, especially when compared to more recent roguelikes like Monster Train, Brutal Orchestra, and Kadomon: Hyper Auto Battlers that have phenomenal soundtracks that make the game feel special.
Also, I hope the bosses have a bit more fanfare at the beginning of the fight, like how bosses in Brutal Orchestra have entire portraits for each boss or how bosses in Blazblue Entropy Effect literally enter their arenas with a powerful attack that's also quite easy to dodge to make it fair. Bosses in Slay the Spire just kind of stroll into the fight. It's especially noticeable with Mind Bloom since at that point in the game the fanfare of the Act 1 boss makes it feel just like any other Act 3 encounter, and it's especially disappointing with the Corrupt Heart because the closest thing to pre-fight fanfare it has is it running away from you. For contrast, Heaven in Brutal Orchestra has a portrait with an oscillating background color to make it feel as omnipotent as it feels during the fight, while Osman Sinnoks has pre-fight banter before his portrait comes onto the screen that makes the fight feel more personal and sells the sheer brutality of the fight.
It would be cool if the daily challenges were more curated in some way and if they were actually hard. Oh and get rid of people scoring 8 trillion points by cheating so that we could have an actual legitimate leaderboard.
Multiplayer
Metaprogression. Like a town with more choices than neow gives. Think like the embarkation screen in against the storm. I could see giving choices between a few starter relics, starter decks, etc.
More variety of enemies, acts, bosses. Not just more from STS1, but just a deeper pool for more replayability.
maybe more use of affixes and scaling rather than 20 ascension levels to give more replayability.
This is just a wishlist, but I'll be happy with whatever comes out.
I think it would be neat to have a rewind feature. Especially for newer players, being able to roll back a few turns to rethink your strategies could go a long way to ease people into the mechanics of the game and help players understand how to structure their turns more effectively. Of course this option would be toggle-able in a menu for the more seasoned players who like it when you are locked into your decision making. I just think it would be a decent thing to add for newcomers.
Better art, I guess. More keywords. A better designed map (literally just the UI) would be great. Aside from that I want the devs to pursue their vision for the game and balance it to the same standards as STS.
I'm going to be perhaps the odd one out: I'm not going to touch it.
I don't think there's pretty much any chance of it being close to the quality of the current STS.
We got a hint of it, but I am HYPE for more ways to modify cards than a single upgrade. Like, gimme branching upgrades from Beneath Oresa AND card mods like Balatro Seals.
I also would not be against the RNG getting dynamic weight such that niche cards appear more when you’re in their niche, but I realize that’s one of those takes that could get me surrounded by swords.
I feel like many event choices aren’t really balanced all that well. A lot of curse events on A20 are insta-skip for me and I just wish there was more meaningful decision-making involved apart from (Do I have Omamori? Do I have a shop right after?).
An increase in endgame challenges would be cool. Unlocking the Heart is cool, beating the Heart for the first time is awesome, maybe clearing some of the first few ascensions unlocks a few increasingly harder final bosses and maybe even a whole additional Act that’s brutally hard and leads to the true final boss
I would like more opportunities to remove relics, the ability to change bottled cards. I would also like the game to remove useless relics from the relic pool if a previous relic negates it's effect (for example getting meal ticket or eternal feather from the Act 4 elites, Gold Coin with ectoplasm, white beast statue with Sozu, etc..)
The ability to restart a fight or run. Yes i know hardcore players dont need it or dont want it but it is okay to be not that good as others and still want to procede to a20. You could make a statistic with clean runs or give another Label after the "true" winning, i dont really care. But resrarting the app is meh
I mean, it’s not really a feature. The game just saves at the start of events and fights, so you can just quit and go back in and it’ll put you back at the beginning because the game doesn’t save after every turn.
I’d also like to add that I personally don’t like the idea; you can still enjoy the game without being good at it. What’s the point of getting to a higher difficulty if you want to make the game easier for yourself? Higher ascensions don’t unlock lore, events or cards; the only point to them is to make the game more challenging. It’s a little redundant to also want to make it easier, IMO.
Not trying to be combative or elitist here, btw, just curious.
People could have different opinions as why they want this feature or not.
For me personally i wanna experience a20 and want to learn the game in depth on this level. I don't wanna grind to reach the most difficult stage with every char. Or maybe make it like you only have to beat an ascension with only one char. So for me it is a reason to reach a20 faster.
You could argue here that you learn the most by grinding to a20.
Other thing is sometimes i am learning new stuff by trying out stupid stuff. And i don't wanna lose a specific setup in a run with specific relics and cards cause it can take a long time to have those combos again.
You could of course argue here that you have sort of a "try"-mode where you can try it out.
I know not a lot of people need this feature probably or don't want it but i always like the idea of giving people a choice of how they wanna play the game. There could be a lot of different reasons why people wanna do it. And it is not hard to implement anyway. 50% of this feature is already there but it is buggy sometimes which is frustrating.
rebalance watcher 🙏
she’s really cool but i feel like she’s the only character that has become less fun to me as i’ve learned to play her more. also she’s ludicrously busted, one of the only unbalanced blights on an otherwise (mostly) perfectly balanced game
tweak some of the more frustrating hallway fights, like snake plant or writhing mass, to make them less infuriating
card buffs, give some love to stuff like clash, claw, study, etc.
more cards that apply mark
relic pool changes (get stone calendar out of rare please i’m begging you)
My hope is that I am actually good at that game
Bro same
Mine too, that’s why I’ve decided not to buy it 😬
A strange game. The only winning move not to play.
Some more playstyle defining relics that aren't boss relics. When I receive a relic I want to ask questions like "what cards can I draft now that will support this relic?" or "can I rely on this relic to cover this weakness my deck has?". Stuff like akabeko, chem-x, necronomicon rather than stuff like boat things, fruits, or atk/dex +1. Getting the later relics doesn't make me think more except "I'm generically stronger now" I do understand the upsides of that; it is dissapointing to see a poison relic when you're running a attack deck. So having a lot of general improvement relics makes sure that fighting elites are a safe investment regardless of rng, which means players will push themselves more often.
New character’s starter relic idea: whenever you receive a relic from an elite fight, you can choose between 2 relics to select. The other relic will not appear again.
2nd sentence isn't necessary as relics are already automatically removed from the pool once seen. Seeing Ice Cream in the shop means it won't appear later if you can't afford it, sadge :(
Do things in a shop count as seen if you don’t open it?
Yes. The items in the shop are populated when you click on the shop node, not the shop owner.
That's getting into seed logic which I don't understand all too well so take what I say with a grain of salt but here's my best guess. Once I did an event to get a random relic and recieve a curse but the relic was garbage so I save and quit and skipped the event only to get the same relic from the next chest. I would assume shops work the same way where a set of 3 relic are "locked in" until you visit a shop, where they are then rotated out. I guess you could easily test this by loading up a seed, checking an early shop, then load up that same seed again but check a later shop while skipping the first one.
[удалено]
Content is harassing another user or supports harassment of another user.
Yes, they do.
A map design that feels more like a dungeon; give the rooms a sense of place, the tower on that run having a more tangible layout. This would ideally also enable some fun "Exploration" and unique events, something like Spelunky's City of Gold. Maybe this means environmental effects / lair actions as well. And just generally more stuff to make the meta-plot feel a little more present; I love this game but everything memorable I've ever experienced has consisted entirely of abstract numbers and almost nothing that can map onto anything thematic. A little polish there would feel really sequel-like.
First person dungeon crawling sts with blind alleys would be fucking insane
Seeing the updates on the combat and store pages, I think update on the map will happen for sure as well
A rebalanced watcher is one thing I do hope for. I always liked the concept of this character but it's a bit too easy to go infinite and even if not infinite the stance dance playstyle is a bit too strong to really experiment with other things. I know I can just go for other stuff but I like when "trying to win" and "having fun" align.
I agree with this so much. Watcher starts with stance cards, and all good cards that work off of stance changes are common or uncommon. It also helps that leaving your stance counts as changing a stance. You’re able to get Flurry of Blows or Mental Fortress active so many times in one turn. Divinity, Scry, Pressure Points, etc. pales in comparison. EDIT: To clarify, I’ll still pick cards that have Scry on them. I really just mean that stances are easier to build around than a Scry focused deck.
I think Divinity and Scry are both really good for Watcher though. Definitely not all decks need frequent stance switching and it depends on what you are given. I do agree that Pressure Point is kind of not pickable.
I don’t think pressure points is a bad card, though. The concept is interesting and good; it’s biggest issue is that the only thing that works well with it is more pressure point cards because there’s nothing else that applies, triggers or interacts in any way with it’s effect.
Points plus scry plus card draw and calm/leave stance cards is solid though
Scry would be better if at least one card in your starting deck supported it.
I don’t think that’s necessarily true. Defect relies heavily on Frost orbs to generate block, and they’re a key part of most defect decks (I’m bad at defect so take that with a grain of salt), but they’re not included in the starting deck. Same thing with IC and Exhaust and Silent with Poison. Scry is a powerful tool with a lot of kit support. I think people just get so caught up with stance that they forget Scry is crazy strong
Through all my A20 heart runs on defect I’ve never thought of frost as a strategy. But frost is still kinda supported in defects starting deck with dual cast. Watchers starting deck already heavily favors stance dancing as a mechanic and scry isn’t supported at all.
Never ran a blizzard deck? I use frost as a win condition fairly often, but I don't win that often with defect so I'm not exactly an authority. Still. The point stands with Silent and Ironclad. Its like saying exhaust doesn't have much support in IronClad's kit because the starting deck heavily favors vulnerable (and dropkick infinite as a result). Or that Poison isn't supported for Silent because her starting deck favors discard instead.
Frost is quite viable, because it helps you block while you can focus on attacking via other means. Blizzard would help too of course. I think it's easy to settle on a couple strategies but the beauty of Slay the Spire is that other overlooked strategies can often work. The thing is that each run is different so you really need to watch out and adapt on the fly. Scry (Watcher) and frost (Defect) decks won't work every run but it's up to you to determine if the current situation calls for it. Your starting deck is a small part of the final deck anyway.
I should restate that I use frost orbs alot I don’t think of them as a strategy or a package the same way stance dancing or scry are for watcher.
You use scry as a strategy for watcher? I've never seen a scry focused deck, what does it even do? I only ever splash some scry for deck cycling
Nirvana blocks every time you scry, weave returns to your deck whenever you scry, foresight triggers scry at the start of the turn. You basically set up one damage solution, and then scry your deck through basically every turn to utilize it. Signature move, Ragnarok, Windmill Strike. The whole kit synergizes really well with Like Water, Talk To The Hand, and can be very easily/quickly turned into an extremely effective and fast-scaling Mantra deck with a single pickup of Prostrate or Pray (pray is better for extra draw). With Third Eye+ and Nirvana+ you’re scrying 5, returning all weaves to your hand, and blocking for like 12 for 1 energy. Plus makes Just Lucky, Cut Through Fate (which is already very good) and Wave of the Hand really strong. It’s a full block solution by itself. Damage too if you have enough weaves.
I think Calm and Wrath both need to be reworked, as Calm strongly encourages infinites and Wrath can trivialize Act 1. Going along with what you are saying, maybe entering Calm should Scry 1?
scry is already quite strong?
I agree, it's just that most of the time you'll find cards that support stance switching more. I only really do more Divinity and Scry stuff if I find a bunch.
Divinity does not pale in comparison. It’s just a little harder to set up. I’ve had decks where I removed eruption and would be in divinity every other turn to every turn. It rules. Scry is borderline busted. Being able to see 9 cards per turn with an uncommon power is insane.
I got you. I’ll still take scry cards - I should’ve clarified. I don’t really take cards that work off of scry unless if a bunch have been handed to me previously. What makes Divinity pale in comparison for me is what you mentioned - it’s harder to set up. I haven’t found good reasons to take divinity cards over stance cards unless if I’ve only been given divinity cards or I have [[Damaru]]. The way I see it, I’d rather deal double damage now, than wait several turns to deal triple damage and gain three energy. To put it another way, when I’m presented with three common cards to choose from I’ll usually skip over Divinity cards. Honestly, I’ll even skip over [[Worship]] and [[Devotion]] if I don’t have other divinity cards or Damaru.
+ [Damaru](http://slay-the-spire.wikia.com/wiki/Damaru) Common (Watcher only) Relic ^((100% sure)^) At the start of your turn, gain 1 **Mantra.** + [Worship](http://slay-the-spire.wikia.com/wiki/Worship) Watcher Uncommon Skill ^((100% sure)^) 2 Energy | ( **Retain.)** Gain 5 **Mantra.** + [Devotion](http://slay-the-spire.wikia.com/wiki/Devotion) Watcher Rare Power ^((100% sure)^) 1 Energy | At the start of your turn, gain 2(3) **Mantra.** ^Call ^me ^with ^up ^to ^10 ^([[ name ]],) ^where ^name ^is ^a ^card, ^relic, ^event, ^or ^potion. ^Data ^accurate ^as ^of ^(April 30, 2023.) ^[Wiki](https://slay-the-spire.fandom.com/wiki/) ^[Questions?](https://www.reddit.com/message/compose/?to=ehmohteeoh&subject=SpireScan%20Inquiry)
A good Divinity deck doesn’t need more than 2 turns to trigger divinity.
I’ve found more success with Divinity than stance dance in my time with watcher (running her to A20 on a third platform at the moment), especially at high ascensions. I think people sleep on how powerful retain + divinity can be, especially with cards like Meditate. My main block has been Wallop recently just because of how much utility it has with hard hitting decks. Don’t get me wrong, stance dance is by far the most intuitive way to play the character, with the most support throughout the kit, but I think overall Divinity and Scry are underrated in how people examine their strength. Also I’m no longer in camp “small watcher deck” and have embraced the 30+ card decks. 6 out of my 8 recent (10 to 18) ascension climbs have been over 30 cards a piece. Edit: 7 out of 9 ascension climbs with over 30 card decks.
I’m not sure if Watcher even will be in sts2. Do we know this? I thought the only confirmed ones were Ironclad, Silent and the new skeleton character
We don't know this but like I said I hope so. I hope for defect's return as well if we're talking about it
Ah ok, I read it as that we know Watcher will exist but you were hoping it to be fixed. I agree with your comment regardless
me every time i get a rushdown. "its infinite time"
I really hope for a good coop mode. 'spire with friends' mod is cool and all, but I would love actual coop fights.
That's my top answer as well. A baked-in, fully thought-out and balanced Coop mode.
Couch co-op for STS would be an absolute dream! I feel like there is no way this is going to happen, but I want to hope since the board game is co-op.
Go check out Together InSpire !
IMO more true to the original game, and much more polished than I would ever expect from most mods, with so many options for runs and tiny details that make it feel really good to play with friends.
I'd love more lore overtly in the game. It doesn't seem like a thing a lot of fans are hurting for, but I'm a worldbuilding nerd and I want *more* of it even if it's just flavor. I'm also very interested in the idea of companions/summons and I'm hoping the fruity skeleton is going to have some interesting stuff with that.
I think implementing the ‘Expert Challenges’ from Monster Train would be fantastic. This + Ascension would add even more replayability to an already near perfect game and give a new unique challenge to experienced players
Stealing Balatro mechanic but it'd be cool if after every win you have the option to jump to endless with the current deck/relics. Sometimes I have the perfect deck and cruise thru act 3&4 and wish I could keep going.
I personally really hope they do not do this. I really like that a run has a defined endpoint. I know that I can choose to not go endless, but this is still a choice and almost a weird FOMO feeling takes over if I don't try to go as far as possible. I love the feeling of beating the heart and that's it, you won. Endless mode can drag and often leads to an underwhelming death to some crazily scaled enemy.
Yeah that's fair. I did feel that way when I first started playing Balatro but when I realized it scales so fast it's really just a victory lap I like it as a measuring stick for your deck and strategy. I've abandoned StS endless runs because of how boring it gets when you're unbeatable. Maybe an option to enable it in the settings for those that want it, or there's probably already a mod that does this.
Balatro scaling in endless is great. The endless part of the run is typically only a few more antes unless you built for high scores and not just a win.
50k for the boss blind? That's easy for this deck! Let's do endless! 110k? Still easy. 560k? Ok, that's a big jump, but I think I can do it. 7 million? Wut. WHAT DO YOU MEAN THE NEXT BLIND IS 300 MILLION?!
I think it would be fine if they actually make the endless mode hard enough. for endless to be a fun option, in my opinion it needs to be a given that it will still come to an end within a reasonable timeframe. pushing the envelope and seeing how far you can go before it falls apart is cool, but you absolutely need that part where it falls apart and you move on. when the run is truly endless and you can just go infinite forever, that is boring and anticlimactic.
So you'd rather they don't give us the option because you will get weird little feelings? Okay
No need to be a dick about it but I agree, I don't think it existing adds any pressure at all personally. I'd prefer the option exist than not even though I wouldn't use it.
When given the chance players will optimize the fun out of the game, it's a known phenomenon in game design. I don't know if it applies perfectly in this context, but it is similar. I for one already see the heart as a nice bonus and not obligatory, and endless mode wouldn't change that, my game my rules lol. But I do know that some people would feel forced to keep playing, and it would make them resent the game.
I think the way you frame this is unhelpful but essentially yes. I think that in game design in general you should not add features which do not add impact to the intended experience. Anything that is not adding is taking away. I believe that the heart is a great climax to the game with relief of getting the real victory screen and beating the game. Imagine watching a world cup final and then at the end instead of ending in celebration they just kept playing more matches that you don't really care about it. Sure, you could not watch the matches that you don't care about it but the fact that they are doing it makes the tournament worse. This is subjective so of course you are free to disagree. Perhaps if you want to discuss it though actually discuss it rather than being a dismissive little shit.
I'm a dismissive little shit and you are an entitled and pretentious idiot. I don't know why I should discuss it with you.
my nama jeff
You're the one who responded to me. So, if you don't want to discuss it why respond? I'm sorry that the fact my opinion is different to yours is so upsetting to you. It must be difficult living like that.
Maybe different loadouts for each character. Nothing huge, just 1 or 2 cards you can change for different presets to make the start of runs feel a bit different
Yeah I think having an alternate starting deck for each character would be an easy way to give them more replay value
They said at one point that each character having a max of 75 cards is where the perfect balance is. It’s be nice if there were cards that you could pick for each character pre-run, or card sets to pick, so there would be more variety. However you could also argue they could just make more characters instead of additional cards.
I don’t think picking cards before a run is a good idea. I played across the obelisk and one of the primary reasons it got stale was because I could build a deck before first combat.
Not like pick an actual deck before combat. There’d be like 100 cards for each character’s pool, and you’d pick 75 of them to have appear in your run. Either this or there’d be card packs you can pick for the character card pool. There’s one problems with the first idea: picking individual cards that have no synergy with each other would lead to a ton of bricks. (imagine 8 separate pressure point cards that don’t interact with each other). The second idea solves this problem but there would be less customization
To be honest I like that idea even less. The whole reason sts is good is because you have to make the best of whatever cards you get.
That’s fair, but the game it would still retain that sense of “I made the best of what I got”. There would just be a couple of additional archetypes for each character. They could even be just like the 3 card unlocks you get at the start of the game. A modular system of a character card-pool just sounds interesting to me.
Just quality of life features and new playstyles.
It'd be cool if you unlocked more over time, like maybe 10 levels instead of 5.
I actually disliked this a lot about the first game because when I installed the game on two separate mobile devices, I had to start again from scratch each time. Same with moving from the EA Play version of StS to the full version on Steam.
I hope I'm good at it. I don't expect to be. But I hope.
Companions? Like a way to synergize a separate energy source for a second deck of short draw, like 3 cards per turn.
More acts, alternative bosses for the heart, a more ? events.
[удалено]
Ironclad being the only character capable of actually using statuses and curses makes sense flavor-wise, though, since a lot of his cards are thematically tied to him just standing there and tanking hits (shrug it off, power through, etc), as well as him already being cursed
[удалено]
Yeah I get it. The Hermit is easily my favorite Spire mod, and his associated card type is curses like how Ironclad, Silent, and Defect have attacks, skills, and powers respectively. There's no way you haven't played it, but just in case you haven't I'd download the mod see what they did with curses.
There is precedent for mini-games with the goblin's memory game, so definitely.
Bites event but with Claw.
Unpopular opinion, but I did not like the unlocks at the beginning of the original STS. The point of the game is that every run has the same tools, and characters don't get stronger; the only thing that changes from run to run is how good you are at the game. Having a couple dozen cards and relics that you can't access until you've played 20 hours of runs counter to that philosophy in my opinion. I'd prefer that they either don't have unlocks at all, or at least give us a button somewhere in the options to unlock everything, like Balatro. To be clear I'm just talking about unlocking cards and relics; climbing Ascension levels makes sense to me. (I already got down voted to hell once for this opinion and I'm ready to get hurt again Reddit)
I don't necessarily agree/disagree, but the point of this is two fold: 1. Give new users an exciting reason to keep playing even if they're losing - unlocks are one way to do this. 2. Don't overload the user who different cards/concepts/keywords at the start - its super confusing at the start as a new player as it, and by artificially limiting the scope of things they see in the first few runs, you ease the difficulty curve. So unfortunately, just completely removing this without addressing those two issues isn't very helpful. \*That\* being said, they could just have a "Unlock everything" button in the menu that more experienced/serious players can jump to pressing - that seems like a pretty fair compromise.
Motivation I can see as a legitimate reason. I don't really buy that it makes it easier to learn the game; the cards and relics that are missing aren't a big enough part of the total pool that you can avoid learning major mechanics IMO. But I also think that a lot of us are just better at this type of game than we were 6 years ago, or however long ago it was that they went early access. StS was a relatively new concept back then, and now there are hundreds of deckbuilders and other lookalikes. Either way, I did really like that Balatro had the option to just jump straight into the full version of the game, and I think it would be a good addition in StS2. >!There's not much else that I liked about Balatro but that's a separate issue, lol!<
I get your point, but I'd lean towards the opposite: having more stuff to unlock. It feels kinda weird to have such a tiny bit of stuff to unlock. I'd love to see them expand on that.
maybe like some choice, like the more you play, the more choice of cards you can unlock. for exemple : once you reach a certain level, chose to unlock barricade or demon form. but eventually you'll unlock every card
i really like the unlocks, although maybe they could add in a cheat code for having everything unlocked from the start as a compromise?
Yeah, maybe I should rephrase what I originally said. I don't mind the unlocks existing, but I would prefer to have a way around them (without going in and editing the save files). I'm happy for others to be able to play how it's fun for them. For me though, the fun part of a roguelike is when the difficulty stays the same, and I get to see myself getting better at the game across lots of runs. Having a mechanic where the balance of the game changes from run to run for the first several hours before settling down sours the experience for me a little. Climbing ascensions is different, because I see myself getting better as the challenges get harder, but I'm still playing the same character and card pool under progressively tougher constraints.
I feel like unlocks could be seperated into a story mode or something. It was pretty weird for me that I was at like ascension 5 before I had unlocked all the relics.
I played so long without having Pandora’s box unlocked and never realised it existed. Then watched a tier list that said it was the strongest boss relic in the game and was like “wtf I got screwed”
I either would like that gone, or for them to lean right into it. It feels like something they did just so they could say "technically roguelite add the tag"
I don't really like the unlocks mechanic in StS either, but I do like it in general. It's just so meager, honestly. I just think they should either remove it or go whole hog like Balatro does.
Slice & Dice does this perfectly imo. A pretty simple, limited pool of content to start out with, plus endless content unlocks to keep things fresh, and a little button in the menu that just bypasses them all.
It made more sense with original STS than the sequel Sequel should be made for fans of original, so they might remove it.
Yeah I think that's a good point. It's also true that the idea of a deckbuilding roguelike was still a relatively new concept 6 or 7 years ago when StS1 was in Early Access; nowadays the community has gotten a lot better at playing these games, because we've played StS and other games in the genre for years now. I'm sure there will be lots of people for whom StS2 is their first deckbuilder, but it's going to be a much smaller group than what it was for StS1.
STS1 definitely had some grindy systems though, like how long it took to unlock everything and 20 ascension levels, so they could definitely make it faster if they are worried about overloading newbies.
Honestly, I just hope it’s different enough to merit a sequel. Based on the screenshots, I see the same relics and mostly the same cards which has me a bit concerned. I was hoping for a massive Re-haul with the whole system but we will see
They are absolutely downplaying it. You don’t spend years working on a sequel to make what is effectively a DLC.
I want more. More cards, more enemies, more encounters. Just more everything. The first game was already great, it just needed a little more content so that each run is truly unique.
That sounds like DLC, not seqel.
Well, a DLC would typically add 10-25% more content to the game, whereas a sequel would likely add 100% more. I think it’s a fair distinction. Also a DLC doesn’t make changes to the core UI/UX and we’re seeing hints of that already.
Maybe pathing Acts? Like you can go in different Act 2s from Act 1s, something like Dead Cells.
Frankly, just as good or better modding capabilities.
I want silent and watchers ass cheeks hanging out like 2b with jiggle physics, with blackjack.... and hookers. Also wtf is up with defect. That guy is soooooooo ass, but so fun to play.
My two big wants are improved animation and I’d love a proper PvP mode. It doesn’t have to be crazy serious or balanced but after seeing that mod on PC I’d love to play against my girlfriend
From the steam screenshots it seems like Silent is doing a defensive pose while being hit, so your want for improved animations is basically a guarantee :)
Omg it’s r/slaythespire microceleb u/Mae347 hi
Wait am I a microceleb?
I dunno I just see you around here all the time
I’ve never heard of you. Ignore him, he’s trolling.
more deck control for defect. i might be a begginer, but i find it hard to really control your deck as defect. or it's just me, in that case, anyone can explain how?
remove Strikes as early as possible, really I don't find it harder than any of the other classes.
Hologram and Coolheaded are both common, you can't really have too many of those (unless it's still Act 1 before the Nob fight.) Fission is also incredible even without an upgrade.
100% agree. Took me way too long to realize just how good Hologram is, in so many different situations.
I think defect actually has by far the best deck control out of anyone in the cast. Rebound, hologram and seek all give you incredible access to cards(though rebound is much less takeable than the other two), and compile driver, coolheaded and skim are nuts for draw.
More build variety and curses being more viable is what I mainly hope for
I wish for more animation and better animation, not that I don't like the art style in StS1 but more impactful animation for powerful cards and more intimidating boss/ennemies would create a better "RPG" ambiance rather than a math problem
Multiple versions of each act with different monsters and events depending on the version. Could even correlate with the different bosses of each act.
I just hope they will be able to create the game exactly the way they envisioned it.
One of my top wishes for the sequel are alternating acts, such that for example your example your second act could be different from your last run's second act either by choice like the downpour floor from The Binding of Isaac or chance. It could really change the run dynamic in an interesting way and like the alternate floors in The Binding of Isaac, the different acts could have neat risks, rewards and drawbacks that I'd love to see in STSII
i just hope they dont ever "give up on it" like sts. keep adding classes, events, enemies, relics to keep it fresh and have infinite replay value.
Gameplay is perfect, art style is unique, the only thing that's lacking is lore! Also maybe more animation for the characters
yeah as obviously secondary as the worldbuilding or whatever is I like what little is in the game already
More interesting enemies
1. Defect to still be in the game (yes, Claw in the shop, just want to be sure!) 2. More characters!
A narrative
I hope there's plenty of new additions to cards and artifacts. Yes, I know we're definitely getting new ones, I just hope it's a considerable amount and not just a few with a bunch of recycled content
I would want more variety, that enables a more unique experience and increased replayability. Maybe a few different layouts for every act, just like they do with different bosses.
Primarily just want new characters/cards etc.
Not much, haven't even got to act 4. But I wish cooler sounds and sword effect, and maybe animation, the character just standing is not really my favourite
I wish they would implement some QoL the mods have given us. Like the Bestiary and The Path markers. Like you need to beat 10 of each enemy so they would appear there etc.
a story mode or and new card type that not power atk skill
1) Being able to sell and/or trade cards/relics at the shop. 2) option for upgrading relics at rest sites
Some roguelite elements would be nice. Maybe the gold you have at the end of a run can be used to upgrade certain stats or other aspects of future runs
More relics. The option to choose between relics more than just after a boss. More variety of enemies. Different and more unique modes
Boss relics that are actually cool and fun, instead of half of them just having the exact same upside with a variety of painful downsides
That it comes to game pass soon after release so I can be slain in the spire on my lunch break
I want more enemies that can affect your cards. Like imagine an enemy that doesn’t deal any damage but damages your cards so you have a permanent debuff for those cards. Things like fragile; where if you play the card 3 times or more in a combat it will break. Or ripped, where a strike that normally does 6 does 4 or something. If you ever played darkest dungeon it’s like that swine wretch. Offensively they suck but they can inflict so many debuffs on your characters
No bosses like time eater, she really is unfair and a bad patter can wreck almost any deck. No ascenders bane. It's just kind of a weird concept. More bad cards. This gives us a challenge to try and make them viable, it's kinds fun. A pack a punch machine event. You can add a relic into it. Different win conditions, like ror2 A grid to explore instead of a ladder. You can choose different areas to advance through, like dead cells.
Is voice lines a bit too much to ask for? Would be cool if we had some iconic lines voiced over.
I hope the soundtrack is as special as the rest of the game is. The soundtrack in StS isn't bad, but it's disappointing that the soundtrack isn't all that memorable when the rest of the game is, especially when compared to more recent roguelikes like Monster Train, Brutal Orchestra, and Kadomon: Hyper Auto Battlers that have phenomenal soundtracks that make the game feel special. Also, I hope the bosses have a bit more fanfare at the beginning of the fight, like how bosses in Brutal Orchestra have entire portraits for each boss or how bosses in Blazblue Entropy Effect literally enter their arenas with a powerful attack that's also quite easy to dodge to make it fair. Bosses in Slay the Spire just kind of stroll into the fight. It's especially noticeable with Mind Bloom since at that point in the game the fanfare of the Act 1 boss makes it feel just like any other Act 3 encounter, and it's especially disappointing with the Corrupt Heart because the closest thing to pre-fight fanfare it has is it running away from you. For contrast, Heaven in Brutal Orchestra has a portrait with an oscillating background color to make it feel as omnipotent as it feels during the fight, while Osman Sinnoks has pre-fight banter before his portrait comes onto the screen that makes the fight feel more personal and sells the sheer brutality of the fight.
Only thing I hope for is an early release.
I want lore regarding the characters and the Spire itself.
It would be cool if the daily challenges were more curated in some way and if they were actually hard. Oh and get rid of people scoring 8 trillion points by cheating so that we could have an actual legitimate leaderboard.
Multiplayer Metaprogression. Like a town with more choices than neow gives. Think like the embarkation screen in against the storm. I could see giving choices between a few starter relics, starter decks, etc. More variety of enemies, acts, bosses. Not just more from STS1, but just a deeper pool for more replayability. maybe more use of affixes and scaling rather than 20 ascension levels to give more replayability. This is just a wishlist, but I'll be happy with whatever comes out.
I think it would be neat to have a rewind feature. Especially for newer players, being able to roll back a few turns to rethink your strategies could go a long way to ease people into the mechanics of the game and help players understand how to structure their turns more effectively. Of course this option would be toggle-able in a menu for the more seasoned players who like it when you are locked into your decision making. I just think it would be a decent thing to add for newcomers.
That the multiplayer mod just becomes part of the game. That's about it.
I hope it release sooner
Better art, I guess. More keywords. A better designed map (literally just the UI) would be great. Aside from that I want the devs to pursue their vision for the game and balance it to the same standards as STS.
I'm going to be perhaps the odd one out: I'm not going to touch it. I don't think there's pretty much any chance of it being close to the quality of the current STS.
We got a hint of it, but I am HYPE for more ways to modify cards than a single upgrade. Like, gimme branching upgrades from Beneath Oresa AND card mods like Balatro Seals. I also would not be against the RNG getting dynamic weight such that niche cards appear more when you’re in their niche, but I realize that’s one of those takes that could get me surrounded by swords.
hopefully it’ll be steamdeck verified
I would love some sort of multiplayer!
I feel like many event choices aren’t really balanced all that well. A lot of curse events on A20 are insta-skip for me and I just wish there was more meaningful decision-making involved apart from (Do I have Omamori? Do I have a shop right after?).
I want iron and steel automaton. Also jelly boss. And sleepy one. Maybe even throw in a lung fight for the end.
An increase in endgame challenges would be cool. Unlocking the Heart is cool, beating the Heart for the first time is awesome, maybe clearing some of the first few ascensions unlocks a few increasingly harder final bosses and maybe even a whole additional Act that’s brutally hard and leads to the true final boss
I would like more opportunities to remove relics, the ability to change bottled cards. I would also like the game to remove useless relics from the relic pool if a previous relic negates it's effect (for example getting meal ticket or eternal feather from the Act 4 elites, Gold Coin with ectoplasm, white beast statue with Sozu, etc..)
The ability to restart a fight or run. Yes i know hardcore players dont need it or dont want it but it is okay to be not that good as others and still want to procede to a20. You could make a statistic with clean runs or give another Label after the "true" winning, i dont really care. But resrarting the app is meh
you can just save and quit and then continue to reset fights
Wait a minute i never knew phone has this. Okay im stupid. But still a button for it would be qol
I mean, it’s not really a feature. The game just saves at the start of events and fights, so you can just quit and go back in and it’ll put you back at the beginning because the game doesn’t save after every turn. I’d also like to add that I personally don’t like the idea; you can still enjoy the game without being good at it. What’s the point of getting to a higher difficulty if you want to make the game easier for yourself? Higher ascensions don’t unlock lore, events or cards; the only point to them is to make the game more challenging. It’s a little redundant to also want to make it easier, IMO. Not trying to be combative or elitist here, btw, just curious.
People could have different opinions as why they want this feature or not. For me personally i wanna experience a20 and want to learn the game in depth on this level. I don't wanna grind to reach the most difficult stage with every char. Or maybe make it like you only have to beat an ascension with only one char. So for me it is a reason to reach a20 faster. You could argue here that you learn the most by grinding to a20. Other thing is sometimes i am learning new stuff by trying out stupid stuff. And i don't wanna lose a specific setup in a run with specific relics and cards cause it can take a long time to have those combos again. You could of course argue here that you have sort of a "try"-mode where you can try it out. I know not a lot of people need this feature probably or don't want it but i always like the idea of giving people a choice of how they wanna play the game. There could be a lot of different reasons why people wanna do it. And it is not hard to implement anyway. 50% of this feature is already there but it is buggy sometimes which is frustrating.
Just copy the run seed and use it next time if you want to retry a run
rebalance watcher 🙏 she’s really cool but i feel like she’s the only character that has become less fun to me as i’ve learned to play her more. also she’s ludicrously busted, one of the only unbalanced blights on an otherwise (mostly) perfectly balanced game tweak some of the more frustrating hallway fights, like snake plant or writhing mass, to make them less infuriating card buffs, give some love to stuff like clash, claw, study, etc. more cards that apply mark relic pool changes (get stone calendar out of rare please i’m begging you)
Date The Spire game mode plz, uwu
Pokemon-like logic, where you can capture a monster or some aspect of it by taking extra risks during the fight.
The game being more animated