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Dedicated to all discussion on the game Slay the Spire by Mega Crit Games.Helpful Links:.- Join us to chat, discuss strategies, share memes, and more!.- The community run wiki.- A handy spreadsheet containing information on every aspect of the game, including enemy attack patterns.Game Statistics:- Contains data on player's past runs. Do not confuse this with a tier list for cards or relics, as this data may be skewed by many different factors. For a better explanation, watch.- A history of Daily Runs.Rules.Don’t be rude or vulgar to others.Self promotion should follow the reddit site-wide rules. This includes links to your streams and youtube clips.Memes/Shitposts are allowed within reason, but very-low-effort posts may be removed at moderator discretion.No NSFW content. If in doubt, message the moderators before posting. Obvious/purposeful violations of this rule will result in an instant permaban.All screenshot posts must contain some kind of text explanation, such as a comment or plainly descriptive title, or they may be removed without warning at moderator discretion.Check the stickied FAQ thread before submitting a question.
All duplicate questions will be removed without warning.Please hide all spoilers by wrapping the text like !this! BlackRuseMod for Slay The Spire adds an entirely new character class, The Servant, along with a new set of 75 cards and 11 exclusive relics.The Servant is based on Sakuya Izayoi (十六夜 咲夜), a female character appears in Touhou games.
She is able to control the flow of time and uses throwing-knives as her primary weapons. The gameplay of this character rewards thinking and planning, and allows the player to defeat enemies in many different and interesting ways.You can find the mod here:If you just want to download the latest release, this is the place:Please let me know if you have any advice or suggestion related to this mod.
My first impressions are that I either got lucky or she felt overpowered for sure. Reset seems pretty incredible and she had a lot of awesome and fun cards. Balance aside holy FUCK that was fun. I've played a few other mods and none felt as fleshed out. It was really cool to play and I was excited to see what the new cards were. Some cards just felt AMAZING to play like Hightail with Chemical X. Honestly I am blown away by the quality of this mod.Back to balance, yeah, I'll have to play more tomorrow for sure.
I'm on asc15 on all other characters for reference. I LOVE the thought of vision, however I kind of don't like that Backlash is kinda a bit random. It can really fuck you up sometimes, not knowing what you're gonna get or having to hope for one and not getting it. I love StS because it's not really RNG and it's very consistent, but this kinda adds a 'random' element. That being said, it was fun and there were ways around it.
Roguelikes are about making the best of a bad situation.A little bug I noticed, or an interaction - I don't know how hard it would be to fix, and it's kinda niche. I used 'The World' which lets you draw three cards and make the next card you play 0 cost. However, I also had Mummified Hand.
I played a 0 cost Power (Flawless Form) which should have triggered Mummified Hand and made another card in my hand cost 0. It either did not make a card cost 0, OR somehow targetted my already 0 cost House Cleaning+.
I'm not sure what the reasoning was, but the end result was that I didn't get a random card in my hand to be 0 cost from Mummified Hand.All in all I had a TON of fun and so far it's my favorite mod to date. Better late than never I guess?Here are my runs incase you want an idea of what my decks look like:,Overall, I really like the mod. I'm not an anime fan much at all, but the character screen/model look good.
In terms of gameplay, it's probably in top 2 that i like. It's fairly dynamic and i don't feel too pigeonholed into needing to go for one strategy with a set of powerful cards.On to specific things: Protection is really strong.
It's block that doesn't fade. You do a good job of valuing it as a premium and not going overboard on e.g. Advance or Gear Up, but one glaring outlier is Read. My experience with other mods is that cards which have a boosted effect next turn are just as valuable as cards that have an effect this turn (so it's not really valued as a drawback), and similarly, the Vision mechanic is interesting, but 80% of fights to an experienced player are perfectly telegraphed, and the other 20% you can still gamble on a 50/50 flip. As such, Read, to me, is apply 16 (24) Protection and apply 2 (3) Weak. If I started with two of these, I could very well bet I could do five elites Act 1 with no upgrades without taking damage. One of my runs I did about 3 without taking damage after finding one.
I feel it's the second most busted card and it's only an uncommon. I think the numbers need to be toned down and/or you need to turn it into just block. On to Advance: most cards that give energy have significant drawbacks. Even Seeing Red or Double Energy or Aggregate etc have a super drawback (which makes them generally terrible) in that they take up the draw slot, which reduces the value of the energy they give. Advance comes with 6 Protection and gives energy, and it gets even better because you can hold it with Reality Marble.
This means you can retain it to use it any point. It's not really broken per se, and it is actually usable because it does something besides just give energy, but maybe reduce its Protection to 4 or 5 and/or change it to Block again? Time Theft is also busted-probably reduce to 2 cards and 2 energy.Discard: it seems very bad. Decisive Attack sort of feels like a Grand Finale-like noob trap. It sucks-you either need to discard your whole hand to deal any decent damage, or it does piddly damage and takes up a card in your deck. Alleviate is one of the better balanced ones, but even it has a significant drawback to not be a top tier block card. I thought Potential would be broken and scale fast really quickly like a Rampage, but it turns out there's not enough useful discard cards to make it work.
I don't know, there's 45, but House Cleaning kinda just feels like a mana sink unless your hand is really that bad; Alleviate, I already talked about, but it's 'okay'; Time Warp is low value and only discards one; Shifting Gears is discarding essentially random cards from your draw pile; etc. Discards only really become decent if they also draw, kinda like Dagger Throw (Heat Sink is 1 mana for +0 net, so even though it's digging further into your deck and giving you knives, it's a bit worse than prepared+).
Maybe change some of the abundant card draw cards-The World, Canned Time, Comet-to also discard if you want to try and make discard synergy work, and also make bigger payoffs for Shift cards, because the 4 or so that exist currently make it never worth it to try going for this.Backlash: cards which self-inflict you, especially for Vulnerable or Frail, are by far the most significant drawback in the game. From other mods like the Seeker, I generally don't fuck with these cards.
I didn't see much of a reason to change my attitude here. Double Edge seems appropriately balanced in that they might be fine 1 in every 30 runs to inflict Vuln on Nob or Hexa, but other stuff like Unruled, Moon Phase, Reset, etc, always feel too situational because you need a ton of Vuln/Frail/Weak on you to make use of it, already gimping you, and THEN you need to draw the card which negates it, which is too specific to make a consistent strategy, and the payoff is generally not high enough-same issue here. Special Formula is also fine because it has an effect which is worthy of Backlash, and you can decide to use it on turns to try and minimize the damage you take. It's a very interesting card because it's one of the only sources of Str/Dex scaling and comes with pretty strategic decisions on which turn to play it.Knives: probably the most consistent of the few 'archetypes' I've outlined, but I'm not entirely enthused by a 'Knives deck'. Moonlight and Kidney Shot are great cards with good value that you can splash, but there's very few reasons I want to obtain knives other than just having enough to shoot out for a few cards.
This decreases the value of House Cleaning, Gear Up, and Rearm. House Cleaning in particular feels like the worst card in the deck a lot of the time, and I almost always want to supplement it with Gear Up asap. I don't really know why-it should be fine on paper-maybe make it obtain more knives.
Compare it to Rearm: draw 2, discard 2 (net 0), obtain 2 vs draw 2, obtain 5.Upgrades: I didn't really have a good time using Trash to Treasure. It should be as good as Hologram in theory (which is probably the best common effect in the game), but there weren't a lot of cards whose effects I wanted to reuse and also have the energy to do so in the same turn, and upgrading is generally not great.
I think an apt comparison is Armaments, which I still view as a bit of a noob trap. The value of in-combat upgrades decreases dramatically as the game goes on, because you're targeting cards which you want to be upgraded at campfires anyway. But at least Trash to Treasure does something; Proper Practice is mainly just useless and a huge loss of tempo.
Another issue is that a lot of cards start out above the curve but have low meaningful upgrades. The starting deck is a good example-House Cleaning is whatever, and upgrading cards which use knives like Kidney Shot can be useless if you don't have enough knife generation. This is a character which can function almost entirely without upgrades, which you may want to re-look over and smooth out. Furthermore, a lot of powers just upgrading to 'innate' is sorta uninteresting, sometimes too powerful, and when you have a bunch together it just makes them conflict drawing too much stuff on turn 1.Temporal: my big issue with cards that shuffle into your deck is that they need to be high impact. I had a big problem with this with Mad Scientist, which shuffled random very low impact cards. It's much better here, but Embodiment is only usable upgraded and even then it comes out as just 'above-average'.
Solidify is basically always selecting the rare one which draws+gives energy-fine, it's like the Offering/Adrenaline of the class which is also costed appropriately in that its not immediate and you can continue to discard it to keep it cycling through the deck, which is fun. The big issue is a card like Manipulate. Even ignoring Nob/Chosen/other mechanics which punish you for including such a card in your deck, it's just shuffling random low-impact stuff.
Upgrading to 3 makes it actively worse. I can really only justify shuffling upgraded temporal cards, and even then it's not always great considering it's random and you don't control when you draw them. I'm not a big fan of shuffle cards-the main issue is they take up the draw slot and otherwise giving them innate cycle seems a bit too powerful, so I don't have too many suggestions here.Waste Not also feels like one useless card outside of Snecko Eye. I don't really know any deck that wants to be floating energy to draw cards.
Not sure about Star Chef either, but I'd probably leave that one as is.Reality Marble is busted. Innate, when unupgraded, Well-Laid Plans? Which also removes Ethereal from cards like Apparition? It probably shouldn't be innate.Overall, I like a lot of what this class does. As I said, it does a really good job of feeling dynamic. Other mods, I feel I'm pigeonholed into finding some specific Str/Dex scaling gameplan and every run seems to boil down into the same 2-3 cards.
I experienced a few different routes to victory in my small pool of games-generally Blight scaling is the most efficient, but a couple times when I wasn't offered that, Protection Scaling with Collapse, Embodiment+, or Knife Scaling with Killing Doll. On the relic front, I think this mod also does a very good job with making interesting, balanced ones. The Pan is probably my favorite as a powerful, but balanced, shop relic, but the Broom and Paper Swan are also quite good. I haven't encountered Pocket Watch or Roman Bracelet (may edit later if I find out what they do). I would say Old Scarf isn't really deserving of rare, and the boss relics as a whole need to be buffed. Mystery Sword-again, fuck Backlash, even if you get a confirmed Necromonicon/Double Tap effect, there's not a whole lot of high value attacks for you to justify taking +10-15 extra damage every turn, especially on 2 energy.
Splendid Attire is. Very minimal. Maybe add an extra Strength or Dex, and it's still below energy relics. Stone Mask is also still worse than energy relics, but at least you can justify it because it heals-I'd consider maybe an extra heal point. Bugs: Reality Marble says it was changed to only lose ethereal for one turn, but I was able to hold a card permanently. I think the descriptions need updating as well, since it says 'for the rest of combat', whereas if you stop holding it, it will exhaust, so you have three different descriptions+interactions going on. Please don't use 'thereby' in Star Chef's description.
Not sure if Fan of Knives does AoE damage as its description suggests ('to each enemy')-I think it bounced around random targets once, but unsure. Thanks for your feedback! It took me quite a while to finish reading your comment but I'd say it was very helpful. I wanna talk about a couple things in regards to your comment.First of all, I agree that Read and Time Theft are a overpowered and it's necessary to tune down their effects.The reason you find discard builds were bad might be that you haven't found the key cards for a discard build: Deny, Replace and Stress Reliever.
You can look up their effects at the card library. At this moment, I personally think the discard build is the most reliable (probably broken) one.The same goes for the Backlash deck. You need Flawless Form, Defy or Reset to make Backlash cards work.Maybe we have different understanding of the game, but I have found Proper Practice quite useful, even without having a Returning Blade.
It allows me to take routes that have less campfire and more elites/question marks. I will see what I can do with all the Innate upgrade powers.The temporal archetype is weak atm, not because the Temporal cards are weak individually, but because they requires card draws to be effective. I have spent a whole lot of effort to solve this problem but I am still not sure how well it can do. Now, it's more like a supplemental to other archetypes. I will continue working on it until it can stand on its own. I fooled around with each, and I just ended up drafting what I thought was the strongest deck on A15.
This is just my feedback and impressions from a fairly competent StS player-no idea if it's right or not.Discard, I thought was woefully underpowered. I have taken Deny, Replace, and Stress Reliever, but the question becomes: what's the payoff? Potential is sloooo-ow scaling, Shattered Reality is low impact, Time Warp as a card is low impact but at least draws, Dual Dimension is slow and 5 protection isn't much to justify, etc. I just didn't think much of the effects were doing anything to justify having to 1) put otherwise bad cards in the deck and 2) have enough discard effects to consistently discard them (and putting more bad cards in the deck) and 3) having the proper sequence of drawing them in the correct orderBacklash: same deal. I've taken Flawless Form and Defy, but mainly because they block for 16 and 8.
Again, you have to question the payoff: Double Edge and Spin are slightly higher value than regular cards, and Unruled and Moon Phase scale really shittily and slow. Hightail blocks for less than Reinforced Body but is permanent-still not worth the risk of having Vuln on you. Having Vuln + Frail are, no exaggeration, the deadliest moments in the game. Think of the Collector's debuff turns where you're scrambling to survive for 3, or Snake Plant's frails. I personally am not convinced I'll ever see a 'Backlash' archetype that'll be worth it without being broken, because you have to try and force a lot of synergies of otherwise bad cards together and have the payoff be worth it.
On the flipside, you can say negating those debuffs is good, but I don't particularly see the need to draft more than the occasional Defy or Flawless Form. Another good example is Flex+: if you draw it on the same turn as Whirlwind or Limit Break, it'd be good. The card is still routinely terrible because it takes a draw slot, and asking it to draw the same turn as another card is too much of a hassle. The Backlash synergies aren't as limiting since they don't require you to exactly draw on the same turn, but much of the same concept applies.On upgrades: Armaments+ is generally regarded as being amazing in Act 1 and terrible after that. Proper Practice isn't even blocking-it's a 1 mana tempo investment for a single upgrade each turn which, for this class, is generally +3 damage or +3 block or turning a card innate (useless in-combat).
It's not terrible, but it's very non-impactful. Encounters don't even last that long for you to shuffle your deck generally and get recurring value, so it's sort of 1-mana gain 3 block each turn if you have a useful card to upgrade. I guess it's sort of between an Armaments- and Metallicize-, then.I also neglected to mention that the class, as a whole, is a bit more powerful than the other ones. That's fine-I always recommend mods to be overtuned than undertuned for an enjoyable player experience, but it makes trying to force synergies much less desirable than shoving high value cards into the deck, which is the strategy I generally employ. I am aware that neither Backlash nor Shift cards were the most useful-in-general kinds of cards; however, if I make them more of a good card in common, they won't be as interesting as before.
The fact that they are only good in some situations makes them stand out of the crowd. Consider building a deck as building a character in a RPG: not every single item would be useful to your character. Making all the items useful to all kinds of character allows the player to make a build at ease, which isn't fun at all in my opinion. On the other hand, you might argue that those cards are bad and have low value, but making bad cards work is also part of the fun.
For players like me, the point is to build a Backlash deck, not to beat the game with a good deck. For players like me, the point is to build a Backlash deck, not to beat the game with a good deck.For players like me, the point of the game is to try and win as optimally and consistently as possible.
I think it's good to keep both players in mind (or perhaps even weigh yours higher), but I guess the ideal is that there should be incentive for me to draft Backlash/Shift cards more often. As it stands, it seems most efficient to just ignore them for the most part. If, for example, I find an Artifact relic, I think I should be more incentivized to start picking Backlash cards like Hightail or whatnot, but currently, they still don't feel worth it.
One issue I have is that even if the stars aligned and you had a fully dedicated Backlash/Shift deck, it'd still routinely underperform compared to a deck of general high-value cards. You could possibly fix that by bumping up their power level slightly, or at least more in line with other cards. Or not-at the end of the day, it's your mod.I also don't value 'thick decks'. I think I remove more than most other Ascension 15 players, often to my own detriment. I pick cards based on upcoming encounters and whether they increase or decrease the value of my deck and I don't worry about deck size, but generally, anything about 30-35 seems about 'optimal'. Oof, it kept happening and I kept trying, gave up after about 7 crashes - All of them when Woke Bloke transformed. I'm not entirely sure why, but the one time it didn't crash, he killed me:DI think I'm going to unlock ascension before I really throw my lot in the ring.
But after 6 runs, Backlash synergy seems completely broken, at least. Moon Cycle (I think?) is completely and utterly broken, at the very least. Just three stacks of anything and its the same as two Metallizises, and that's ridiculously easy to do. Anything beyond that point is already insane value.
That one card carries so hard it's painful:DSeems like it would need to cost 3, not 1, at the very least. It's a lot more like Defect's Focus+Frost orbs than it is anything else, so it scales into broken territories super fast.That said I actually love Backlash, but it seems too easy to build around currently. Did 5 out of the 6 runs with Backlash Synergy and I could bruteforce every time with no trouble, even on the two runs where I didn't find Moon Cycle. But again, going to need to do this on Asc15 before I can really say if it is as broken as it seems or I was just lucky.Fun character to play in general, though.
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