How did you die? I had a similar experience where I had the gambling chip, well laid plans, lots of poison, full health, and wraith form, and I died at the Collector when he decided to buff himself during the turns I thought he was going to attack and using up my wraith form
@@cameronelwood1443 I don’t fully remember the details, but I think my deck had really terrible card draw. I couldn’t draw into good block and got blasted by the spire spear and shield on turn 2. I limped into the heart fight on low health and couldn’t stabilize in time.
Why do so many people want to remove the Piercing Wail interaction with Boss resets? I think that is actually a really nice game mechanic to try and play around, if you have a spammy deck, like a shiv deck and you are facing the Time-eater then you know you have a way to deal with his increased Strength IF you draw the Piercing Wail in time. It is just a great part of the game...
@@mxspokes In what way is it a bug? It is a result of the game mechanics and it is fairly easy to fix for the devs if they just added a line of code like they had for the Heart, but they didn't, so they clearly didn't think it was a bug. And while it is something almost anyone can perform, but you need to plan for it (look for Piercing Wail or the neutral card in advance) and make sure you get the debuff on the turn you want to kill the boss. And if you are capable of doing that planning then you are rewarded during the boss fight...
@@mxspokesit’s trick that requires a decent amount of planning to pull off. That’s exactly the type of play that should be rewarded. And of course “almost anyone can perform”. This is a turned based game with no manual dexterity required. Theoretically anyone can pull off any play.
@@ogolthorp your second point is just silly lmao. No shit it's not PHYSICALLY HARD to play cards in a card game. But there are still many things in this game that are MENTALLY challenging, that not a lot of people could pull off. And also things that are very difficult to pull off simply due to RNG.
Timestamps for when Baalor picks up the cards and relics in the thumbnail (Blade Dance x4, Shuriken, and Kunai): Blade Dance #1: (10:36) Blade Dance #2: (17:28) Kunai: (18:04) Blade Dance #3: (21:59) Blade Dance #4: (32:07) Shuriken: (43:17) The Silent appears to be feeling very pointy today!
For a way to fix the wail trick, if the shackled effect reduced damage in the same way negative strength does, without actually giving a negative strength effect separately, I think that would work. So the shackled effect would no longer be a debuff that gives strength next turn, it could be worded reduce damage equal to shackled stack then wears off next turn.
To me, it seems like you simply need a negative strength debuff, but the enemy still keeps their positive strength buff. That would reduce their effective str by whatever the debuff is, but clensing it wouldn't give them more strength than they already had. The game currently can't handle a negative and a positive to the same stat at the same time (ie you can't have plus strength and negative strength, recoding it should be able to change that). Look forward to seeing what their answer is. Personally I like the way it currently works as it's an added bonus that helps mitigate the encounter.
Funnily enough, playing dagger spray BEFORE the split and After the split actually doesn't matter. Because the resulting slimes have the hp that we chose not to deal damage with dagger spray anyways. In the video's particular case it might have been a mistake to not use it and retain, since the main Slime Boss had vulnerable debuff on it which then disappeared because of the split. Thus we missed the extra damage on them. So, in the resulting scenario we had healthier slimes that we have dealt regular dagger spray damage compared to the extra damage that we could have dealt to the main slime beforehand, resulting in two smaller slimes that are in fact with less hp than the ones we chose to have.
erm, ackshually Hypothetically if you're fighting slime boss with 50 hp (ignoring vuln) if you play dagger spray+ before the split it makes 2 slimes with 38 max hp 38 / 2 = 19 so u have to deal 19 more dmg to split if you just let it split at 50 and retain the dagger spray, u get 2 slimes with 50 max hp 50 / 2 = 25 so u have to deal 25 more dmg to split dealing 12 to both then leaves them at 38/50 hp (13 dmg to either one splits it) the amount it affects the breakpoint by is one half of dagger spray's damage (6) so is it actually better to use it before or after? idk lmfao im just a calculator
I think he was choosing between playing the strike or the dagger that turn. So if the strike would be the one played next turn, it can only damage one slime.
It was the correct move in this game though. If it was played before it would have dealt 18 damage so from 45 to 27. Looking in the draw pile there was definitely many draw options that wouldn't have given the 14 damage required to split. Splitting at 36 meant the next split was 18, 12 of which was already covered by Dagger Spray and one strike would be enough to split either. I wouldn't have been able to resist Dagger Spray when vulnerable so I'd have made the wrong call here, but I think Baalor made the right one.
@@Psytrese yeah, that's why I said it might have been a mistake because I didn't calculate all the possible scenarios, but sure that explains. Just wanted to point out on the illusion of dagger spray seemingly doing more after the split which it does not :P
hey, don’t diss peanut butter cheeseburgers. we’ve got a spot called AJ Bombers in Milwaukee that has it as it’s specialty and it works very oddly well.
There is a way to "fix" the wail trick without causing other problems if they wanted to. Shackles would have to not interact with strength at all, but rather be a completely separate debuff that subtracts from attack damage *after* the strength modifier (but before weak and vulnerable) and does not add anything when it expires. This way it would still be blocked by artifact and purged or not purged by tim and heart respectively, while acting the way the player intuitively expects. That said I don't think the current interaction is bad for the game, it just rewards you for knowing how it works.
Tbh A20 silent is quite fine. Never had particular trouble with it. A20 silent with heart however, that's indeed quite the challenge for everyone. As for the other classes I genuinely find them harder to play on A20 even without the heart. Especially defect ! Silent is the easiest but maybe that's just me and my love for her that helps. Super lucky run here, Torii, early Kunai with 3 blade dances is simply just nuts.
Silent's only weakness AFIAC is beat of death. Beat of death makes Silent the most difficult to make heart runs all on its own, but Silent is probably the easiest character at lower levels IMO.
@@samuelw01 Defect is the setup character, and even at low levels Defect can be hard because it takes a while to get rolling and it doesn't have good sustain unless you find an early autorepair. With an early autorepair, your golden but without it is very challenging to play.
Theoretically, you probably want two things to keep endless agony: firstly, solid draw, and, secondly, discard surplus. In other words, I’ve found that endless agony works best as a default discard option when you don’t want to discard any other card in hand, and you have the draw to manage drawing what are essentially discount shivs Added notes: Endless Agony is essentially a shiv card that dodges the need to play the middle man card all other shiv cards have. So, you pay for it exclusively with draw, especially if you don’t play it It’s good to pick up when you want to spam attacks or cards in general, but it’s not really the best at anything in particular. A deck that loves Agony probably loves shivs more. Still, it can be plenty useful and may have its own niche
My last Silent win the other day was on A12, where I did the random rare card Neow bonus. My run right before this one was a transform 2 start where I transformed 2 Defends into Nightmare and Grand Finale, so I figured my odds of getting another bad rare card would be low. Sure enough, the random rare I got was Adrenaline. I ended up beating the heart that run by using a combination of 3 Footworks, Nightmare, Malaise, Finesse, Leg Sweep, and 3 Backflips as most of my defence, and a combination of 2 Bouncing Flasks, Corpse Explosion, Noxious Fumes, Bronze Scales, and Skewer with a fairly large amount of energy gain as my offence. I also went into that heart fight with an Energy Potion and a Liquid Memories. I was also lucky enough to take 999 gold in Act 3 because I had Omamori.
I feel like this video is visually sharper or something than the others on the channel. Not sure if a different codec, or recording style was used. Or I guess I could just be crazy, but in any case it looks good.
Simple solution to the "shackled" being purged when all negative debuffs are purged: - Make "shackled" a standalone debuff, meaning that it doesn't actually affect the underlying amount of strength the enemy has, but is treated as "negative strength" - Since strength is simply added to the enemy's damage value, "shackled" will simply be deducted from the enemy's damage value. This way, the debuff gets purged without the strength of the enemy being affected, and it is also presented clearly to the player. Note that if this gets implemented, the name and symbol of the debuff should probably be changed, to avoid confusion of players of StS 1.
Absolutely the combo works. With tungsten rod, torii completely blocks any hit that is 5 or less. Torii sets it to 1, and then tungsten rod subtracts 1 more. Your current HP doesn't matter.
@@ZaItan1I think you misunderstood my question. Torii reduces damage from 5 down to 1, after which Tungsten Rod reduces it down to 0. But if you are at 6 hp Torii doesn't work, but Tugnsten Rod would reduce it down to 5. I was wondering if Torii could reduce the damage down to 1 after that? Basically does Torii activate only when base damage is 5 or less, or does Torii activate when it detects damage at 5 or less after other relics have been applied?
I bought Neow's all in when I heard you endorsed the board game a few months back. My friends and I have been playing it more than the original slay the spire and can't get enough.
I guess they could change the purge move to first they activate the strength up and then purge all debuffs, so it wouldnt reset the strength neither buff it
Interesting enough, the solution to shackles problem may not be that hard, just add a condition to the shackes that it expires before enemy turn if the enemy doesn't intend to attack and make it stay when enemy intendes to attack. Similar to go for the eyes and spot weaknesses, even if a lil different. Not actually sure how it's implemented in the game but it can probably do a double check. One of them conditional. Edit: the debuf itself should have a condition, it should check that like on poison before attacking, enemy attacks? no disappear, yes stay.
Just on the subject of the Piercing Wail / TIme Eater problem, I think everyone searching for a solution is missing two parts of the puzzle. 1) is obviously that altering how shackled works messes with the consistency of the mechanics to the detriment of the game. You can't just have an exception to the rules like this, it breaks the predictability of the game and the reliability of the rules. 2) is more important; all this trouble is over a single niche exploit. It doesn't cripple the boss and doesn't even turn up that often. If the rules mean the player can exploit the boss in this specific way then.... why not? If anything this rewards the player for understanding the mechanics and using them to their advantage
Making wail only apply one debuff wihout reducing strength wouldnt break anything. This debuff would go away at the end of turn and read -5 temporary strenth. So e.g. the Time Eater would have 8 strength and -5 temp strength after playing it for an effective strength of 3 for that turn. When cleansing all debuffs no actual strength would be lost. This change would improve the predictability of the game since the exploit is unpredictable behaviour (for the average player). Given how good piercing wail and dark shackles are, i wouldn't call this a niche exploit. Baalor is trying to have 2-3 copies of piercing wail at the end of act 3 in almost every run. This interaction will show up A LOT during the next months of silent streaking.
@@odschikill3923you can't make shackled a standalone debuff without making flex a standalone buff, which messes up limit break on ironclad. The way to fix those debuffs is to rework purge effects. Rather than just deleting all debuffs, purges need to first expire all shackles and then purge the remaining debuffs.
@@qb4428 The proposal was to make piercing wail /dark shackles apply only one debuff. This debuff would go away at the end of turn and read -5 temporary strenth. So e.g. the Time Eater would have 8 strength and -5 temp strength after playing it for an effective strength of 3. When cleansing all debuffs no actual strength would be lost. I think this is how it should have been implemented.
Just have the shackled effect work independently of strength. No more losing strength and gaining shackled, if shackled was just a debuff that made enemies do less damage there would be no shenanigans with cleansing debuffs.
It has felt difficult for me while learning, but mixed damage sources is actually the most common way I win now. For example, I had just a kunai, a couple blade dances, after image, piercing wail, footwork+ x3, .... but no accuracy, no terror, no strength, no big attacks. I had all the defence and no scaling damage. To win against the likes of time eater and donu+deca I splashed in bouncing flask, catalyst+, burst. With the help of well laid plans this solved the damage scaling problem.
I remember losing a shiv run with shuriken/kunai/fan once. I closed the game and stared at a wall in disbelief afterwards
How did you die? I had a similar experience where I had the gambling chip, well laid plans, lots of poison, full health, and wraith form, and I died at the Collector when he decided to buff himself during the turns I thought he was going to attack and using up my wraith form
Relatable
dude i had a similar experience. i miscounted 1 mana and lost by 1 damage i could’ve easily blocked.
@@cameronelwood1443 I don’t fully remember the details, but I think my deck had really terrible card draw. I couldn’t draw into good block and got blasted by the spire spear and shield on turn 2. I limped into the heart fight on low health and couldn’t stabilize in time.
That's actually so sad lmao.
"So, I became a ninja..." would've been the perfect title.
Tori and Omamori kinda fit the theme too
No way that might actually make it possible to find a specific video again…
Would be good if the titles weren’t just AI generated. 😂😂
Why do so many people want to remove the Piercing Wail interaction with Boss resets? I think that is actually a really nice game mechanic to try and play around, if you have a spammy deck, like a shiv deck and you are facing the Time-eater then you know you have a way to deal with his increased Strength IF you draw the Piercing Wail in time. It is just a great part of the game...
It's a pretty obvious bug that almost anyone can perform, which makes it the type of low hanging fruit on the bell curve meme.
@@mxspokesI always look at is the Spire has so many ways to try to kill you, it's the one chance to play the odds in your favor
@@mxspokes In what way is it a bug? It is a result of the game mechanics and it is fairly easy to fix for the devs if they just added a line of code like they had for the Heart, but they didn't, so they clearly didn't think it was a bug.
And while it is something almost anyone can perform, but you need to plan for it (look for Piercing Wail or the neutral card in advance) and make sure you get the debuff on the turn you want to kill the boss. And if you are capable of doing that planning then you are rewarded during the boss fight...
@@mxspokesit’s trick that requires a decent amount of planning to pull off. That’s exactly the type of play that should be rewarded.
And of course “almost anyone can perform”. This is a turned based game with no manual dexterity required. Theoretically anyone can pull off any play.
@@ogolthorp your second point is just silly lmao. No shit it's not PHYSICALLY HARD to play cards in a card game. But there are still many things in this game that are MENTALLY challenging, that not a lot of people could pull off. And also things that are very difficult to pull off simply due to RNG.
1:19:40 I actually gasped when he played a card there. He got me good
Same my heart stopped for a minute
I call the double orb walker event "Mr. and Mrs. Pushups"
Timestamps for when Baalor picks up the cards and relics in the thumbnail (Blade Dance x4, Shuriken, and Kunai):
Blade Dance #1: (10:36)
Blade Dance #2: (17:28)
Kunai: (18:04)
Blade Dance #3: (21:59)
Blade Dance #4: (32:07)
Shuriken: (43:17)
The Silent appears to be feeling very pointy today!
shivs with kunai and shuriken is the best combo in all of the spire
For a way to fix the wail trick, if the shackled effect reduced damage in the same way negative strength does, without actually giving a negative strength effect separately, I think that would work. So the shackled effect would no longer be a debuff that gives strength next turn, it could be worded reduce damage equal to shackled stack then wears off next turn.
To me, it seems like you simply need a negative strength debuff, but the enemy still keeps their positive strength buff. That would reduce their effective str by whatever the debuff is, but clensing it wouldn't give them more strength than they already had. The game currently can't handle a negative and a positive to the same stat at the same time (ie you can't have plus strength and negative strength, recoding it should be able to change that). Look forward to seeing what their answer is. Personally I like the way it currently works as it's an added bonus that helps mitigate the encounter.
Funnily enough, playing dagger spray BEFORE the split and After the split actually doesn't matter. Because the resulting slimes have the hp that we chose not to deal damage with dagger spray anyways. In the video's particular case it might have been a mistake to not use it and retain, since the main Slime Boss had vulnerable debuff on it which then disappeared because of the split. Thus we missed the extra damage on them. So, in the resulting scenario we had healthier slimes that we have dealt regular dagger spray damage compared to the extra damage that we could have dealt to the main slime beforehand, resulting in two smaller slimes that are in fact with less hp than the ones we chose to have.
erm, ackshually
Hypothetically if you're fighting slime boss with 50 hp (ignoring vuln)
if you play dagger spray+ before the split it makes 2 slimes with 38 max hp
38 / 2 = 19 so u have to deal 19 more dmg to split
if you just let it split at 50 and retain the dagger spray, u get 2 slimes with 50 max hp
50 / 2 = 25 so u have to deal 25 more dmg to split
dealing 12 to both then leaves them at 38/50 hp (13 dmg to either one splits it)
the amount it affects the breakpoint by is one half of dagger spray's damage (6)
so is it actually better to use it before or after? idk lmfao im just a calculator
I think he was choosing between playing the strike or the dagger that turn.
So if the strike would be the one played next turn, it can only damage one slime.
It was the correct move in this game though. If it was played before it would have dealt 18 damage so from 45 to 27. Looking in the draw pile there was definitely many draw options that wouldn't have given the 14 damage required to split. Splitting at 36 meant the next split was 18, 12 of which was already covered by Dagger Spray and one strike would be enough to split either.
I wouldn't have been able to resist Dagger Spray when vulnerable so I'd have made the wrong call here, but I think Baalor made the right one.
@@Psytrese yeah, that's why I said it might have been a mistake because I didn't calculate all the possible scenarios, but sure that explains. Just wanted to point out on the illusion of dagger spray seemingly doing more after the split which it does not :P
hey, don’t diss peanut butter cheeseburgers. we’ve got a spot called AJ Bombers in Milwaukee that has it as it’s specialty and it works very oddly well.
when u got fan i actually said “holy silent” 🤣
There is a way to "fix" the wail trick without causing other problems if they wanted to. Shackles would have to not interact with strength at all, but rather be a completely separate debuff that subtracts from attack damage *after* the strength modifier (but before weak and vulnerable) and does not add anything when it expires. This way it would still be blocked by artifact and purged or not purged by tim and heart respectively, while acting the way the player intuitively expects.
That said I don't think the current interaction is bad for the game, it just rewards you for knowing how it works.
Tbh A20 silent is quite fine. Never had particular trouble with it.
A20 silent with heart however, that's indeed quite the challenge for everyone. As for the other classes I genuinely find them harder to play on A20 even without the heart. Especially defect ! Silent is the easiest but maybe that's just me and my love for her that helps.
Super lucky run here, Torii, early Kunai with 3 blade dances is simply just nuts.
Silent's only weakness AFIAC is beat of death. Beat of death makes Silent the most difficult to make heart runs all on its own, but Silent is probably the easiest character at lower levels IMO.
@@celebrim1i disagree. that would be defect for me (by far)
@@samuelw01 Defect is the setup character, and even at low levels Defect can be hard because it takes a while to get rolling and it doesn't have good sustain unless you find an early autorepair. With an early autorepair, your golden but without it is very challenging to play.
Theoretically, you probably want two things to keep endless agony: firstly, solid draw, and, secondly, discard surplus. In other words, I’ve found that endless agony works best as a default discard option when you don’t want to discard any other card in hand, and you have the draw to manage drawing what are essentially discount shivs
Added notes: Endless Agony is essentially a shiv card that dodges the need to play the middle man card all other shiv cards have. So, you pay for it exclusively with draw, especially if you don’t play it
It’s good to pick up when you want to spam attacks or cards in general, but it’s not really the best at anything in particular. A deck that loves Agony probably loves shivs more. Still, it can be plenty useful and may have its own niche
My last Silent win the other day was on A12, where I did the random rare card Neow bonus. My run right before this one was a transform 2 start where I transformed 2 Defends into Nightmare and Grand Finale, so I figured my odds of getting another bad rare card would be low. Sure enough, the random rare I got was Adrenaline. I ended up beating the heart that run by using a combination of 3 Footworks, Nightmare, Malaise, Finesse, Leg Sweep, and 3 Backflips as most of my defence, and a combination of 2 Bouncing Flasks, Corpse Explosion, Noxious Fumes, Bronze Scales, and Skewer with a fairly large amount of energy gain as my offence. I also went into that heart fight with an Energy Potion and a Liquid Memories. I was also lucky enough to take 999 gold in Act 3 because I had Omamori.
Thanks for the video! ❤Helps take my mind off the stresses of life I'm going through even if it's only an 1hr or so!
I feel like this video is visually sharper or something than the others on the channel. Not sure if a different codec, or recording style was used. Or I guess I could just be crazy, but in any case it looks good.
Nothing satisfies my smooth brain more than these relics with hella blade dances
Simple solution to the "shackled" being purged when all negative debuffs are purged:
- Make "shackled" a standalone debuff, meaning that it doesn't actually affect the underlying amount of strength the enemy has, but is treated as "negative strength" - Since strength is simply added to the enemy's damage value, "shackled" will simply be deducted from the enemy's damage value. This way, the debuff gets purged without the strength of the enemy being affected, and it is also presented clearly to the player. Note that if this gets implemented, the name and symbol of the debuff should probably be changed, to avoid confusion of players of StS 1.
Resting at 100% max hp sent me dude that was insane!!!!! Why not heal in act 3 when you’re down at least 1hp and get the key sooner?! Insane!!!!! Lol
I just played the computer version of STS today for the first time. Is it weird that the mobile version seems to be much harder.
28:15 Does the Torii + Tungsten Rod combo do anything when the enemy attacks for 6 damage?
Absolutely the combo works. With tungsten rod, torii completely blocks any hit that is 5 or less. Torii sets it to 1, and then tungsten rod subtracts 1 more. Your current HP doesn't matter.
@@ZaItan1I think you misunderstood my question. Torii reduces damage from 5 down to 1, after which Tungsten Rod reduces it down to 0. But if you are at 6 hp Torii doesn't work, but Tugnsten Rod would reduce it down to 5. I was wondering if Torii could reduce the damage down to 1 after that?
Basically does Torii activate only when base damage is 5 or less, or does Torii activate when it detects damage at 5 or less after other relics have been applied?
I bought Neow's all in when I heard you endorsed the board game a few months back. My friends and I have been playing it more than the original slay the spire and can't get enough.
I guess they could change the purge move to first they activate the strength up and then purge all debuffs, so it wouldnt reset the strength neither buff it
Interesting enough, the solution to shackles problem may not be that hard, just add a condition to the shackes that it expires before enemy turn if the enemy doesn't intend to attack and make it stay when enemy intendes to attack. Similar to go for the eyes and spot weaknesses, even if a lil different. Not actually sure how it's implemented in the game but it can probably do a double check. One of them conditional.
Edit: the debuf itself should have a condition, it should check that like on poison before attacking, enemy attacks? no disappear, yes stay.
Just on the subject of the Piercing Wail / TIme Eater problem, I think everyone searching for a solution is missing two parts of the puzzle.
1) is obviously that altering how shackled works messes with the consistency of the mechanics to the detriment of the game. You can't just have an exception to the rules like this, it breaks the predictability of the game and the reliability of the rules.
2) is more important; all this trouble is over a single niche exploit. It doesn't cripple the boss and doesn't even turn up that often. If the rules mean the player can exploit the boss in this specific way then.... why not? If anything this rewards the player for understanding the mechanics and using them to their advantage
Making wail only apply one debuff wihout reducing strength wouldnt break anything. This debuff would go away at the end of turn and read -5 temporary strenth. So e.g. the Time Eater would have 8 strength and -5 temp strength after playing it for an effective strength of 3 for that turn. When cleansing all debuffs no actual strength would be lost. This change would improve the predictability of the game since the exploit is unpredictable behaviour (for the average player).
Given how good piercing wail and dark shackles are, i wouldn't call this a niche exploit. Baalor is trying to have 2-3 copies of piercing wail at the end of act 3 in almost every run. This interaction will show up A LOT during the next months of silent streaking.
@@odschikill3923you can't make shackled a standalone debuff without making flex a standalone buff, which messes up limit break on ironclad.
The way to fix those debuffs is to rework purge effects. Rather than just deleting all debuffs, purges need to first expire all shackles and then purge the remaining debuffs.
Suddenly Clone After Images with shivs everywhere. Thanks for the video.
Shackles effect is easy to fix - dont give two buffs/ debuffs give one wich says somethink like - 5 strength THIS TURN - no abuse cases posible
Then you need something to make the strength go back up at the end of turn. Hence where the shackle debuff originated. No way around it.
@@qb4428 The proposal was to make piercing wail /dark shackles apply only one debuff. This debuff would go away at the end of turn and read -5 temporary strenth. So e.g. the Time Eater would have 8 strength and -5 temp strength after playing it for an effective strength of 3. When cleansing all debuffs no actual strength would be lost.
I think this is how it should have been implemented.
My ALL time best game with Silent was with Kunai and Shuriken. Amazing combo.
I know torii gate is strong, but don't think i fully appreciated until seeing weak cast on a 6x2 enemy effectively set its damage to 1x2
Do you have a list of the mods you’re using?
Yes, you can find all of Baalors mods here: baalorlord.tv/mods
Just have the shackled effect work independently of strength. No more losing strength and gaining shackled, if shackled was just a debuff that made enemies do less damage there would be no shenanigans with cleansing debuffs.
The full ninja set on silent after getting 4 blade dances?!?!?
I have never seen all three on any run with any character, much less with The Silent.
And when I play silent I get mixed poison and shiv options 😢
It has felt difficult for me while learning, but mixed damage sources is actually the most common way I win now.
For example, I had just a kunai, a couple blade dances, after image, piercing wail, footwork+ x3, .... but no accuracy, no terror, no strength, no big attacks. I had all the defence and no scaling damage.
To win against the likes of time eater and donu+deca I splashed in bouncing flask, catalyst+, burst. With the help of well laid plans this solved the damage scaling problem.
Tem Kunai e Shuriken na Thumb do video? Alem de estoques? Eu vou ver agora mesmo
FTL on android is my lifelong wish
Torii is such a ridiculous relic when you can properly set it up
1:06:34 16x3=54??????
I was hoping for an upgrade all mind bloom this run
This RNG is unreasonable but certainly amusing, lol
Orrery and the Blind Forest
The buffed Blade Dance is a bit too strong. 12 damage, +1 strength, +1 dex, +4 armor. Needs a nerf.
Silent needs a nerf? No. Already the weakest character by all accounts. Let my Silent alone!
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4 forced elites insane
And all without Accuracy as well
That is about as good as it gets playing this kind of deck
I've been waiting from Japan
I've had peanut butter cheeseburgers before. Depends on the preparation and overall ingredients but it is good
Not first but not last
peanut butter bacon burger is interesting but definitely not bad
shivs
7000 hours?? That's like 4 years of full time work. And considering the game came out in 2019... You're slacking.
First