#Enhancements

1 messages · Page 1 of 1 (latest)

signal blade
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Sorry for the late poll today! Out of town visiting family

tropic bough
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STONE CARD SUPREMACY

nimble shadow
grim ridge
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To be honest, none of these excite me much, except perhaps the bonus card. Mult and Lucky don't feel like they do much, and neither do the ones you have to keep in your hand, except they also take up a slot i can't discard if i want their benefits. Stone is situational and is restricted to the low-scoring hands, which lack mult to take advantage of the chips. As for Glass, I haven't figured it out yet. But maybe that's also the case for the other cards and is why they don't feel like they do much, I don't know. All I know is for the most part, they don't make me want them. Bonus at least scales with the game and the mult jokers you tend to take.

bitter oyster
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i live for the glass

north dock
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Glass is... Glass is glass. We all know what it does.

Stone is funky. You can do some awesome builds featuring stone cards - 3 of a kind and four of a kind builds for example really enjoy stones, and that's not counting the ace high builds with stones around.

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I do find awesome the dynamic with steel and gold cards, how they incentivize being greedy with your discards so even if you already have your best hand you keep cycling to find a +4 gold or +5 mult card to make it better

copper copper
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lucky and steel getting slept on hard

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esp with oops all sixes
lucky cards will pop off

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glass are objectively the best here but i swear they break more often than 25% for me

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feels like business card triggers less than glass break ;_;

copper copper
halcyon warren
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wild, stone, glass are the most interesting to me in terms of their game mechanics

molten hawk
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Lucky card is just bad, I've never seen it activate the money one, and like twice on the mult one
Yea it gets good with the oops all sixes joker, but you shouldn't rely on just a singular joker to say whether something is good or not

nimble shadow
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Yeah lucky card just doesn’t feel very.. lucky

ocean elbow
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I'm surprised wild isn't very popular.

tropic bough
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Wild tends not to do anything for me

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if i'm on a run where I need a lot of one suit, i'll have gotten there via tarot or spectral atthat point

nimble shadow
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yeah, i think wild tarot could maybe stand to be 2 cards instead of 1

fair scaffold
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Although 2 is only 1 more than 1,
2 also happens to be twice as much as 1.

2 wild cards at a time feels too strong. Only 1 card at a time feels weak, but I think that's fine.

little vapor
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I'd like steel a lot more if it activated before the cards in hand, so multipliers like glass or polychrome would work on it.

fair scaffold
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^agree.

fair scaffold
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I love the design of Glass. High risk, high reward.

When my Glass card (or my banana) survives, I feel lucky, even though that is the likely outcome. When my Glass card (or my banana) breaks, I shrug, even though it was the unlikely outcome. The utility is front-loaded. I got what I paid for. Having it stick around would be nice but not necessary.

In contrast, Lucky card appears to be favored by very few players and despised by some. I've said before, I feel the same way about Lucky as I do Wheel of fortune and all of the "1 in X chance" tags, which, altogether, represent a huge chunk of game elements. Not getting a payout on any one roll is miserable, even though that's the likely outcome. When I do get a payout, I don't feel lucky; I feel "well, it's about damn time." And humans make decisions based on feelings, not facts.

My suggested change to Lucky is this: "Equal chance of +4 multi, +25 chips, +$1, or nothing." Adjust the numbers as desired for balance.

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Aaaaaand, Gold is my favorite.

There are different ways to get +score from Enhancements. It would be neat if there were more than one way to get +money from Enhancements. Gold is the one you get rewarded for holding. Lucky is supposed to be the one you get rewarded for playing. Would be nice if it paid out more consistently, at similar or even lower expected value.

woven surge
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i thin almost every pool thread has one emoji at beginning 🧵

scenic crypt
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Lucky suffers even worse than Wheel of Fortune imo, because a lucky card never guarantees any kind of result, even when you do get it. Sure, it's a permanent change to your deck. It guarantees that there will be a lucky card in your deck; but that's it. There's no further guarantee; there's little reliability behind the +20 mult, and far, far less reliability behind the +20$.

On the other hand, the Wheel of Fortune isn't a guarantee, but once the 1-in-5 chance is met, then you receive a permanent buff, that is guaranteed to stay with you and work every time, until you sell the joker effected (if you ever do).

A lucky card is just passive and offers great benefit, but with absolutely no reliability. WoF offers a great boon, but unreliably; and yet, once the condition is met, the boon becomes permanent and fully reliable. You can't build around lucky cards; you can build around a polychrome, holographic, or foil Joker.

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Also, Gold cards offer so little benefit imo. I believe I remember in the earlier playtest of the game (watching Gothic's playthroughs) that there was a joker which let you play around gold cards, but in the current demo, they're kinda dead weights. Unless you have an increased hand size (i.e. through Juggler), having to hold a gold card or two just for a measly $3 payoff is pretty bad; it's only really beneficial if your deck is already good enough that you can actually manage to play around having limited hand space. At that point, the $3 isn't really all that necessary; you're already strong enough that you can at least somewhat reliably play around having a dead weight in your hand space.

If there was a differentiation between card overlay buffs and card replacement buffs, that might be neat. Wild, Bonus, and Mult only change the visual of the card overlay, whereas Lucky, Steel, Glass, and Gold completely change the card itself into a different thing; and Stone just overwrites the card almost entirely, so that's a different story.

I know this is an aesthetic approach to it, but it would be kinda neat if you could put Bonus/Mult/Wild onto different card types. Wild is pretty mediocre as is, but perhaps in doing this, they would have their effectiveness reduced so as to balance it out? (i.e. +10 bonus chips on a steel card, or +1.5 mult on a gold, etc.) and perhaps, if wild was to receive the same treatment, maybe make the card act like a smeared joker?

could be too OP though, I'm not all that good at ideas for balancing things lol

rustic mica
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I think wild is very under powered in current build

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It should either be 2 cards or not overrule others

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I think every other tarot is better overall

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It does help if you have it in hand but other than that I almost never pick wild in packs

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It does also feel like glass steel iron are more transmutations rather than enhancements

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You could have 3 instead of 2

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Transmutation:glass,steel,gold,stone enhancement: wild,+chips,+mult, and editions: foil,holo,poly

upbeat vale
rustic mica
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Yeah hence the specification

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Forgot about the lucky transmutation

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Like paper/parchment maybe

upbeat vale
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i could def see lucky go to 2 cards. even when it's good it still isn't great

shrewd moat
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honestly I never understood the listed chances for lucky cards

bitter oyster
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glass cards in current state are too much risk. only situation where it's used is minmaxing seeds for fun purposes (which if that's what it was made for, great design) or getting high chip scores at the last boss. it is never used outside of these situations, and if the player is on a situation where glass is going to save the run, then most of the times, from my experience with this game, it's a run that is bound to fail

a glass card in a smaller deck like abandoned is really dangerous because it has the possibility of making it even smaller. you cannot place it into cards that it's important for your deck, because then your build has a chance to crumble, and if you place it on a card you don't want to use, then what is the purpose? you don't want to use the card anyway

in bigger decks like red and gold, a glass card can be better because you can risk cards dying like that, but it also comes with the downside of being harder to pull the glass card from the discards because it's a bigger deck, making it more unreliable to find one when you actually need it

i think that the design of glass is great, but poorly executed, but i'm biased because i use smaller decks for more consistency in my discards so glass cards go directly agaisn't my playstyle

shrewd moat
upbeat vale
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it has a chance when played to proc each condition individually

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so you can get 0, 1, or both procs

shrewd moat
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honestly I can see something like that

upbeat vale
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i have some knowledge of how some of the stuff used to work before, but even that isn't really enough to know how things are actually going to look on release. there are a lot of new and changed jokers not in the demo.

barren dagger
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I love wild cards but I don't find them to be that strong, it's only good when you have a lot of them but then most effects either happen twice or are really strong.

The tarot card that gives wilds (forgot the name) should do it twice.

rustic mica
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Also it’s 1/5 for + 20 and 1/25 for 20$

tropic bough
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I feel like Lucky cards are the opposite of lucky lmao

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You need to get lucky, they themselves are not lucky