Your videos usually end for me around act 2 because i just fall asleep. I'm so grateful for that, you're saving my sleep schedule big thanks for the great content.
Got my brother hooked on sts he was skeptical at first but once he tried it he played it like 3 days straight lol. He’s trying to get into med school, I hope his new addiction doesn’t hurt his MCAT score lol
38:58 I suspect that debuffs and effects that aren’t lost when you vault were coded to go away at some point on the enemy’s turn. Since they don’t take a turn when you vault, the effects stay Edit: Block, for a counter example, I believe specifically goes away at the start of your turn, so it leaving makes sense. And I do believe the text reads as such for block. Alternatively, the common debuffs (Vuln, Frail and Weakened) go away specifically at the start of the enemy’s next turn. This would also explain why these debuffs decrease when you gain them on your turn, but not if the enemy applies them on theirs (For example, play berserk+ on the first turn of heart fight. You’ll gain 1 vuln, then the heart applies 2 vuln. Yet, at the start of next turn you’ll only have the usual 2. It could go away at the end of your turn, but this vault interaction suggests it does at the start of theirs.) This and other effects’ activations/endings were probably intended as a buffer to ensure anything they could interact with would be possible, such as end of turn effects or enemy actions. Keep in mind that multiple things may activate at end of turn, for instance. If one of those affected the others or depended on them, then the order in which they activate/deactivate would suddenly be really important. Therefore, it’s easier to put that one at the start of the enemy’s turn, which is always after your turn ends Bonus edit: I think wave of the hand ends at the end of your opponent’s turn, which is interesting
Timestamp for when Baalor picks up the card in the thumbnail (Blasphemy): [Updated for the new thumbnail. Original thumbnail was Scrawl x2.] Blasphemy: (8:57) (Floor 4 Combat) Original timestamps and comment: Scrawl #1: (18:47) (Act 1 Boss) Scrawl #2: (41:22) (Act 2 Boss) The Watcher's handwriting is a bit illegible this run!
I'm learning that when Baalor says an option is cute, he means that although it theoretically fits with his deck build and plays a useful role, it's underpowered and not strictly necessary
Watcher actually has a myriad of interesting and fun to use deck states, but the design of her card pool makes it so easy to pivot back to one of the handful of the same, reliably strong archetypes.
A lot of watcher's weird cards could be more usable with some simple buffs Like, if master reality upgraded cards that were created earlier in the fight (including your starter relic miracle) And if study put insights into your hand at the start of your turn and upgraded to add one immediately
@@MeczennikFitnessu I don't think buffing those cards will massively buff watcher; instead, it would mean that watcher wasn't limited to the same three strategies every single run. Buffing the cards that never get used (Study, Master Reality, Battle Hymn, Collect) as well as nerfing the ones that are too strong (Cut through Fate, Rushdown) would create a far more interesting character imo
@@slimeheadgamer3569 exactly. Part of why the character isn't as loved as the others is how stance dancing and scry and attacks are good and everything else is bad and thats basically the whole character.
I got a friend of mint into sts but he keeps cheating in cards with console commands. I don't think he really gets the appeal of roguelikes but I'm glad he's enjoying the game
I can see the appeal to spawning in a fun build at the start of the game and completely molly-whopping the game with it, but there's much more satisfaction and skill expression in making a functioning deck with the options you're presented, or even better, finding emergent (albeit probably niche) synergies you never thought of before with the things the game gives you. Setup + Wristblade being a favorite of mine. Playing this game as intended is definitely the best way to play, but I won't denigrate cheating stuff in while playing a single player game that you already paid for.
Your videos usually end for me around act 2 because i just fall asleep. I'm so grateful for that, you're saving my sleep schedule big thanks for the great content.
Got my brother hooked on sts he was skeptical at first but once he tried it he played it like 3 days straight lol. He’s trying to get into med school, I hope his new addiction doesn’t hurt his MCAT score lol
get him off IMMEDIATELY. I was trying get into a better uni but my meeting with this game really f'd it up lol
Lmao same, i bought the board game and my little brother is stuck playing it daily
Omg so many ppl are going to die because of you. Or maybe it depends. Would he be a good doctor ?
@ 🤷♀️jury’s still out
38:58 I suspect that debuffs and effects that aren’t lost when you vault were coded to go away at some point on the enemy’s turn. Since they don’t take a turn when you vault, the effects stay
Edit: Block, for a counter example, I believe specifically goes away at the start of your turn, so it leaving makes sense. And I do believe the text reads as such for block.
Alternatively, the common debuffs (Vuln, Frail and Weakened) go away specifically at the start of the enemy’s next turn. This would also explain why these debuffs decrease when you gain them on your turn, but not if the enemy applies them on theirs (For example, play berserk+ on the first turn of heart fight. You’ll gain 1 vuln, then the heart applies 2 vuln. Yet, at the start of next turn you’ll only have the usual 2. It could go away at the end of your turn, but this vault interaction suggests it does at the start of theirs.)
This and other effects’ activations/endings were probably intended as a buffer to ensure anything they could interact with would be possible, such as end of turn effects or enemy actions. Keep in mind that multiple things may activate at end of turn, for instance. If one of those affected the others or depended on them, then the order in which they activate/deactivate would suddenly be really important. Therefore, it’s easier to put that one at the start of the enemy’s turn, which is always after your turn ends
Bonus edit: I think wave of the hand ends at the end of your opponent’s turn, which is interesting
Timestamp for when Baalor picks up the card in the thumbnail (Blasphemy):
[Updated for the new thumbnail. Original thumbnail was Scrawl x2.]
Blasphemy: (8:57) (Floor 4 Combat)
Original timestamps and comment:
Scrawl #1: (18:47) (Act 1 Boss)
Scrawl #2: (41:22) (Act 2 Boss)
The Watcher's handwriting is a bit illegible this run!
I'm learning that when Baalor says an option is cute, he means that although it theoretically fits with his deck build and plays a useful role, it's underpowered and not strictly necessary
ur cute
Do we wanna buy a rushdown?
C'mon lets go and slay
Theres an elite next floor
Thats what blasphemy is for
Let not have a lethal misplay!
Dang Falling event! Master Reality deserved better!
Edit: Also, why is Blasphemy not in the thumbnail?
The Spire sets up meme runs and The Spire takes meme runs away :)
Thumbnail should really be Blasphemy + Crush Joints because holy smokes thats a ton of damage.
Watcher actually has a myriad of interesting and fun to use deck states, but the design of her card pool makes it so easy to pivot back to one of the handful of the same, reliably strong archetypes.
A lot of watcher's weird cards could be more usable with some simple buffs
Like, if master reality upgraded cards that were created earlier in the fight (including your starter relic miracle)
And if study put insights into your hand at the start of your turn and upgraded to add one immediately
@@AveragePearEnjoyer you want to buff the strongest character in the game?
@@MeczennikFitnessu I don't think buffing those cards will massively buff watcher; instead, it would mean that watcher wasn't limited to the same three strategies every single run. Buffing the cards that never get used (Study, Master Reality, Battle Hymn, Collect) as well as nerfing the ones that are too strong (Cut through Fate, Rushdown) would create a far more interesting character imo
@@slimeheadgamer3569 exactly. Part of why the character isn't as loved as the others is how stance dancing and scry and attacks are good and everything else is bad and thats basically the whole character.
man, you're on a roll, rooting for ya✊🏾
What’s yours personal best streak with watcher?
3 in A20H
@ nice I have 3 A20H with clad
Have you had 2x mayhem, Blasphemy vault combo?
you should call this the "dead floor run" so many skipped shops and useless campfires
I got a friend of mint into sts but he keeps cheating in cards with console commands. I don't think he really gets the appeal of roguelikes but I'm glad he's enjoying the game
I can see the appeal to spawning in a fun build at the start of the game and completely molly-whopping the game with it, but there's much more satisfaction and skill expression in making a functioning deck with the options you're presented, or even better, finding emergent (albeit probably niche) synergies you never thought of before with the things the game gives you. Setup + Wristblade being a favorite of mine.
Playing this game as intended is definitely the best way to play, but I won't denigrate cheating stuff in while playing a single player game that you already paid for.
Can you upload your video soon pls? I wanna form the habit of sleeping early
Goat