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Same. I've played the game for 40 hours and made 40 attempts, and 'won' only 4 times. 2 of them were daily challenges (and don't really count, they include very
by cableshaft 6y ago
Same. I've played the game for 40 hours and made 40 attempts, and 'won' only 4 times. 2 of them were daily challenges (and don't really count, they include very rule-breaking things), 1 was Standard for Ironclad, and another was Standard for Silent. I haven't even attempted Ascension once yet. It took about 25 tries on Standard before I won my first time, too.
I've even watched a few people's playthroughs and going over which cards are better than others and combo well together, and my win rate is still terrible. Just lost again this morning in Act 2 with another Defect run.
Meanwhile this guy is saying the best players are winning 99% of the time on Standard, and nearly the same on Ascension level 15? Wow.
By the way, for anyone thinking this game isn't really for you, you might want to give it a chance anyway (watch a video at least). I don't usually care for Rogue-likes, and I've been pretty tired of Deckbuilders, but I got into this game hard, pretty much immediately, after putting off trying it for forever and finally deciding to give it a chance.
One thing that really makes it awesome for me is that you know basically exactly what the enemies intend to do and how much damage they're going to do to you, so you can puzzle out how to prepare for it, should you kill this person who's going to do 18 damage to you, or reduce their strength, or build up your block to absorb it, or take the hit this round so you can go after something else, etc. If you've ever played Into The Breach, it feels a lot like that, but with RPG battles instead of a Tactical map.
- aaronscott 6y agoSimilar for me - there was a real sense of accomplishment on my first win in Slay the Spire on the easiest difficulty setting. To think that players have >90% win rates on that setting, much less on Ascension 20 is remarkable. I've learned a lot from Jorbs - a twitch streamer. It's surprising how much statistics and planning can go into any given fight. It's possible to puzzle out how much of the fight will go ahead of time, with knowledge of one's deck and the enemies moves.
- JauntyHatAngle 6y ago>going over which cards are better than other I mean, that is perhaps part of your problem. There aren't any cards I've not picked at least once and made good use of on ironclad even at A20. The game really is more about building a deck based upon what comes up and constantly reassessing what is actually working in your current deck. Choosing "good" cards based on their overall strength out of context is essentially a brute force approach to winning.
- cableshaft 6y agoI'm aware it's contextual and there are different strategies for winning, and there's a reason for each card being in the game. But I wasn't aware of how some cards combo together, or some situations/battles where they might be stronger than others, etc. And there are plenty of discussions online for pretty much every card on how strong or weak people think the cards are overall (like is it worth picking it up if it's offered to you late in a run because the payoff might not be worth it, or if you see you're getting a specific boss that act, etc), and most of the cards have been buffed or nerfed multiple times since the game has come out, so clearly the developers have been convinced that some strong may end up stronger than others on average too (and are trying to keep things pretty even as much as possible, I assume).
- qazwse_ 6y agoOne thing you may want to try is sticking to a certain class for a while. It'll give you a better feel for how all of their cards work together, and you won't "forget" about certain aspects of the class. I found that I hit a wall around Ascension 8-10 before I started trying this.
- cableshaft 6y agoYeah, I agree, good advice. When I decided to win my first standard game, I at first floated around from character to character, but then decided to stick with Ironclad until I won. Took like 20 tries, but I finally made it work. Silent took less tries, currently focusing on Defect.
- moomin 6y agoA really important point with card choice: even ignoring your current deck (and you shouldn't ignore your current deck), the best cards are Act dependent. At the start you want to pick flat high-damage cards that are immediately useful. In act 2 you need cards that scale with the number of enemies, because mobs are common. In the final act it's all about card synergy and things that enable you to manage your deck. With that said, as the Defect, Defragment and Capacitor are nearly always a no-brainer. Capacitor not so much in Act1, because nothing lasts long enough for it to pay off. And if you've got anything that adds orb slots, Consume becomes really powerful (even without, you can do 10 damage a turn from two orb slots instead of 9 from three, which isn't nothing). Loop builds are very strong as well, but trickier to get right because you need to pay close attention to your front orb. Finally focus+frost can easily give you so much block most enemies can't cut through. (Watch out for Reptomancer, though, she doesn't respect anyone without DPS.)
- Latty 6y agoI have no idea if this will help you in particular (depends on how you play right now), but something counter-intuitive about deck-building in general that helped a friend of mine up his win-rate in StS a lot is that you need to consider the cost of taking a card. StS lets you not take a card when you are offered one, and often this is the best play, particularly as you go later into the game and have a deck that is stacked with powerful cards. Fundamentally having more cards is bad, because it increases variance in what you can draw. Obviously taking a good card can be worth that cost, but often players fall into the trap of assuming the best card of the options given is worth taking, when really the question should be "does this card beat the average card in my deck, or does it dilute the power of the deck", because you are reducing the chance to draw one of the other cards in your deck. Obviously there are edge cases: sometimes something may reduce the power of your deck right now, but introduces the chance for later synergy, which may be worth the cost—especially early on, but in general it is worth considering not taking the card. The ideal deck is always the minimum number of cards that allow you to pull off your win state, everything else is just stopping you getting there (this is also why cards that allow you to draw cheaply are good, and one of the reasons why removing cards from your deck is powerful).
- greenshackle2 6y agoAn important idea is that you're not only drafting to make a generally good deck, you're drafting to defeat the immediate challenges that are coming up. If you're in Act 2 and headed for an elite, you have to think, "can my deck beat book of stabbing? gremlin leader? taskmaster?". If right now your deck sucks against the book, and you're offered a disarm or caltrops, it might be worth picking it even if it's doesn't generally make your deck stronger. Cause otherwise you might get stabbed to death. On the flip side, Demon Form is a very strong card, but it's practically a curse for most of Act 1, because it's too costly and slow. So sometimes you might skip even a strong card if it doesn't help you right now.
- Latty 6y agoYeah, I definitely don't mean to imply that the comparison to your current cards is a hard and fast rule, but more that it's a good thing to start thinking about if you never skip cards.
- thaumasiotes 6y ago> By the way, for anyone thinking this game isn't really for you, you might want to give it a chance anyway (watch a video at least). I don't usually care for Rogue-likes ...Slay the Spire has nothing in common with roguelikes?
- lincolnq 6y agoIt’s procedurally generated, dungeon crawler, with collectible items and permadeath and resource management. I don’t like arguing over definitions, so call it whatever you want, but those are a number of components that feed into the appeal of roguelikes!
- Impossible 6y agoYou're better than me at the game. I have close to as many hours and attempts and I've only ascended once. Although probably should be at ~3 ascensions and made a couple blatant tactical mistakes fighting bosses with The Silent.
- debaserab2 6y agoI was about where you were 40 hours in. Then I bought this game on switch so I can take it everywhere with me and have since dumped about 500 hours into the game. I only recently got all characters to A20. Still working on A20 heart kill and a few other achievements. It's always intrigued me seeing other people pick up the game and master it much more quickly than I did. There's some people that get their A20 heart kill just 100 hours into the game. I really enjoy the feeling of slowly but steadily gaining knowledge and intuition about the game - in the 500 hours of play there's been no shortage ah-ha moments throughout. Truly one of the best $/entertainment value games I've ever purchased.
- hnick 6y agoA1 is usually considered easier than A0 because you get more elites but they aren't very punishing yet. You're possibly bringing baggage from other deck builders, mentioning combos and better cards is an example of this. Generally you want to judge cards for what they do for you right now (in the next few fights) to maximise rewards and build long term value. Try not to build into "just in case" combos or synergies or you bleed HP before it shows up. The exception is if you are confident your deck can handle the hallway fights then you might take picks for the boss, and if you can handle that then you can start building for the future. Apart from that, general pickup rules are: Act 1 is front-loaded damage, Act 2 is AOE damage with some damage scaling for the boss, Act 3 is scaling offense and defense (without damaging your other factors too much). You usually want to be plugging holes rather than building on your strengths but there are always exceptions. One example: A single dark orb can be enough to kill Champ on Act 2 as defect. Any more is excessive.