- Aug 25, 2017
- 2,953
- 4,549
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.
And as you get into late game, slow/burn decks will get you killed more often than fast decks due to the fact that enemy damage scales poorly with your defense cards and evade is essentially useless because of how unreliable it is. Without Heirophant, you either do no damage or you take damage that turn. Buttstroke and Kick or whatever is essential because of said terrible damage scaling. There's no room for variant decks because the cards that can reliably defend you are few. And don't get me started on consumeable cards.
What we need are cards that feel interesting or rewarding to play. Like maybe a card that replaces itself with a different card when played. Or maybe card stats/effects that scales with the number of enemies. Or card stats that scale with the number of cards belonging to a category (like status, or guns, or rarity) in your deck. Or cards that heal/buff/award an action point if you don't take damage the turn they're played. Or cards that scales with the number of times it or another card is used. Or makes you stronger when you're affected by a certain status effect (and cards that inflict those effects on you on purpose as a drawback). Or cards that put free cards in your hand while another card gets stronger based on the number of cards you played this turn. Basically anything to break the monotony of "I spam the strongest damage, defense, and damage reduction cards I own until I or the other guy dies." It should feel purposeful without also feeling like you have no choice but to utilize a given card.
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