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- Slime
- I understand why Slime was changed from before (a similar problem to Hothead of "missing" 25% of the time, but the new version feels... Not lazy, but really, REALLY similar to Gardener. Plus, was a maximum of 3 poison per turn really that punishing? To make him never "miss", I would have given him 1 dice, kept Toxic Ooze as a "max 3, inflict [] poison", then given him another item which was "min 4, deal [] damage". This would have made him slightly better than just having a Sword (since poison > damage), but still kept him around the power level of other level 1 enemies.
- Wolf Puppy
- Before, Wolf Puppy was a joke. Now, he's kind of strong! I crunched the numbers and he deals a little over 7 damage per turn on average, which is quite a lot. Frog only deals ~4.4 damage/turn in comparison. For JUST doing damage though? Wolf Pup is fine. I'd personally want to see his moves reflect Dire Wolf's a little more - maybe by reducing the damage on Bite by 1 or 2, and giving him 2 of them (so he has Fury and 2x Bite for 2-3 damage). This is more just a "it'd make more sense in my head!" kind of thing though.
- Marshmallow
- Marshmallow is in a weird spot right now. He deals [] damage per turn (on average less than every level 1 enemy besides Hothead and Magician), and the burn/freeze are... eh? He's guaranteed to get one off, but it's not threatening or "exciting". Bland enemies are fine, but Marshmallow is suffering from Robobot syndrome. Power-wise he's easily the weakest level 2 enemy outside of Mimic or Sticky Hands; status-effect wise he's the least interesting out of all the level 2 enemies (Freeze is new, but Wizard and Mimic use Freeze too); so he's just kind of "there". It's already been established that enemies can have even/odd equipment with Magician and Baby Squid, so why not take it up a notch for Marshmallow? Give him 3 equipment: one of which just deals [] damage; the next needs a 1 and deals 6 damage + freeze; the next needs a 6 and deals 6 damage + burn. Damage-wise it's effectively the same (he'll deal about the same amount of damage as Frog, weirdly), he'll inflict less statuses, but he'll become more interesting than "magician with freeze".
- Sneezy
- I'm just making a Sneezy section here because Sharp Spike+ (needs 1, deal 2x[] damage, 2 uses/turn) deals less damage than Spike+ (needs 1, deal []+2 damage) per dice used. Sneezy is beyond fine (he's one of my fave enemies in the game), but this hurts me inside plz fix
- Copycat
- People have tossed around the idea of giving her an innate where it states "Copycat copies your items", but I STRONGLY disagree with this. Half the fun of her is thinking "what's a copycat going to do? copy my stuff?", then the realization that she HAS copied all your stuff kicks in. Outright saying "yeah she copies your stuff" takes away part of the "fun" of it, it's like outright saying "Sorceress has different equipment each battle", Rat King is really really weak against Freeze" or "Madison gets stronger every turn". I can see why this is an idea, but honestly? I'd dislike it if this was brought in. Balance-wise, the new buff to Copycat is perfect. For Jester, I'd prefer it if she copied the 3 cards you currently have in your hand, but I can see why this isn't ideal (since you could end your turn on Bump/Flame Blast/Duplicate/Spatula/etc and be fine). It's no more powerful than going in as Inventor with just a damaging gadget though!
- Crystalina
- Get rid of the Extra Turn buff; it does nothing to the AI and makes it look like Power Crystal just didn't work. Outside of that, she's brilliant!
- Haunted Jar
- Functionally really similar to Keymaster with a secret Plasma Cannon. Deals 3 damage, then 5, then 8, then.. oh wait now you have 22 poison and you're dead next turn. I'd like to see Poison Cloud changed back to old Toxic Ooze (max 3, inflict [] poison), which would reduce the amount of poison he deals by a little bit (there'd be about a 50/50 chance that he inflicts 3 poison), but honestly? That's fine in my eyes. He's already weak to freeze, and this would just make that point a bit clearer.
- Kraken
- I like the new design, but he NEVER uses Overwhelm. I had to run a super-defensive turtle-y deck which drew the fight on for about 15 turns before he FINALLY oneshot me (10+11+12 damage in one turn). He just rarely ever uses Overwhelm because:
- * He'll always put a 2 into Shriek, eschewing putting ANY amount of dice into Overwhelm unless it'd kill you, even going as far as to put a 6 into a shocked Shriek then put the other 2 into it.
- * He'll always use Camoflage, unless he's lacking in dice pips. Even then, expect a good chunk of his dice to go into it.
- These 2 things are fine, actually. Outside of moving Shriek to needs 3 (which would throw the power level of a few enemies out of wack a little), I don't think many changes need to be made. If he was to be made more damage-orientated, my suggestion would be for one item to blind a dice AND increase the damage of Overwhelm, to hammer home the "this squid is threatening if you let him become threatening" message.
- Rat King
- He's weak to freeze. Give him an item which flips a dice upside down and inflicts 1 poison. Call it "Ratula". That is all
- Skeleton
- He's... not threatening, or interesting. It's that simple, he's just a tank that deals middling damage and irritates you. But he's not even that irritating! Loud Bird at least has the nerve to REALLY mess with your stuff, but Skeleton? He's just Banshee without Silence or Freeze. I can't really think of any ways to change him outside of a major rework. Maybe give him an item that inflicts Shock, but is reusable? It's still similar to Banshee, but it could be cute to have a card called "spook" which shocks you!
- Dragon
- He's... weird. He went from being Paper Knight to the max with a HUGE barrage of upfront damage and then no damage... to being an absolute powerhorse that deals just under 4d6 damage per turn and burns EVERYTHING. If I had to redesign him, I'd give him a few Fire Breaths, but bump up the countdown back to 15-20ish and the damage back up to 5-7. Then, give him an item like Crowbar, call it "Charge Up". So, he uses Charge Up, reduces all his countdowns by about 6, then maybe gets off 1 Fire Breath. Then, he uses it again, maybe reduces the countdown of the second item by a few pips too. And the fight would become not exactly a damage race, but a "every 3-4 turns, you're taking a buttload of damage, and a ton of burn".
- Madison
- I've only lost to Madison once, and I believe that was for a similar reason I lost to Kraken once - I was playing a REALLY slow deck. Her damage just doesn't ramp up quite as much as it could - fix the AI to use Chocolate Cookie BEFORE using Campfire, and that'd fix quite a few of her issues I feel!
- Scathach
- The current scaling of her items feels a bit weird... Currently, these are the status effects in order (each deals 2x[] damage too):
- * Blind 3, Lock 2, Shock all +silence, Freeze 3, Burn all, Curse
- What if instead they were ordered and slightly tweaked:
- * Curse, Lock 2, Blind 3, Freeze 4, Burn 5, Shock 6 +silence
- That way, each item could say "Inflict [] lock, do 2x[] damage". This is one of those suggestions that I've got that does barely anything to her power level (oh no, now she freezes 1 more dice!), but just puts my mind at rest.
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