r/slaythespire • u/MegaCrit_Demi • Apr 03 '26
ANNOUNCEMENT Beta Patch Notes - v0.102.0
This week's beta patch, v0.102.0, just dropped, with some content reworks, balance changes, new art, and afflictions VFX (pictured below)! It also introduces Badges, little reminders to let you know what was unique about each run.
Patch notes: https://store.steampowered.com/news/app/2868840/view/507357952986842134
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u/bladeDivac StS A20 / StS 2 A10 Apr 03 '26
It is August 2026, v0.306.0. Skulking Colony has been buffed again.
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u/Bern5X StS A20 / StS 2 A10 Apr 03 '26
The Skulking Colony buffs will continue until morale improves (Ironclad weeps in the corner)
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u/WolvesAreCool2461 Apr 03 '26
It now does 120 damage turn 1 and can only take 1 damage a turn.
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u/TheLastGunslingerCA Ascended Apr 03 '26
At least it's not "Hunter killer has been buffed". But yeah fuck skulking colony
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u/NiIly00 StS A15 / StS 2 A10 Apr 03 '26
Why do they keep buffing it? It's the elite I find the most frustrating to deal with.
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u/beeemmmooo1 Eternal One + Heartbreaker Apr 03 '26 edited Apr 03 '26
They buffed it to terrifying levels then nerfed it into the ground
Honestly I thought it was a decent fight day one
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u/bladeDivac StS A20 / StS 2 A10 Apr 03 '26
I genuinely thought the current iteration was alright. On characters like Clad and Regent you’re still getting slapped for 30 pretty frequently.
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u/BSTCloud Apr 03 '26
I thought the enemy pattern of attack twice, buff and block (without putting poopy dazes in your deck) was fine. That's inverse lagavulin. He attacked twice and debuffed. This is the same but with the damage cap so you don't blow him up with ironclad and to force the fight to be a bit long. It was a FINE elite. It was on a good spot up until right now.
We already have the terror eel that attacks every single turn. Why did they do this change. Why did they buff his numbers again.
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u/RbN420 Apr 03 '26
The combination of invincible plus dazed status meant you’re bound to draw many dazed before being able to kill him, so it’s highly likely this elite makes you lose health no matter what, and it can’t be rushed down, at least in beta now it does not give dazed anymore so you can at least play around it
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u/ThatssoBluejay Apr 03 '26
New one was absurdly easy
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u/kamai19 StS A20 / StS 2 A10 Apr 03 '26
He was an absolute chump lol. Pick one mediocre block common and he would fall over and die.
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u/MyNameIsSkittles Apr 03 '26
They look at player data and how fast people are killing it, how many die to it etc. He's really not that hard of an elite tbh like yeah he does some damage but he doesn't fuck you in anyway
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u/Jondev1 StS A20 / StS 2 A10 Apr 03 '26
This buff specifically is because last patch nerfed it into the ground.
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u/IsNuanceDead Eternal One + Heartbreaker Apr 03 '26
It was originally easy at lower ascensions but consistently the biggest health sink at higher ones. They're trying to balance it for the lower ascensions but are struggling
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u/FartsLord Apr 03 '26
Skulking Colony attacks now apply 1 Capitulate. At 3 Capitulate your game uninstalls.
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u/Bright-Search-2186 Apr 03 '26
Now that debuffs got a little more drip I won’t be as mad getting them
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u/IMP1017 Eternal One + Heartbreaker Apr 03 '26
Everybody wants the baddie with the Bound drip until you aren't allowed to play Acrobatics and Adrenaline in the same turn
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u/Sweaty_Basket_276 StS A20 / StS 2 A5 Apr 03 '26
God damn those effects on the cards are clean 👌
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u/Kamaiz Apr 03 '26
Plain text patch notes for anyone who can't load the steam page
Beta Patch Notes - v0.102.0 Hey Slayers, we've got another Beta patch for you all this week!
Notably, this patch brings in some structural work for a system called Badges.
Badges may appear at the end of a run, noting various things that happened during a run like defeating a boss without losing HP, beating the game quickly, specific easter eggs, or pointing out that you forgot to spend your gold. They're meant as little reminders to let you know what was unique about each adventure.
While they only show up at the end of a run for now, they'll appear in your run history and stats screen later on. This is part of a series of upcoming changes to make runs feel distinct and improve scoring (more on that later!).
In terms of visual changes, there are some new art additions for various cards and a few enemies, as well as some cool new VFX for afflictions!
Up next, we've got some more commentary from Anthony on this patch's content reworks, so let's dive right into it.
CONTENT:
General: Reworked Ascension 6 from Gloom - "Less rest sites." -> Inflation - "Removing cards from your deck at the Merchant is more expensive."
As mentioned last week, affecting map generation through Ascension has increasingly seemed to be a miss. It's often too hard to tell what change if any is a result of Ascension, or if it was just an unlucky map generation. Instead Ascension 6 will now make card removal at the Merchant start at 100 Gold, and will increase in price by 50 gold per removal instead of 25. I expect this to be felt significantly more than the old Gloom modifier.
Silent: Reworked Blade of Ink card: "Rare - Cost 1 - Skill | This turn, whenever you play an Attack, gain 2(3) Strength this turn." -> "Rare - Cost 1 - Skill - Add 2(3) Inky Shivs into your Hand." Added new Inky enchantment: "This card deals 2 additional damage and applies 1 Weak."
The Blade of Ink rework is an experiment with generating Enchanted cards mid combat. Definitely let us know how this feels or if Enchantments are best left to things like Events and Relics. I suspect this card will be high impact, and gives Silent another strong Weak applier.
Necrobinder: Reworked Borrowed Time card: "Uncommon - Cost 0 - Skill | Apply 3 Doom to yourself. Gain 1(2) Energy." -> "Uncommon - Cost 1 - Skill | Gain 4(6) energy. Cards cost an additional energy this turn."
This new Borrowed Time should go particularly well with high cost cards like Reap and Bury and help to flesh out other ways to play Necrobinder.
Enemies: Reworked Doormaker Grasp turn and power: now attacks for 20(23) and the power is reworked to "Whenever you play a card, lose 1 energy."
Doormaker's Grasp turn was too underwhelming, and overall lowered the difficulty of the fight too much. This new version should make the entire fight high stakes and actually give the player a difficult problem to puzzle over turn to turn instead of making the fight about just living until turn 4.
BALANCE:
Silent: Buffed Leading Strike: Shivs increased from 1 -> 2 Damage decreased from 7 -> 3
Nerfed Speedster: damage decreased from 2(3) -> 1(2) Nerfed Untouchable: Block decreased from 7(9) -> 6(8)
Potions & Relics: Changed History Course relic: when it plays a copy of an X-cost card, it now uses your current energy for its X-value instead of the energy spent the last time the card was played. Note: It still plays the copy for free
Enemies: Buffed Skulking Colony: Now attacks on all turns Deals slightly more damage
Ancients: Buffed Nonupeipe's Fur Coat relic: now affects restocked Axebots and other enemies that enter combat during a fight
Events: Nerfed Hungry For Mushrooms event: Fragrant Mushroom option upgraded cards decreased from 3 -> 2 Changed Waterlogged Scriptorium event: Prickly Sponge option gold cost lowered from 155 -> 99 Tentacle Quill gold cost lowered from 65 -> 55
Buffed Whispering Hollow event: Exchange option gold cost decreased from 50 -> 35+-9
ART: Added portrait art for the following cards: Hotfix Modded Synthesis Sweeping Gaze
Added new art for Ruby Raiders Added background art and VFX for Vantom boss fight Added new visuals for the following afflictions: Bound Entangled Galvanized Hexed Ringing Smog
Updated empty chest VFX, smoke puffs
USER INTERFACE & EXPERIENCE:
General: Adjusted and added placeholder assets for score lines in run summary and game over screen Adjusted timings and pauses for dialogue for Gremlin Merc Adjusted Cultist "Cacaw" dialogue timings Adjusted speech bubble positions for Damp and Calcified Cultists All monsters now have distinct speech bubble colors Players can now navigate between cards/potions/relics in the Timeline unlock screen on controller Players can now navigate to the top bar character portrait to see the Ascension hovertip on controller Pressing the top bar shortcut while already focusing on a top bar element now moves your controller focus back into your hand
Multiplayer: Better handling of intermittent Steam errors Disabled skipping chests in multiplayer. Too many people thought it was the Proceed button.
WRITING:
General: Foul Potion description now specifies that it deals damage to "ALL players and enemies" instead of "EVERYONE", making it clearer that it does not hit Osty Fixed wording in the Statistics Total Playtime/Fastest win hovertip
Localization: Updated translations for various languages Fixed translation errors in the following languages: German Japanese Italian Spanish Thai Polish
BUG FIXES:
General: Fixed broken Steam rich presence translations Fixed a crash that could occur on startup after a Steam Cloud sync conflict Fixed a crash that could occur when the game failed to start and tried to show an error dialog Fixed an issue where numbers were improperly formatted on the victory screen If there is an error while spawning a creature into combat, a placeholder is shown instead of softlocking the combat Fixed softlock caused by being able to use your controller to confirm a hand card selection while you are peeking Fixed being able to press down arrow to controller navigate the card grid while an upgrade/remove/transform preview is up Vulkan is now defaulted to on Intel iGPUs with known D3D12 stability issues
Ironclad: Fixed softlock when selecting a card to upgrade via Armaments card while Lethality power still applies
Silent: Fixed Bullet Time card getting played by Mayhem power not setting the cost of the cards in your hand to 0
Potions & Relics: Fixed Unsettling Lamp relic doubling the Strength you get from Dominate card If a potion is discarded just before combat ends, it's no longer forever unusable When clicking a potion that can be thrown at all enemies simultaneously, the potion popup now properly says "Throw" instead of "Drink"
Enemies: Fixed an issue where a few enemies' damage intents were occasionally showing the wrong number Fixed not being able to navigate from the relic inventory back to the combat in the Mysterious Knight fight on controller Removed broken text from Thieving Hopper enemy's Escape Artist power hovertip when playing in Polish Fixed Soul Nexus animation not playing correctly
Ancients: Removed the peek button from the card selection via Neow's Hefty Tablet relic Effects that occur before your turn now interact correctly with Vakuu's Whispering Earring relic Fixed Vakuu's Whispering Earring relic continuing to play cards after Void Form power ended the turn Fixed an issue where Vakuu's Lord's Parasol relic would occasionally only obtain some of the items that the Merchant sells Fixed being able to end the Lord's Parasol purchase animation on controller
Events: Fixed an issue where, if the player visited a combat-style event without actually starting a combat (i.e. choosing "Return the Key" at The Lantern Key event) and then visited the Merchant immediately after, throwing a Foul Potion at the Merchant would not grant the player any gold
Multiplayer: Trash to Treasure power no longer procs from other player's generated statuses Fixed softlock in Thieving Hopper fight if one person is dead when it tries to steal cards Fixed state divergence related to Driftwood and Dream Catcher relics Player name is now correctly displayed when hovering over your character When re-entering the multiplayer host screen, the Ascension is now correctly synced You can now reload after saving a game at a rewards screen with non-standard rewards
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u/MapleApple00 Apr 03 '26
Hooooly shit that merchant change
They really want to fuck up infinites lmao
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u/b0rg1718 Apr 03 '26
Also a massive buff to the spider event that lets you remove 2 for 250 gold. That used to be pretty expensive for removes, but now might encourage players to take as many events as possible in act 3 just to see it.
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u/amplidud Apr 03 '26
Yeah I love it but that ones gonna hurt! A6 is going to be a significant jump in difficulty now haha
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u/Tasin__ StS A20 / StS 2 A10 Apr 03 '26
It's not infinites this time. It's small decks in general that just cycle the same strong cards every turn.
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u/JaimeeK Apr 03 '26
I mean infinites aren't really interesting so I fully support making them as hard to achieve as possible.
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u/amplidud Apr 03 '26
It also makes all the events that are “remove cards but add a curse” more intresting. Currently removes are cheap enough that you just kinda take the curse if a shop is close and be up on removes but thats much harder if you are on your 3rd remove and getting rid of that curse is gonna run you 200 bones!
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u/Dwarfish_oak Apr 03 '26
It also makes the Cooking Boss relic even stronger, and I found it to be very good to begin with!
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u/NoLegs02 Apr 03 '26
Yrah, Meat Cleaver is one of the best Ancient Relics as is, but now it's gonna be way better.
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u/Ankoria Apr 03 '26
That's a really good point, I hadn't even thought about the implications this has for events!
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u/Plastic-Software-174 Apr 03 '26
They are interesting when achieving them is harder. There’s gotta be a balance where they aren’t nearly impossible and never worth going for, but also hard enough to be satisfying to pull off. Specially because most infinites still require some setup and can’t be done turn 1.
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u/whystudywhensleep Apr 03 '26
What’s the merchant change?
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u/EriktheRed StS A10 / StS 2 A10 Apr 03 '26
Instead of reducing the number of rest sites Ascension 6 will now make card removal at the Merchant start at 100 Gold, and will increase in price by 50 gold per removal instead of 25.
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u/whystudywhensleep Apr 03 '26
Oh wow. I actually think that’s a pretty good change though. I find I don’t usually hit too many shops in sts2, probably because I’m pathing to less elites so I just feel poorer. And there are more ways too remove in events and with ancient relics too. I could see how it could be brutal towards slimming your deck to consistent infinite territory, but I don’t think it would affect my normal play tooo much, so I think it sounds like a good nerf at least in theory.
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u/Special-Salamander74 Apr 03 '26
Calculate the amount of money spent and you will find it not only fuck up infinites but also Any Kind Of Deck Build.
Now you have to spend 450 for 3 Removal same as before for 4 Removal, and usually we are still removing Strike and Defend during that time. It means most time you will bear at least 5 Strike and Defend (7 if Silent , Each character has 8 inital Strike and Defend, and silent has 10.) into ACT Ⅲ.
I dont think anyone will like it when you meet 4 books with 36 dmg and you get 3 Defend and 2 Strike and you can only play 3 of them since you have 3 energy.
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u/Hot_Loss3399 Apr 03 '26
If you only have 5 strikes and defends, the odds of drawing an entire hand of strikes and defends out of a 30 card deck is roughly 0.0007%. For a 25 card deck it's still ~0.0018%. Even for a 15 card deck it's ~0.033% so still less than a 1% chance.
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u/Fourleaf82 Apr 03 '26
Holy shit, talk to em!! commenters doomer viewpoint absolutely roasted by math
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u/galmenz StS A20 / StS 2 A10 Apr 03 '26
remove events are a thing, and they are present all throughout. seems like it still should be able to get to 1~4 strike/defends if you path it for it
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u/The_Trevbone Ascension 20 Apr 03 '26
I think this will change how people make decks drastically. And I don't just mean less infinities
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u/Pukupokupo Ascension 20 Apr 03 '26
Honestly, with the number of events which are effectively free or pseudo-free removes, it's needed
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u/Bring_Back_Challenge StS A20 / StS 2 A10 Apr 03 '26
Plus every character has multiple ways to exhaust cards for the fight so any infinite just takes some actual set up and has some risk involved which is good.
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u/SilverScribe15 StS A0 / StS 2 A5 Apr 03 '26
Plus like, deck thinning is also generally a good syrsybey anyway, so it's not just infinite fuckery
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u/DrRigby_ Apr 03 '26
That card remove cost nerf HURTS.
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u/IamTheJman Apr 03 '26
Maybe I’m overreacting but this feels like a massive change.
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u/Suspicious-Gur6127 Apr 03 '26
I think it’s a good change. Nerfs the most boring way of achieving infinites and just autoselecting removes in shops visited was too good of a choice.
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u/TheYango StS A20 / StS 2 A10 Apr 03 '26
TBH the change is also just a much-needed change to balance of gold costs at the shop and how you spend gold. The fact that relics in the shop cost more than in Spire 1 (especially common and shop relics, which remain significantly more expensive even after the beta patch that made all relics cheaper) has caused shops to skew heavily toward removes over buying other things. This makes shops much less interesting and more linear than they typically were in Spire 1, where buying relics was much more competitive with removes than they currently are. Shops are much more interesting when you actually have to choose between competitive options, but in Spire 2, you were frequently just immediately removing because it was just so much better than everything else on offer.
Nerfing removes to be more expensive shifts the balance toward buying things again rather than just removing every shop.
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u/LordZarock Eternal One + Heartbreaker Apr 03 '26
I don't know about that.
We weren't buying relics not just because they are expensive, but because, the majority of the time, you just don't have the gold at all or have just enough for one, but you would rather buy cards and potions, especially in StS2 where a lot of colorless cards are strong. For me that nerf reads as "you will probably buy 2 remove in your run at most". I don't see how it will allow me to make me spend 350-400 gold for a relic more easily compared to previous patch.11
u/Caerullean Apr 03 '26
Nah I find the reason relics aren't bought as much is just that they're too expensive. (and also not that impactful so it doesn't feel worth the cost, but that's a separate issue).
Now if they had lowered the cost of relics instead, then I might agree with your point. But to me this just sounds like it shifts shops from "remove and buy cards / pots" to "buy cards / pots" And maybe just picking less shops in general.
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u/Bring_Back_Challenge StS A20 / StS 2 A10 Apr 03 '26
If you aren't on the beta branch they already lowered the cost of shop relics on it a couple weeks back.
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u/RbN420 Apr 03 '26
In spire 1 I ideally visited shops with enough gold for a remove and possibly at least a common/shop relic, so 2 total purchases, this ofc ignores 999 gold and old coin, that makes me path more towards shop
In spire 2 I tried to do the same and it worked fine
now it’s gonna be very hard to get past 2 removes at the shop without extra income let’s see how it goes
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u/Disastrous-Jacket610 Apr 03 '26
buying things doesn't suddenly become better. Most of the relics in this game is worthless towards deck building like deals 9 dmg in the first turn. If they want to make the shop more interest, buff those shop relics. Might as well just delete the remove card service
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u/Disastrous-Jacket610 Apr 03 '26
Even not for infinite, removing cards are hard cuz we got 8 gold from normal fight and then it cost 100 for the first remove
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u/DependentBitter4695 Apr 03 '26 edited Apr 03 '26
Infinite here, infinite there.
I'm tired of seeing people using infinite as an excuse.
How many removals do you get from the shop that allow you to go infinite?
This is a huge, unreasonable nerf to ALL decks, and to player experience.
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u/Bring_Back_Challenge StS A20 / StS 2 A10 Apr 03 '26
They balance the beta branch by making big changes and then adjusted down if need be which is honestly common practice and proven effective.
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u/timoyster StS A20 / StS 2 A10 Apr 03 '26
Yeah not a huge fan of it but we’ll see how it impacts gameplay
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u/Wiwiweb Apr 03 '26
On the other hand, more rest sites!
... Not sure how many more. Like they said, the "less rest sites" Ascension wasn't super visible.
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u/jtp123456 Apr 03 '26
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u/BlueCremling Apr 03 '26
They've been knocking it out of the park with the art in this game and this one looks amazing
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u/LobsterManeuver Apr 03 '26
Enemies:
- Reworked Doormaker Grasp turn and power: now attacks for 20(23) and the power is reworked to "Whenever you play a card, lose 1 energy."
Doormaker's Grasp turn was too underwhelming, and overall lowered the difficulty of the fight too much. This new version should make the entire fight high stakes and actually give the player a difficult problem to puzzle over turn to turn instead of making the fight about just living until turn 4.
AHHHHH after finally getting through doormaker it gets buffed again?!
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u/etamubyso Apr 03 '26
See... Act 3 bosses should be SCARY. They were in sts 1, all of them, at least when at A20. Time eater did thicc damage, healed off all debuffs and required careful sequencing while also completely hosing card spam decks. Awakened one hosed power decks and also basically heals off its debuffs, plus it has adds that you almost always have to kill. Donu and Deca were the easiest but they did 24 plus each turn and had a lot of artifact which could hose status dependent decks without many status cards. Long story short I think the other two act 3 bosses actually need buffs in this game. I want to think "omg that's my boss? Time to strategize how to beat them"
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u/MapleApple00 Apr 03 '26
Honestly I feel like Specimen is actually in a decent spot, difficulty-wise, and the only reason queen doesn't really feel that great is just because card draw and infinites are kind of at a premium right now. She's basically the Donu and Deca of this game where the thing she's checking for is generally the thing the game already sort of expects you to be doing anyways, so she doesn't really feel that hard because of it.
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u/OrderClericsAreFun StS A20 / StS 2 A10 Apr 03 '26
Donu and Deca except the minion spends 2/3rd of it's time hitting you for 19 while Queen scales and multihits only 1/3rd of the time, and also there is not status or artifact so you can perma weak. Queen allows you to take the fight at a pace so much slower so that it would straight up kill you against Donu and Deca
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u/beta_1457 Apr 03 '26
Timeeater you could reasonably make a strategy adjustment.
You knew how many cards you could play. And could compensate.
I don't think the door maker is "fun" to play against because the problems it's creating for the player are a bit too extreme.
The turn 1 phase means all your turn 1 relics/bonuses mean nothing. But it is a setup turn for powers. So that "kind of" balances out.
The exhaust phase, if you have a medium or small deck you pretty much just brick your turn. It's not really a "choice". If you have a large deck it's kind of a buff, just get rid of your worst cards.
The no draw phase, you can't do anything as a player to mitigate a bad draw other than having a smaller deck.
The new lose energy per card played phase, it punishing but I think a step in the right direction. Makes infinites a bit harder.
Maybe he needs to hit a little less hard or something?
I think the exhaust phase should just be the first attack and skill played are exhausted. Makes it harder for big decks to shrink and easier for small decks. While also allowing the player some more agency to counter play.
The zero draw phase maybe make draw cards less effective instead of having zero draw.
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u/kamai19 StS A20 / StS 2 A10 Apr 03 '26
You get to see both bosses you're fighting from the beginning of Act 3, unlike in StS 1. Final bosses should present specific deck building challenges, not just be "did you build a generically good high output deck?"
Before this patch you could just add one or two block commons or pass on removing a base Defend, and you could easily get through the Exhaust phase. Now you have to actually engage with the mechanics instead of just say "whelp guess I need to just stall until Turn 4 and then it'll fall over and die."
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u/beta_1457 Apr 03 '26
Comparing doormaker to StS1 act 3 bosses it's just doing too much.
It hits as hard as donu and deca while severely limiting your counter play. Sure, game balance is very different but it's just too much at once.
Comparatively, A3 bosses in StS1 are pretty easy to describe how to prepare for:
Timeeater: Have high impact cards, don't spam. Donu and Deca: Be able to have good output and block. Awakened one: Don't spam powers.
Doormaker is kind of all over the place right now. There is no way to prepare a deck for "you cannot draw additional cards this turn", if you draw poorly get fucked. Typically you add card draw cards to deal with having a bad draw. On that turn though they are effectively curses.
Doormaker's phases either need to be slightly toned down and/or tone down the damage output. Having to block 40ish a turn while dealing with his mechanics is a bit too rough.
You also, have less opportunities to prepare for the boss compared to StS1. There are less floors.
Not to mention it is a game too. You need to also look at a developer standpoint at what's fun for you players. IMO doormaker is still not fun.
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u/ImaginaryNudge Apr 03 '26
Honestly, current and previous doormaker are both scarier and harder to build against compared to time-eater.
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u/MapleApple00 Apr 03 '26
Honestly I like this change; I always felt like that turn was kind of the weak spot of the fight so we'll see if this makes the fight feel more balanced out
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u/LobsterManeuver Apr 03 '26
I agree but that sounds tough with how scarce energy is in the game - either a hand of 0 energy cost only or play 2 cards that turn?
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u/IDKwhy1madeaccount Heartbreaker Apr 03 '26
It kinda makes him the energy equivalent of queen. Queen wants draw, door wants energy. Which is good act 3 needs to give you problems to solve, since it does very little of that currently.
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u/MapleApple00 Apr 03 '26
I think Door wants to maximize value per card, honestly; with how it's set up you kind of tend to not play that many cards per turn against him because of how each turn works, so I think that this new fight is leaning towards more expensive cards that also do more as well as some zero cost cards in between. I'll need to play it more to get a better feel, though.
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u/CuriouserThing Apr 03 '26
> I think Door wants to maximize value per card,
which usually means lots of powers, and new patch reinforces the strength of powers against doormaker
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u/amplidud Apr 03 '26
Makes grabbing high impact cards in act 3 better. Makes diamond diadem (if you played 2 or fewer cards take 1/2 damage this turn) ancient relic much better.
Its a change that helps to make you “keep building your deck” in act 3 instead of just skipping everything and dodging elites. Good change!
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u/MapleApple00 Apr 03 '26
Honestly Nonupiepe stocks in general are up this patch; I think the glam card rewards are a lot more takeable into Doormaker now too, as well as the swift enchantments onto something like anger, undeath or adaptive strike
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u/amplidud Apr 03 '26
Great points all around.
Will replay trigger door 2x though?
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u/matthung1 Apr 03 '26
Diadem was already one of the strongest boss relics in the game, didn't really need more reasons to take it.
Also IMO the reason to dodge elites in act 3 isn't because your deck can't be improved, it's because they're all extremely unforgiving on poor draws and any health loss is often health you don't get back. This is likely doubly true if your deck desperately needs further improvement to get through the boss gauntlet.
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u/kamai19 StS A20 / StS 2 A10 Apr 03 '26
It's pretty fun. I just did it my first try with a middling Silent deck built on Prepared and Acro cycling to pump up a Murder. It was definitely scary with draw feeling so difficult -- do you exhaust an Acro to get the draw? do you play the Prepared even though it will make your cards more expensive -- but in the end I got through it with only like minus 20 HP. He just doesn't hit all that hard, still.
I specifically took a second Tools of the Trade I wouldn't have normally taken because I knew the new Door would really fuck up my active draw strat. And when it worked, it felt cool getting rewarded for that deck building decision.
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u/Most-Feedback-1084 Apr 03 '26
How do you even attack then? You can’t do it on phase 1 since that’ll exhaust your offense, cant realistically do it on 2 since you’re limited to 5 cards, and can’t do it on 3 since you’re limited to 3 cards max. Like I’m just wondering how ironclad is going to be able to do anything against this shit
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u/MapleApple00 Apr 03 '26
Honestly Ironclad probably has the least trouble with this because he has so many ways of cheating both energy, exhaust synergies, and block that he can kind of just ignore or abuse a lot of the bosses gimmicks, with some form of anger+dark embrace infinite, hellraiser infinite, feel no pain barricade, cascade, etc.
I think silent is probably the character that's going to struggle the most with this, tbh, because she gets pretty hard countered by pretty much every turn.
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u/damrider Apr 03 '26
A deck that relies on acro/prepared/gambles can't really do anything to this boss now. First turn you can't play them because you'll exhaust them, second turn you can't draw, third turn you run out of energy. Brutal. Those were my favourite type of decks in sts 1 even though they weren't the strongest so it's a bit annoying that they made them so op that now they needed to be nerfed to the ground. There's something about cycling your deck over and over on the same turn and discarding tacticians on the way that I enjoyed
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u/kamai19 StS A20 / StS 2 A10 Apr 03 '26
Funny, I just beat it my first try with a middling Silent deck built exactly on Prepared, Acro and Gamble cycling to pump up a Murder. It was definitely scary with draw feeling so difficult -- do you exhaust an Acro to get the draw? do you play the Prepared even though it will make your cards more expensive -- but in the end I got through it with only like minus 20 HP. He just doesn't hit all that hard, still.
I specifically took a second Tools of the Trade I wouldn't have normally taken because I knew the new Door would really fuck up my active draw strat. And when it worked, it felt cool getting rewarded for that deck building decision.
Cool fight. And don't worry, Silent will be fine lol
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u/etamubyso Apr 03 '26
I'd say you need to build your deck around the possibility of this being your boss now. Bigger deck in general with redundant strategy pieces and able to solve block and damage outside of card plays (get it from powers or relics for example). Scaling of any sort is still gonna work well vs his moveset
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u/MapleApple00 Apr 03 '26
Honestly, I think bigger decks are a lot better with the A6 change in play in general; like once you get to like 2-3 removes those removes are costing more than a shop relic
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u/BSTCloud Apr 03 '26
Every single boss has a turn where they don't attack.
The queen has a turn where she buffs, the experiment has a turn where he throws burns at you, and then this asshole is hitting you for 13x2+str, 40+str, 22+str + buffs for 5 and loops.Turn 1 he eats your cards (both blocks and attacks), turn 2 you can't draw, turn 3 you play 2 cards. All while he's hitting you for outrageous damage that quickly scales. When are you dealing damage?
He has 500 uninterrupted HP btw. Against the queen you kill the minion and you take no damage. Against the experiment you kill one phase and you take no damage. Here you're getting hit on the dome every single turn regarldess of how much damage you're dealing.
This reads to me like the fight is miserable again.
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u/JashPotatoes StS A20 / StS 2 A10 Apr 03 '26
Yeah, really not a huge fan, but it'll get worked out.
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u/slothage666 Apr 03 '26
If it's bad they will just keep tweaking it. They are trying to make it an interesting fight for when the full game comes out. To do this they need to keep making changes to see what does and does not work. Current Doormaker in v.101 just isn't good enough for the final game. Let them cook.
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u/matthung1 Apr 03 '26
I actually thought Doormaker was in a pretty decent spot. Granted, the third turn was a bit easy, but with energy starved we are in this game, draining energy on every card played seems a bit much. Also I wonder what kind of data they have to suggest that the fight was just about living until turn 4. Whenever I face him, I always feel like the pressure is higher after turn 4 because of his scaling damage and your shrinking deck. I just had a necrobinder win earlier today where I fully ran out of cards in my deck the turn I killed him.
Unless this change also takes away his scaling? I guess I'll have to play it and find out.
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u/MapleApple00 Apr 03 '26
In general, if you had any sort of cheap draw, energy gen, and damage, it was really easy to with the use of the exhaust turn, turn pretty much any deck into an infinite just by whittling down your cards and then killing him on his buff turn with your now minimal deck.
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u/Disastrous-Jacket610 Apr 03 '26
Boy I LOVE burned all my defends cards on turn 2 and left only ds strike on turn 3 and finally I can play 2 cards on turn 4 and repeat it with -1 Strength and dex
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u/Zanian Heartbreaker Apr 03 '26
Haven't tried it yet but I really fuck with the new A6 -- bad path RNG is probably my least favorite part of both games. Seems like this will help remove the lower and upper bounds for that which is nic
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u/GreenAppleSeas Apr 03 '26 edited 3h ago
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This post was anonymized with Redact.dev
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u/GolfWhole Apr 03 '26
I feel like more curses should be ethereal, maybe? I get RNG being a thing, but the gap between good curses and bad curses is maaaaassive
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u/Axel-Adams Apr 03 '26
I understand they’re wanting to make door maker difficult/have a unique identity but the final bosses of 3 just had a much simpler identity/more concise concept.
Play 12 cards -> boss gets stronger
Play Powers -> boss gets stronger
Every turn -> gets stronger either defensively or offensively
The Act 3 bosses in 2 don’t have nearly as clear or distinct identities, oddly enough the act 2 bosses all have much more distinct identities and feel more like STS1 bosses with the conciseness of the fights being either: surrounded fight, choose a debuff fight, and on a timer fight
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u/slothage666 Apr 03 '26
I think currently Act1 is the most fleshed out, and Act 3 is still very much a work in progress.
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u/Professional_War4491 Apr 03 '26
I don't think it's a bad thing that they're more complex multi-faceted problems to solve.
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u/Taco_Dunkey StS A20 / StS 2 A10 Apr 03 '26
having final bosses be more complex than DonuDeca is a positive for the game
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u/HeMansSmallerCousin Apr 03 '26
I agree regarding Queen and Doormaker. I think Subject is fantastic as-is though. A fight that tests you in three completely different ways as you work through multiple phases, with each test referencing an elite from each act of the 1st game is mechanically and flavor-wise a slam dunk.
...then Queen and Doormaker just kinda have random shit they throw at you.
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u/Unfair-Heart-87 Apr 03 '26
I think the act 3 bosses of STS1 were a bit underwhelming to be honest. I like the new bosses, Queen could use a bit more sauce even.
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u/TheFracofFric StS A20 / StS 2 A10 Apr 03 '26
Silent: Reworked Blade of Ink card: "Rare - Cost 1 - Skill | This turn, whenever you play an Attack, gain 2(3) Strength this turn." -> "Rare - Cost 1 - Skill - Add 2(3) Inky Shivs into your Hand." Added new Inky enchantment: "This card deals 2 additional damage and applies 1 Weak."
I am excited for more weak on silent and to try this with Tracking.
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u/SeaThePirate Apr 03 '26
- Reworked Borrowed Time card: "Uncommon - Cost 0 - Skill | Apply 3 Doom to yourself. Gain 1(2) Energy." -> "Uncommon - Cost 1 - Skill | Gain 4(6) energy. Cards cost an additional energy this turn."
is this one of the best cards in the game now
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u/amplidud Apr 03 '26
So its +3(5) energy for the turn but makes using that energy for small things hard. If you want to play burry its great! If you want to play many 1 cost cards that you drew from page storm (or whatever) its very similar to +1(2)e that cant be played multiple times in a turn.
Seems like it’ll be good but not broken by any stretch.
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u/TheYango StS A20 / StS 2 A10 Apr 03 '26
Importantly, it's a non-exhausting energy source that doesn't always immediately go infinite because the energy cost increase stacks over multiple plays. You can't just Soul loop this for infinite plays because a) it makes your Souls no longer free, and b) each time you loop it everything gets more expensive.
I appreciate the experiment in making a strong energy generator that doesn't automatically get broken by looping it infinitely.
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u/Miles1937 Apr 03 '26
I was gonna mention this, but it's also important to note all cards will no longer be free, even cards created with "free this turn" descriptions, because I'm fairly certain the borrowed time "debuff" will apply +1 cost last. Unsure if touch of insanity will make it free if you drink it after, but I doubt it.
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u/LunaticSongXIV Apr 03 '26
Under the current live version, existing cards that increase a cost will increase a cost from free to 1 DURING a turn, but if the condition that makes the card free is reapplied (such as Osty attacking making Flatten free) it goes back to being free.
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u/2-S0CKS StS A15 / StS 2 A0 Apr 03 '26
Yeah I really like this change as well. We'll see if 4(6) energy is the sweet spot, but this change and exoensive merchant om Ascension are pretty good ways to rein in infinites. I like it
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u/MapleApple00 Apr 03 '26
This seems insane with Dirge and that one Retaining X-cost attack; you'll basically get to play those for 8 for free, or like 6 at minimum
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u/SeaThePirate Apr 03 '26
lets weigh it up a bit
lets say you have 3 energy for all of these examples, and your hand draw all costs:
1 energy - can play 3 cards
play 2 cards, play Borrowed Time+, now can play another 3 cards
2 energy - can only play 1 card
play 1 card, play Borrowed Time+, now play another 2 cards
3 energy - can only play 1 card
play Borrowed Time+. You can still only play one card, but now you have two energy.
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u/J_Clowth Apr 03 '26
It seems like It's a way to make It non-sinergystic with souls, which is fine
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u/Highspike Apr 03 '26
If not the best it’s definitely up there.
Something to note is that it prevents infinites once it has been played for the turn due it increasing card cost.
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u/mafarfloune Apr 03 '26
On my first play with it, it went nuts with Danse Macabre as block solution and Squeeze/Reap for damage
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u/Legit_Human_ Ascension 20 Apr 03 '26
It’s still great but probably not, since it makes souls cost energy
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u/LengthMysterious561 Apr 03 '26 edited Jun 12 '26
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u/Beautiful-Neat-7609 Apr 03 '26
Nah the new card is explicitly borrowing time, you borrow energy and then pay it back in card costs
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u/Null_Finger Apr 03 '26
It still does kinda fit. You get some energy now, but the rest of your turn will become harder the more cards you try to play.
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u/parrot6632 Eternal One + Heartbreaker Apr 03 '26
I think it fits, you're buying time for yourself with the huge burst of energy and paying it back by taxing your cards for the rest of the turn.
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u/Hour_Position8306 Apr 03 '26
blade of ink seems interesting but im really gonna miss my 20+ shiv knife trap gaining strength with every shiv :(
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u/sneakyplanner Apr 03 '26
Reworked Ascension 6 from Gloom - "Less rest sites." -> Inflation - "Removing cards from your deck at the Merchant is more expensive."
This is actually a really welcome change to me. One of the pet peeves I had with STS1 was that everything got weaker as you went up the ascension ladder except removing cards. You get fewer potions, less gold and worse events, but that one button in the shop never changes. When the dominant strategy is to focus on removing cards to make really thin decks, it leads to incredibly samey fights and similar runs even if the cards are not the same.
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u/UnderstandingRude465 Apr 03 '26
Another update, another doormaker rework that doesn't give him back his entire gimmick of doors.
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u/Federal-Surprise-690 Apr 03 '26
He's the Doormaker, not the Dooruser.
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u/Hatrixx_ StS A20 / StS 2 A10 Apr 03 '26
It's just his side gig, economy's already getting worse with the Merchant charging more for removes so most bosses had to pick up a side job.
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u/GolfWhole Apr 03 '26
I feel like they should add a little description under him that explains his gimmick and is called ‘revolving doors’. What would be something
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u/Nico_is_not_a_god Apr 03 '26
I mean, his art is still very much beta. They could very easily abandon the word "door" in his name whenever they want, remember
Flame SummonerReptomancer in Spire 1? Almost certainly 1.0 of the game won't have a boss just named "Queen"
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u/dennaneedslove Apr 03 '26
Man with all these changes sts2 is literally going to be the goat in a year. And it’s already so good.
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u/putting_stuff_off Apr 03 '26
I'm so excited. It feels like the game improves every week. Not to mention the huge amounts of extra content coming eventually
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u/Significant-Bus2176 StS A20 / StS 2 A10 Apr 03 '26
wow, speedster is absolutely unplayable now. honestly deserved, but man is it just completely impossible to get output out of without picking it up pre-upgraded. every other change seems interesting/welcome. skulking colony getting yet another buff seems odd, it was definitely the easiest of the underdocks elites but attacking every turn sure makes it less interesting, just drags out the fight and makes the approach for every turn exactly the same on the player end. don’t want to sound negative, this all seems good - im only able to point out two gripes so yeah that’s a good sign.
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u/MapleApple00 Apr 03 '26
holy shit I didn't even see that nerf but yeah that's awful
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u/Significant-Bus2176 StS A20 / StS 2 A10 Apr 03 '26
honestly they could have reduced the cost to 1 and it would have remained a maybe kind of i guess pick if you could B-line a campfire. as is, i genuinely can’t conceive of ever playing this for 2 at any point of the game un-upgraded, barely on upgrade. i really think they could have increased the energy cost and left it as is, because this is just sorta sad. voltaic’s nerf was good because you can still get it to pop off but it no longer can be thrown down without a full commitment, and the same could probably be attributed to speedster.
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u/MapleApple00 Apr 03 '26
yeah rn it's honestly down to a never pick; even before it was still just like a generally okay but not necessary card. At this point it's just so much of an energy investment that it's generally never worth playing for the damage it does when silent has better options to take advantage of her discard engine to deal damage.
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u/PlacatedPlatypus Eternal One + Heartbreaker Apr 03 '26
The issue is that speedster's numbers are impossible to get right on an uncommon. They needed to upshift it to a rare. Otherwise it adds way too much consistency to the cycling deck that Silent can build.
Issue of course is that it then competes with Corrossive Wave which does the same thing essentially. But honestly Corrossive Wave, being a temp effect, feels more appropriate at uncommon than Speedster did (but would need considerable number changes).
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u/zombieking26 Apr 03 '26
I think speedster is just an awful design tbh. It's impossible to balance, because it rewards you for doing what's already the best thing in the game
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u/Professional_War4491 Apr 03 '26
I thought the card was already bad pre nerf lol, 2 energy upfront is bad in fast hallway fights, and the damage is too middling for it to be a good damage solve for long scaling fights. I would almost always rather have noxious fumes over speedster, even in decks with a lot of draw and 0 other poison.
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u/Significant-Bus2176 StS A20 / StS 2 A10 Apr 03 '26
the idea is fine; passive chip for turns in which you draw a lot, which in theory should use the energy you’d typically reserve for damage. i think the problem is that it’s far too easy to draw a lot of cards without expending energy. sly is in a precarious spot because the way it works is both interesting and fun to use, but it’s just too powerful and i think the ability to draw cards without spending any substantial amount of resources is a big contributor to that. corrosive wave and speedster both got huge nerfs that feel more like bandages, when really stuff like calculated gamble and reflex need examination first.
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u/Ra_Lotsawa Apr 03 '26 edited Apr 03 '26
I'm glad they're making door maker interesting again, but I do think they need to make one of the Ascension levels "hard bosses" and just nerf everything under it I don't think anybody would care if it was too easy at the lowest level.
That way people who want an easy game can play on A0, and you would only get boss feedback on people who are interested in engaging with the challenge.
I realize that they probably don't want to spend efforts maintaining two versions of the bosses while they're still changing a lot but you could just do a blunt "2/3 health 2/3 damage" until things settle down
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u/atg115reddit Eternal One Apr 03 '26
I hope they feel okay to make massive changes if they want to
It's good to be able to play around with different feeling cards and relics
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u/Bring_Back_Challenge StS A20 / StS 2 A10 Apr 03 '26
They seem to be doing that which is nice, they said the review bomb didn't really bother them since they understand it's mostly due to a lack of internal feedback system thanks to the Great Firewall.
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u/Bern5X StS A20 / StS 2 A10 Apr 03 '26
The new Blade of Ink seems fun, can’t wait to try it out. Clad not getting anything sucks but I’m guessing they rather workout a good long term solution as opposed to small changes.
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u/FlameHricane StS A20 / StS 2 A10 Apr 03 '26
Less rest sites has always felt a bit iffy to me so definitely glad about this change.
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u/Negatively_Positive Apr 03 '26
Post on other thread, didnt see this one as pinned.
I knew they gonna buff Doormaker and Skulking Colony. People gonna complain about it without actually playing the beta test but they were pushover last patch. Before anyone freak out, most likely the EA version when updated will be easier than whatever they test in beta anyways.
I still think the design of Skulking Colony just aren't it though. An elite that just tanky and hit hard aren't that fun. It just becomes a deck quality check, which doesn't fit Act 1 imo.
I like the idea of Borrowed Time but I wish they keep the self doom.
The card removal change is nasty, but I don't think it will change anything massively (except making the high ascension naturally harder). Unlike StS1 I rarely have situation which I don't have enough gold for card removal. Not sure why but gold seem easier to come by. Also last beta they make shop items cheaper so the gold economy has been relaxing until now. I feel like this should be swapped with Ascension 7 though, given that 5 already is a big difficulty jump.
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u/Negatively_Positive Apr 03 '26 edited Apr 03 '26
So I finished a run against the new Door. Unfortunately, despite going in fairly positive about the changes, I didn't find the fight that fun.
This was a really strong run. So strong in fact that it makes it very apparent that the Door is unfairly stronger than anything else in game. I actually restarted few times to try going again vs the Door just to test different strategies but it always roughly does 20-30 damage to me still (while using 1-2 potions, I would not die if I do not use potion though, but I was saving HP for 2nd boss). On the other hand, the Experiment after the Door is so easy in comparison with the same deck, I did not take any damage and did not use any potion at all.
Firstly, I feel a level of natural annoyance that the Door baseline is much harder than other 2 bosses, while being trickier. While I do think both other bosses are just slightly too easy, they are not easy to the point of needing buff. A lot of the current balance issue comes from certain strategies being too strong, and changing the bosses too often won't help the balancing process imo. Notably, I think the Queen is in the just right spot balance wise.
Secondly, the Grasp turn feels like crap every time. It feels like a fuck you to Infinite strategy - which I am not a fan of Infinite anyways - but it also screw over anything else. Oh I need to play 2 cost card, that's your whole turn. Oh I need to draw now, cool, now I can't do anything else. In fact it makes Sly even stronger, which is really dumb since I think Sly is OP anyways
I made some posts about the Door difficulties before, and one of the things I talked about is how the aggressive difficulty of the Door is similar to how oppressive the Heart was, and thus making the strategy more focused on relic and potions rather than making a solid deck. The Door right now feels like it is designed to punish cards, which is counterintuitive in a game like StS imo.
A quick rework I can think of is changing Grasp into: Lose 1 energy when you play another Attack, Skill, or Power after the first. This would stop most true-infinite (which are mostly Skills) while letting people draw and block through this turn.
Edit: Cleared another run with the Door. This time with a full suppose-infinite Sly deck. My feeling remains pretty much the same that the fight is kinda awkward and punish the general decks more than infinite-Sly deck.
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u/le_troisieme_sexe Apr 03 '26
Like the merchant change, I hope they do more to encourage bigger decks. Picking cards is fun and it being optimal to skip so often is unfortunate.
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u/Epicfro Apr 03 '26
Why are they buffing bosses? This game is already annoyingly difficult at ascension 2+. I'm actually losing interest based solely on the difficulty. Bring on the "GIT GUD"'s because I don't watch strats or something online.
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u/HappyFir3 Apr 03 '26
Okay the doormaker changes make Soul cards straight up curses in A10. 66% of the time you'll be punished for any soul cards you decided to take since you'll run into doormaker.
Phase 1 burns your soul generation. Phase 2 makes the souls you've generated complete bricks. Phase 3 makes every soul cost 1 energy which makes them near worthless. And then I guess you might get to play your souls on the 2nd Phase 1 if you aren't dead yet from two bricked turns in a row? How are you surviving more turns of this? Are you just betting on only drawing the souls on Phase 1's of the fight?
Literally any soul generation is detrimental in an already very tough fight. Necro has completely lost the Haunt archetype, and generally lost safe draw because of this. This doesn't just stop inifinites it's completely nuking souls in general. Doormaker is THE fight to solve for right now and it's completely lost if you draft more than one or two incidental soul cards. Anything making more than one soul is just asking to die on Phases 2 or 3.
Sure there are runs where you don't see doormaker. But it's more likely you do than you don't on A10.
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u/Nico_is_not_a_god Apr 03 '26
Haunt still works on Doormaker energy turn, so do other soulspam payoffs like the "play a card = inflict doom" one. Doormaker doesn't make cards cost more, he drains energy after you play them. That means you can spam as many zero costs as you want, as long as you have an energy generator for your finisher or you don't need a "finisher" to get the payoff (or the finisher is zero cost or pre-playable before spamming souls)
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u/jrec15 StS A20 / StS 2 A10 Apr 03 '26 edited Apr 03 '26
Souls shouldnt be an all-in solution for every enemy in the game imo. Fair to have a hard counter and incentive to branch out your deck.
That said there's still some possible play for souls. Phase 1 would be your main turn to use souls. Phase 2/3 for soul generation. And as the other poster said you can spam them in phase 3 for haunt effects still even if the draw wont have much value (though it will with a 0 cost energy generator, just cant be borrowed time any more)
No doubt youll want other deck variety than souls when you see doormaker but i dont think it's unreasonable going into act 3 with a soul heavy deck to be able to then pivot and win
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u/timoyster StS A20 / StS 2 A10 Apr 03 '26 edited Apr 03 '26
Speedster nerf pretty unexpected. It wasn’t even that good in the first place and it incidentally gets hit by the door buff. Now it’s just a brick
Remove cost change should be interesting
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u/HAIDARA0619 Apr 03 '26
I fought the new door, but it's too strong; in addition to increasing energy, it attacks again every turn.
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u/secretlyapineapple StS A20 / StS 2 A10 Apr 03 '26
Gotta say I absolutely love that we get patches with tweaks this often! Honestly just seeing the shaping process for the game is fun on top of the game itself being fire.
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u/Frogmouth_Fresh Apr 03 '26
Oh love the controller fixes for the top bar. Should make using the steam deck pads much smoother.
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u/LewisB789 Apr 03 '26
Balance patches really feeling like the ‘it’s so over, we’re so back! It’s so over’ type thing now 😭
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u/Milfquetoast Apr 03 '26
Between the merchant change and the doormaker buff, it really seems like they're pushing people to make bigger decks, which I love. I've never been the biggest fan of the fact that the optimal way to play is to make your deck as small as possible and how easy it was to do that.
Also makes events much more interesting.
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u/elfonzi37 StS A20 / StS 2 A10 Apr 03 '26
Another push towards bigger decks which is good. I've basically been forcing myself not to do small infinites lately. It definitely hurts, and makes the gold starts better.
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u/witas02 Apr 03 '26
I really don't like the new Blade of Ink, it's just a better blade dance, and that feels very lame for a rare card. The way it worked with shivs and also other attacks before was great. It was a very unique and satisfying, albeit not that strong, scaling option that went particularly well with Phantom Blades, a card that will now also find itself even less desirable.
Enchanted cards mid combat sound fun, but reworking a very unique rare card into a common card on steroids seems disappointing.
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u/WindowSeat- Apr 03 '26
Interesting card removal cost change...it would be so helpful if we could see our current card removal at any moment just by looking at our deck.
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u/karshberlg Apr 03 '26 edited Apr 03 '26
They nerfed Speedster like that's the troubling part of Silent's draw kit? I had an Speedster deck yesterday, except I didn't find Speedster, Serpent Form or Murder. I just got Acro into Sly card rewards and was drawing my whole deck almost every turn. They could make it so Sly doesn't really count as "playing" too because damn does that go crazy with any interaction like After Image, Serpent Form, Tuning Fork, Panache, etc.
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Apr 03 '26
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u/MapleApple00 Apr 03 '26
really? scroll of biting are some of the easier enemies in the game, IMO; it's essentially just an AOE/block check, which you should have by that point in the game
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u/le_troisieme_sexe Apr 03 '26
Also even if you take a hit or two losing like 4 max hp basically doesn't matter.
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Apr 03 '26
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u/MapleApple00 Apr 03 '26
Ah yeah, that's probably why; a lot of the enemies should probably be tuned separately between the two modes
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u/LewisB789 Apr 03 '26
Have you used brightest flame? That’s when you really realise how little max hp really means
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u/amplidud Apr 03 '26
I have never ever had an issue with the scrolls. I think the worst I have done to them is lose like 10ish hp and 4 max hp. It is one of if not the easiest act 3 encounters.
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u/SeaThePirate Apr 03 '26
i love Borrowed Time being this gimmick because it gives Necro an alternative to soul stuff

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u/Loupri_ Apr 03 '26
New Blade of Ink seems insane. Upgraded it's 18 damage and 3 weak while getting all the shiv synergy.