Discuss Scratch

anteatereatingant
Scratcher
89 posts

Official Monster World strategy and balance thread

G2_gaming wrote:

anteatereatingant wrote:

Catscratcher07 wrote:

G2_gaming wrote:

and btw: I managed to do an infinite cycle with watcher in sls, basically, you need rush down, innerpeace and eruption+, play rush down, play innerpeace, play eruption+ for damage, which enters wrath, draws innerpeace (rush down buff), and also exits calm, giving you 2 energy bak, play innerpeace and enter calm, play eruption enter wrath, draws card and gains energy, like an infinite cycle, for corrupt heart and time eater, there are 2 main ways: violet lotus relic + vigilance instead of innerpeace, or have an energy relic from boss + mental fortress (whenever you exit a stance, gain 4(5) block) in case they end your turn or the 200 dmg threshold reached against heart.

this belongs more in sls forums/wiki. (nice job though)

Last edited by anteatereatingant (Nov. 19, 2021 15:40:36)

anteatereatingant
Scratcher
89 posts

Official Monster World strategy and balance thread

just had an interesting idea. what would happen if there was a challenge (I'll call it nullification) where you can't gain buffs or debuffs? or an SLS-style relic that states, “gain 1 energy at the start of each turn. you can no longer gain buffs.”?
Glocke0
Scratcher
9 posts

Official Monster World strategy and balance thread

I like the healing ability. It heals you every turn.
G2_gaming
Scratcher
100+ posts

Official Monster World strategy and balance thread

anteatereatingant wrote:

just had an interesting idea. what would happen if there was a challenge (I'll call it nullification) where you can't gain buffs or debuffs? or an SLS-style relic that states, “gain 1 energy at the start of each turn. you can no longer gain buffs.”?
that is bad, this means you can no longer have auras, I think they should ad orange pellets: whenever you play an attack, a skill and a power card in 1 turn, remove all debuffs

Last edited by G2_gaming (Dec. 5, 2021 15:28:18)

Timmy_Facts123
Scratcher
6 posts

Official Monster World strategy and balance thread

In the April fool's version, do you know if you can add the free flint seed in the notes and credits? I can't remember it and I really want to use it.
Ginsi0
Scratcher
100+ posts

Official Monster World strategy and balance thread

Cyanfox73 wrote:

Healing Water and Regenerate are OP in hardcore mode.
Only regen,I realised later how bad Heaking water is, just because regenerate heals 12 health, while healing water only 6. Also if you have 5 health upgrades and /or honey, you don't need healing water anymore.
anteatereatingant
Scratcher
89 posts

Official Monster World strategy and balance thread

G2_gaming wrote:

anteatereatingant wrote:

just had an interesting idea. what would happen if there was a challenge (I'll call it nullification) where you can't gain buffs or debuffs? or an SLS-style relic that states, “gain 1 energy at the start of each turn. you can no longer gain buffs.”?
that is bad, this means you can no longer have auras, I think they should ad orange pellets: whenever you play an attack, a skill and a power card in 1 turn, remove all debuffs
yea it's bad, just like not being able to see enemy intents, or not gaining any gold, or (insert literally every sls gain an energy at start of turn relic except collar). orange pellets would be nice, but if we could our own spin on it that would be even better. (like, whenever you break an enemy's block, remove debuffs).

Last edited by anteatereatingant (Dec. 10, 2021 17:51:15)

Iggz_Koopaling
Scratcher
5 posts

Official Monster World strategy and balance thread

gssquid2 wrote:

The ninjitsu art 1 is really overpowered.

Pair it with good cards and overflow, it becomes a cycle of:

Use Sui Ren. > Play all available cards. > Earn More Mana Next turn. > Repeat.
Entity1217
Scratcher
28 posts

Official Monster World strategy and balance thread

Glocke0 wrote:

I like the healing ability. It heals you every turn.
It certainly does
Entity1217
Scratcher
28 posts

Official Monster World strategy and balance thread

Timmy_Facts123 wrote:

In the April fool's version, do you know if you can add the free flint seed in the notes and credits? I can't remember it and I really want to use it.
isn't it just ‘stony’? I think the point is to make it a secret sort of Easter egg but at the same time if you know it, it's not supposed to be too hard to remember
G2_gaming
Scratcher
100+ posts

Official Monster World strategy and balance thread

anteatereatingant wrote:

G2_gaming wrote:

anteatereatingant wrote:

just had an interesting idea. what would happen if there was a challenge (I'll call it nullification) where you can't gain buffs or debuffs? or an SLS-style relic that states, “gain 1 energy at the start of each turn. you can no longer gain buffs.”?
that is bad, this means you can no longer have auras, I think they should ad orange pellets: whenever you play an attack, a skill and a power card in 1 turn, remove all debuffs
yea it's bad, just like not being able to see enemy intents, or not gaining any gold, or (insert literally every sls gain an energy at start of turn relic except collar). orange pellets would be nice, but if we could our own spin on it that would be even better. (like, whenever you break an enemy's block, remove debuffs).
average defect main sleeping on pellets in 80% of the A2- heart runs
MW should honestly add pellets
such brilliant mechanics
in fact it's not that OP since in MW you only have 3 max mana
G2_gaming
Scratcher
100+ posts

Official Monster World strategy and balance thread

anteatereatingant wrote:

G2_gaming wrote:

anteatereatingant wrote:

just had an interesting idea. what would happen if there was a challenge (I'll call it nullification) where you can't gain buffs or debuffs? or an SLS-style relic that states, “gain 1 energy at the start of each turn. you can no longer gain buffs.”?
that is bad, this means you can no longer have auras, I think they should ad orange pellets: whenever you play an attack, a skill and a power card in 1 turn, remove all debuffs
yea it's bad, just like not being able to see enemy intents, or not gaining any gold, or (insert literally every sls gain an energy at start of turn relic except collar). orange pellets would be nice, but if we could our own spin on it that would be even better. (like, whenever you break an enemy's block, remove debuffs).
I mean there can be more energy relics in MW, but only when the game is longer and has more bosses
EpicRoka
Scratcher
68 posts

Official Monster World strategy and balance thread

Entity1217 wrote:

Timmy_Facts123 wrote:

In the April fool's version, do you know if you can add the free flint seed in the notes and credits? I can't remember it and I really want to use it.
isn't it just ‘stony’? I think the point is to make it a secret sort of Easter egg but at the same time if you know it, it's not supposed to be too hard to remember
or just change the “flint unlocked?” variable to one
Timmy_Facts123
Scratcher
6 posts

Official Monster World strategy and balance thread

cresent slash, frost armor, and anything that applies frost work well together
Entity1217
Scratcher
28 posts

Official Monster World strategy and balance thread

Timmy_Facts123 wrote:

cresent slash, frost armor, and anything that applies frost work well together
yeah if you're gonna work on getting frost you better focus on that instead of everything else. it's nice how the initial cards you have help with that
G2_gaming
Scratcher
100+ posts

Official Monster World strategy and balance thread

I just realized that “draw 1 card” card effects aren't really effective in MW, since assuming you don't have that card in your deck, you draw card A on a certain turn, however, if you have it in your deck, you would draw that card instead of card A, and if you play the “draw 1” card, you will draw card A, so the “draw 1” card basically just draws the card that you are supposed to draw without “draw 1” card in your deck, it is good to have some of those cards since constantly playing “draw 1” cards gives you more strike+s or defend+s in your hand each turn and you can possibly play more cards and do better than strikes and defends however in MW you don't have any relics that increase your energy gain, so “draw 1” effects are really effective in MW since you have less potential base mana and no discard & draw synergies like Silent in SLS.

post your opinion on this

Last edited by G2_gaming (Dec. 19, 2021 01:54:34)

StrixCattus
Scratcher
100+ posts

Official Monster World strategy and balance thread

G2_gaming wrote:

I just realized that “draw 1 card” card effects aren't really effective in MW, since assuming you don't have that card in your deck, you draw card A on a certain turn, however, if you have it in your deck, you would draw that card instead of card A, and if you play the “draw 1” card, you will draw card A, so the “draw 1” card basically just draws the card that you are supposed to draw without “draw 1” card in your deck, it is good to have some of those cards since constantly playing “draw 1” cards gives you more strike+s or defend+s in your hand each turn and you can possibly play more cards and do better than strikes and defends however in MW you don't have any relics that increase your energy gain, so “draw 1” effects are really effective in MW since you have less potential base mana and no discard & draw synergies like Silent in SLS.

post your opinion on this
Not really. Since the “draw 1 card” cards all have effects beyond simply drawing a card, it's less like “draw the card you would have gotten anyway” and more like “increase your effective hand size for 1 turn.” Yes, it does cost Energy, but the card itself also has an effect that makes up for its cost.
G2_gaming
Scratcher
100+ posts

Official Monster World strategy and balance thread

StrixCattus wrote:

G2_gaming wrote:

I just realized that “draw 1 card” card effects aren't really effective in MW, since assuming you don't have that card in your deck, you draw card A on a certain turn, however, if you have it in your deck, you would draw that card instead of card A, and if you play the “draw 1” card, you will draw card A, so the “draw 1” card basically just draws the card that you are supposed to draw without “draw 1” card in your deck, it is good to have some of those cards since constantly playing “draw 1” cards gives you more strike+s or defend+s in your hand each turn and you can possibly play more cards and do better than strikes and defends however in MW you don't have any relics that increase your energy gain, so “draw 1” effects are really effective in MW since you have less potential base mana and no discard & draw synergies like Silent in SLS.

post your opinion on this
Not really. Since the “draw 1 card” cards all have effects beyond simply drawing a card, it's less like “draw the card you would have gotten anyway” and more like “increase your effective hand size for 1 turn.” Yes, it does cost Energy, but the card itself also has an effect that makes up for its cost.
yea ik, I also mentioned it in my previous thread
“gives you more strike+s or defend+s in your hand each turn and you can possibly play more cards” (line 3, by me)
but in MW it is basically a strike+ but increase in hand size, however, 3 mana is pretty much enough for you to play your hand, unlike slay the spire, you can upgrade cards allowing most draw cards to draw more and have discard & draw synergies, MW doesn't have much of those, I would say having draw is good in MW, only if you have a ton of 1 cost cards and some energy relics (forgot the the card names but the 2 draw 1 cards in MW are: deal 7 damage draw 1, draw 1 gain X block (X = handsize), the first one is basically a strike, only 1 extra damage, with vulnerable, only 2 more, not really effective for me and I don't really get excited to see it often, and the other card is usually less than a defend, which is the same, I don't get excited to see it either, I would rather have some small draws like lunar power (baseball) with energy relics & powers or the power card that allows you to draw 1 per turn since you don't want to add strikes and defends into your deck if you can't play all effective cards in your hand

TLDR: your hand size is often enough for you to play all unless you have some energy relics so usually those “draw 1s” are not good since they are basically just strikes and defends

Last edited by G2_gaming (Dec. 19, 2021 05:58:52)

panda-wat
Scratcher
100+ posts

Official Monster World strategy and balance thread

[quote=Apfellord
Have you guys beaten the game yet and if so, what ability was the one that carried you the most? Was there an ability you always loved to see?
I beat the game after four failed attempts. I think that healing effects (like regenerate) were very helpful in making me succeed.
EpicRoka
Scratcher
68 posts

Official Monster World strategy and balance thread

panda-wat wrote:

[quote=Apfellord
Have you guys beaten the game yet and if so, what ability was the one that carried you the most? Was there an ability you always loved to see?
I beat the game after four failed attempts. I think that healing effects (like regenerate) were very helpful in making me succeed.

Shadow partner or Charge bravely

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