

I've had a deck that let me stack upwards to 100+ block and it's still not enough. The first map that you progress should be relatively easy and allow you to get a decent start then each new map should provide more difficult challenges. The game should have a difficulty/power curve. You don't get very good cards to handle it. Originally posted by Rocket League Server:The enemies are too powerful. Sure, its fun, but its getting stale not even being able to complete the first boss, or even reach the first boss because the enemies are too powerful. It's so freaking impossibly hard that the RNG makes this game really tedious. Even if you use the card that applies 99 debuffs of vulnerability it still only counts as being one so it blocks them all and the enemy only loses one debuff protection counter. Then they have the ability to block "one" debuff but that actually blocks EVERY debuff from one attack. The regular enemies alone have too much damage, hitting 10+ and often you are fighting 3 or four of them at a time. I have tried many different builds with both characters and at one point had 12 relics and still couldn't beat the second boss. Then the elites even deal damage equal to 1/3 to 1/2 your hp with one attack. You pretty much have to rest at every rest site. It's nearly impossible to get past the boss because by the time you get to the boss you have no hp left. The Silent, the character I have been using lately. 1 hit can remove half your hp or even 1 shot you under some circumstances. Even the cards he gets you can get a good balance, although, the opponents are still WAY over powered. Its not that bad with The Ironclad because he heals after each fight. The best defense is often a good offense. Use them only if you have spare energy after putting your attacks in effect and no better defensive options. You are generally better off just attacking enemies then using them, as killing enemies is as good as blocking their damage, and since many enemies get actively stronger as turns pass your Defense cards rapidly become nigh useless.

Originally posted by robofish126:Your starter Defense cards are a trap. I'd suggest looking at online plays to see what kind of combos get fielded. That combo alone can dish out 48 damage every enemy in the encounter. You should be able to win non-elite non-boss encounter in 3-4 turns tops, 1-2 if you get good draws or having a great run.įor example, let's say you get a Boss Relic that gives energy (as many do), then have Flex+ and Whirlwind+.

Its not enough to have better attack cards than your initial strikes, you need to identify synergies and combos then abuse them as hard as possible. However I suspect that your real problem may be on the offense side. If you happen on the "upgrade all basic cards" you should pick it up, getting Defense cards to +8 makes them almost not terrible. That said, you should generally trash Strikes first so that you can focus on a couple of strong attacks and have the rest of your cards be defense/support. Most +Block cards give even more +Block when upgraded.
Normality slay the spire upgrade#
The best defense is often a good offense.Ī: Get better defensive cards (I prefer Shrug It Off and True Grit)ī: Upgrade them. if you play an attack/skill/power this turn, next turn you cannot play an attack/skill/power (respectively)ĥ.Your starter Defense cards are a trap. take 2hp damage for every card played after 3 cardsĤ. if you play more than 3 cards this turn, next turn draw 1 less cardģ. current or next turn, cards cost 1 more energy to playĢ. Another idea is "after playing 3 cards, cards cost an additional 1 energy to play".Ī few other ideas/alernatives (or new curses for that matter):ġ. I think something like shame where it imposes a next turn effect like "draw 1-2 less cards next turn" (like that boss debuff that reduces your draw by 1).

I think the card should be redesigned to have a similar but less restricting effect. I never do a curse that gives normality because it is so limiting (regardless of class / deck). Compare it to pain which punishes high play decks by dealing damage to the player - Normality punishes most players regardless of deck style.
