#Camaraderie infinites are too easy

1 messages · Page 1 of 1 (latest)

supple flame
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In our group's first game together, I was able to draft 2 Camaraderies and remove some cards from my deck - every floor, every turn, it was an infinite - Camaraderie draws Camaraderie. One of my friends got Fractal Whip, which easily gets reduced to 0 mana, and we proceeded to steamroll (almost) every encounter after - including the final boss. My other friend got Garbage Day and got thousands of block turn 1 every game from that point on too. Getting a Toy Compass which then gave me infinite mana wasn't even required, but made it even more silly. Only Skull Spook was even close to scary - but as soon as we got past him, everything else was an OTK.

We haven't unlocked Torment difficulties yet, which will presumably prevent this through some mechanism (like Across the Obelisk's +1 mana cost to each drawn card if you cycle your deck). It really ruins any fun (on the lower difficulties), because at least to our group, this is such a dominant and easy to achieve strategy that it drowns out everything else.

Recording of OTK'ing the final boss: https://streamable.com/gg9t31

cold spade
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There is most likely always going to be some way(s) to seemingly break the game, which to me, adds a little excitement in trying to build your deck a certain way. Also, someone can correct me if I am wrong, but I don't think you are always going to have the same exact experience each run. It really is based on RNG and you have to adapt accordingly. Nothing says that some runs you won't get all garbage and feel pretty weak. In addition, and as you stated, the higher difficulties might negate a lot of these game breaking scenarios. And then one last thought on that - playing in a 3 person party is vastly different than solo or even just duo from my experience. I believe it may be a little too early to get the nerf hammer bandwagon going, but I'm sure the developers will be monitoring game statistics as well as feedback from the community. If something breaks the game too easily, then it will most likely be edited in some form or fashion to at least make it a less common occurrence. For now, have fun experimenting with all the different cards and their potentially crazy combinations, especially in a 3 person party!

supple flame
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Camaraderie is offered very commonly

elfin sparrow
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The thing is that this was ridiculously easy to achieve, on top of that, Camaraderie is a COMMON card!

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It's a 0 cost everyone draws a card, including yourself; this leads to super easy breaks

supple flame
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As soon as you are able to get two Camaraderies and draw out your deck (which is very easy to trim when you go for sages), card economy becomes meaningless.

cold spade
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Yea, I get that. If anything, they should probably increase its rarity and/or make it at least have a cost of 1. Being common is a little...busted lol.

wide field
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And then on top of that there's quite a few artifact and cards that make your infinite card draw win the game. Any 0 cost deal damage wins you the game. Compass gives infinite mana etc.

quasi leaf
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we did a very similar build with a friend and ended up just beating every map on the first turn, i definitely would agree that camaraderie is the main problem because of how easy it is to land 2 of them on a deck

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i'd suggest increasing its mana cost with every use for the duration of the turn, so if u use a camaraderie to draw another the cost keeps increasing and u cant get infinite draw from them

cold spade
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I'm sure things like this will definitely be balanced soon. Don't think being able to infinitely loop super easily is an intended feature.

supple flame