Is there a way to pick a lower level version of a spell? I am playing with a blood mage and the Vigor Mortis spell leveled up and now it costs 4 Blood Surge to cast instead of 3. Since my blood orb only gives me 3 per use, this is a real problem.
Sorry, that I don’t know, but if I find out I’ll let you know.
I don’t think there is, unfortunately. You could ask the developer if it would be possible to add. He’s been pretty quick to implement feedback if it isn’t too complicated and doesn’t conflict with his vision of the game.
There was a talent I picked up that lowered the cost back down to 3 and gave me 2x of those leech guys.
However my bloodmage died on some higher level undead that kept summoning more and then adding like 50 shields to everyone. Once I couldn’t leech health, I was dead even though I lasted a good while. I just had no way to really damage the undead besides a few spells that would not come up often enough.
Also for some reason my ‘hand’ kept getting full of leech guys, like 10 at a time. I have no idea what was causing it because I was not using powers the created those cards.
In general, when people make decks, do they diversify or focus? I try and minimize deck and focus on a strategy, but then you always run into some situation you can’t deal with easily or at all.
For example I have a necro, but when he faces a boss that has like 8 dark resist, it makes most of my abilities useless. I even thought about an efreet necro for the fire powers, but demons and demon bosses in particular have huge fire and dark resists.
It just seems like you can easily get into situations you can’t deal with because of some crazy resist thing. Its dumb that skeletons / zombies do dark damage and not physical melee damage.
As for a developer wish, where do you contact them? Just post on the steam forums? One wish I would want is to have tool tips on everything. Like if a card said ‘greed’ then you could mouse over it and see what the greed mechanic was. Other things need explanations. Like what does hand size actually do? What governs how many action points a turn you get? Etc…
Check the developer’s videos on Youtube. He gives some tips there. For instance, you can type “Greed” in the search field in that left-side log screen and it will show information about it on the log (though it doesn’t work for everything). If you see info for a card, it usually explains what the terms are in the detailed description.
As for your previous questions: most classes have two main damage types. And they all have strengths and weaknesses, which means nearly every one of them will have some difficulty facing certain enemies and certain resistances. In those times items can make a huge difference.
My only serious run was with a human hunter. I focused hard on piercing damage but I did keep enough of the human psychic type cards so that I could inflict stun. Mostly I trusted that I could last long enough to eliminate things with the 3x and 4x damage that many of the bow cards could deal.
On other runs I felt that I ran into many more with specific types of monsters and their resistances.
Generally a run goes like this for me:
I am doing quite well and not having any problems.
Then I run into a monster pack that has crazy resistance to the damage type I do and/or is immune to a critically important effect ( like the leech effect for blood mages). Most commonly this group is undead.
Ill hold my own for a while, but then they just wear me down while summoning more and more of their monster types, and then I die. Also when they armor up for like 50 armor in one turn, that is bullshit.
In one case, so many undead spawned that the cards were scrolling off the screen. My best spells could only do like 2 damage to the resistant ones and of course for whatever reason, the debuff effects do not work, like weaken which they reduce their damage.
I also had a mystic who was pretty high level who ran into a pack of monsters that each did like 11-20 damage and had like 80 hp each. They just wailed on my dude till he was dead. I have no idea what he could have done. I am not aware of any super defensive abilities mystics have.
I just feel that you play normally until the RNG throws a crafted high enough level pack at you and then you die and there is nothing you could have done.
There are generally ways to compensate for resistant and/or immune enemies that you can stock - for example, there are cards that specifically go after undead. And remember, you can edit your equipment and deck mid-battle - you might have to skip a turn to reshuffle your deck to take advantage of the latter, but it might be worth it.
The trick, I think, is figuring out what your problem areas are going to be generally and finding those counters to them. I won’t claim to have mastered that art. And it’s gonna be much harder to manage in gauntlet modes where you don’t have a lot of room to go shop in towns or grind for reward cards.
Also, I think there’s some logic (not foolproof, but some) to enemy generation, at least in sandbox mode. Certain kinds of nodes and especially those destroyed towns or crypts or whatever that you can opt to go in will tend to have certain kinds of enemy. But I haven’t worked out exactly what it is yet.
When going to iron man mode, do you noramally level up your character elsewhere first? I nomrally do casual -> Normal -> Iron man where is where I die. May after normal I should do other things and gain lots of levels and then do iron man?
Some DLC thingymajobber for this game that I bought but still haven’t got around to playing yet.
The big feature it adds, sounds like, is the ability to sign up with various Organizations and get special perks and cards from that. I wasn’t entirely clear on why they’re different from the Affiliations that were already present but they sounded substantially larger and more impactful on your gameplay. Especially in sandbox modes. (It adds a new one of those too, for people where Conquest wasn’t hard enough.)
How important is it to get the DLC for the game?
This game…it ain’t a looker. I didn’t realize how much of a deal breaker this is for a card game, at least for me. I’ll hold off until this gets some type of card art and UI replacement mod
There’s a couple already, check the workshop (I think I link to them in the OP). If those don’t do it for you, fair enough, but I doubt much else is coming.
I haven’t bought , but one of those sets looked really nice.
Thanks, you’re right about the workshop. The top two most subscribed mods (improved card text layout and alternate art) look like they go a long way. The alt art is still more generic than I’d like but it gives me hope. I’m turning the knob from “reluctant pass” to “pick up on sale”.
You’re in luck, it’s on sale!
I’m hoping someone chimes in whether the DLC is important to pick up.
Unfortunately, I got it all immediately and so I have no idea what is or isn’t DLC stuff.
I began playing this game yesterday and is still learning things. Casual gauntlet seems to be fairly easy, but once I’m on normal I start to have trouble with the bosses. My debuffs/status effects just don’t affect them because my “potential” is too low (which seems to be determined by card level+char level). How do people normally handle this? grind until a certain level?
There are also perks that give certain types of effect more strength.