- Aug 25, 2017
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Is it still NTR if Future-You's involved? Last time I played, I remember some time travel fever dream fuckery.
Is it still NTR if Future-You's involved? Last time I played, I remember some time travel fever dream fuckery.
Been a while since i played, but i recall that scene was you dreaming about your future self and he asks which girl you're the most interested in, and then he's like "Okay, makes sense."Is it still NTR if Future-You's involved? Last time I played, I remember some time travel fever dream fuckery.
Yeah, same. As the game is now, there's very little synergy between cards. The decks that do work are held together with one or two overpowered cards of high rarity. Combat is also too swingy. You can't reliable run into enemies appropriate for your level and you can't even avoid combat when you're strong because you need currency to buy shit. Just very tedious overall.Been a while since i played, but i recall that scene was you dreaming about your future self and he asks which girl you're the most interested in, and then he's like "Okay, makes sense."
I'd need to replay from the start but i'm waiting for the combat overhaul to be completed, so...
for people that care so much about ntr, everything is ntr xDIs it still NTR if Future-You's involved? Last time I played, I remember some time travel fever dream fuckery.
I know what you mean. At one point i could reliably destroy everything in my path in a few turns and was wrecking giants for fun, but that one injured dragon stomped me every time. And with no way to improve existing cards...Yeah, same. As the game is now, there's very little synergy between cards. The decks that do work are held together with one or two overpowered cards of high rarity. Combat is also too swingy. You can't reliable run into enemies appropriate for your level and you can't even avoid combat when you're strong because you need currency to buy shit. Just very tedious overall.
The fact that you have to rely on tarot cards itself is flawed. Your deck is basically barely functions without them. In a good deck builder, your deck should still feel useful and effective without the best cards. Like the cards you're listing is probably the same card combination everyone else uses because everything else sucks. You can't use poison, bleed, or stun effectively when enemies are outright immune, leaving the only viable choice being raw damage. What good is a cool thematic deck if there's a roughly 1/3 chance you'll be curbed stomped into oblivion. Status immunities in this game is handed out like candy.The first Beta version did a massive rework on cards in that they now have upgrades (typically up to three, but some go up to more like retaliate's 5). Also, there are numerical limits on how many cards of the same type can be played in a deck, though upgrading sometimes alters that. So you can't just rely on having n^1,000,000th copies of one busted card. Synergy becomes a bit more important. Also, card draw got buffed significantly via kick and gunshot potentially giving a card draw with each play, as well as faceless giving a net gain of cards in your hand up to like +3. (The latter... it's a crazy good card for getting what you need into your hand.) Which means that Hierophant is arguably still the strongest card, cuz it lets you play more from the large hands you can wind up with. Tower is less of a necessity for late game, too, because that means there are card gain cards apart from it that work with the Hierophant. Also, Hierophant is no longer really as necessary at the same time because cards and card synergy can be stronger. Finally, in Beta1 the enemies that should be immune to stun aren't, presumably due to glitch. So dragons can be bulldozed with stunlock from hypnosis, the empress, headbutt, despair, the emperor and similar cards lol.
I'm not saying all the tarot cards are great, but the ones that are great are a head above what you can craft. Combined with the ability to somewhat pick the good ones from the bad mean the more effective ones inevitably end up in people's decks compared to extremely rare cards that practically never drop because of how low drop rates are.You make good points for the pre-beta version, and to some extent beta-1 as well. They really need more cards that give Clarity (energy). Hierophant being the only one is to the game's detriment, and effectively seals off power cards from being used. IDK how to feel about it, but tarot cards... I wouldn't really call them great by comparison to some of the other buffed cards in the current version. A lot of cards got changed and apart from Hierophant (which I'd agree good decks rely too much on) I feel like only Empress is reliably solid (gives stun 2 and vulnerable, but you can't play abilities for like 3 turns, so it's sometimes a questionable pick depending on your deck). [Edit: Actually on reflection Moon can be pretty strong because despite high energy cost the werewolf ally takes some aggro.] I do like some of the card upgrades and changes, in that I think some progress towards what you talk about is being made here or there, though not all changes were improvements. (I still think lifesteal sucks and a 3% upgrade to vampirism should not count as a real upgrade worth two cards, I feel.) Also, something needs to be done about cards in excess of max upgrade slots. As is they don't do anything, and you can't even sell or get rid of them. (Though maybe they'll be converted to class experience or something in 3.0 when that finally comes out? IDK.) Crafting is more or less glitched in the current version, which is also very annoying. Currently the only real use for resources is to increase vendor affinity or whatever. And it may be a bug but I sometimes lose card upgrade progress which bums me out.
It's pretty evident the dev's basing the combat system off of another well known deck builder, which you clearly don't know about. You're missing the point that the dev evidently likes that game enough to emulate its combat system. We're talking about the deficiencies in the recent versions of the combat system in the hopes that the dev corrects these problems and succeeds in their effort.Honestly I find the card system in this game to be just right. And this is primarily because it is NOT complicated. And that is a good thing. I know there are people out there who enjoy Magic and the like that will surely find the system disappointing and lacking in customization and strategic depth. But for the rest of us it's just a combat system. And as a combat system I enjoy the fact that my deck is basically composed out of just a couple of varieties of attack and defense cards with the odd status effect thrown in.
In short, I have my auto attack, my defend and my one or two spells, only in card form. And that's just the way I like it.
All said, not sure if you're gonna like the newest update if that's true for you. Many cards are limited to 1-2 copies in a deck now. I'd even go so far as to say that for higher rarity cards 1-2 is almost always the cap even with upgrades, having 3 or more of a card excepting some upgraded generics is pretty rare. So unless you have a really small deck you're likely gonna wind up having to mix and match multiple cards of the same type to be effective. Also, you almost need a larger deck to take proper advantage of card draw. It also is a bit more focused on synergy and for me felt a bit more strategic to play.Honestly I find the card system in this game to be just right. And this is primarily because it is NOT complicated. And that is a good thing. I know there are people out there who enjoy Magic and the like that will surely find the system disappointing and lacking in customization and strategic depth. But for the rest of us it's just a combat system. And as a combat system I enjoy the fact that my deck is basically composed out of just a couple of varieties of attack and defense cards with the odd status effect thrown in.
In short, I have my auto attack, my defend and my one or two spells, only in card form. And that's just the way I like it.
Who is PLZ and how and why are they in danger?SAVE PLZ
Those of us who are not into deck builders, card games and thinking-skill based combat systems in general but really like the game otherwise.Who is this "rest of us"?
I'm more defensive minded, so i usually go for defensive cards (buffs, heals) and DoT effects so my opponents bleed to death while trying and failing to hurt me.Those of us who are not into deck builders, card games and thinking-skill based combat systems in general but really like the game otherwise.
Like, I am not averse to a bit of skill in my combat systems. But I prefer physical skill (like dark souls) to having to sit down with a spreadsheet and figure out a deck. So like when ever a game forces me to build a deck I always go like this:
1. Are there any stun cards, especially AOE stun. If yes GET THEM ALL.
2. Are there any AOE attacks that do good damage? If yes GET THEM ALL.
3. Are there any debuffs that are OP and preferably AOE? Throw a couple in.
4. Fill the rest out with attack cards.
5. Ignore defense unless there are no cards to stun the enemy out of attacking you.
So my ideal combat system here would be simple to learn, require very little skill or thinking and revolve around finding a way to OP your self into a deck that just demolishes everything by default and lets you enjoy the rest of the game without a combat system in the way to annoy you.
Considering the OP has pictures of card-based combat, I'd imagine not that many people that hate or dislike card games play this game.Those of us who are not into deck builders, card games and thinking-skill based combat systems in general but really like the game otherwise.
Like, I am not averse to a bit of skill in my combat systems. But I prefer physical skill (like dark souls) to having to sit down with a spreadsheet and figure out a deck. So like when ever a game forces me to build a deck I always go like this:
1. Are there any stun cards, especially AOE stun. If yes GET THEM ALL.
2. Are there any AOE attacks that do good damage? If yes GET THEM ALL.
3. Are there any debuffs that are OP and preferably AOE? Throw a couple in.
4. Fill the rest out with attack cards.
5. Ignore defense unless there are no cards to stun the enemy out of attacking you.
So my ideal combat system here would be simple to learn, require very little skill or thinking and revolve around finding a way to OP your self into a deck that just demolishes everything by default and lets you enjoy the rest of the game without a combat system in the way to annoy you.