Once cost reduction effects get high enough, the cost of everything becomes negative and your power generation can quickly spiral into infinity.
This seems good at first, until you prestige enough times for your Energy Cap to begin NEGATIVE and prevent any further progress.
Cylun
Recent community posts
the RTS element of realms is definitely frustrating, to the point that I feel it needs rebalancing.
It should not be possible for players to sink half an hour into micromanaging their run, only for a shielded enemy vine tower to decide to lock off the path to the objective for the rest of the map and render it entirely unwinnable. It should be possible to damage the impediments it creates, or cause the terrain to return to normal once it's gone, or for the AI to avoid locking out the last tile required to get to the location.
I feel like overflow damage from a stat should get counted, albeit at a discount, towards damage from other stats. Say you've damaged a monster's power down to 0. Why not allow further power-based damage to deal, say, 50% damage to the monster's Mind or Agility defense?
Alternatively, the player needs easier access to Mind cards, whether it's from a change to the starting deck, or a change to the purchasable cards in the store.
The starting deck is HEAVILY biased in favor of power, and the game promptly throws us against a bunch of monsters that have very high Mind stats. Your ability to deal mind damage is largely dependent on how many times you draw the guild battlemage (who, incidentally, is likely the best card in the game by virtue of having a free card draw, dealing mind damage when virtually no one else does, and costing a very low price in the shop).
Diagetically, it does not make much sense for enemies to require the player deal Mind, Agility, and Power to them in order to win. It is very odd to see a guild of 7+ party members wailing on a monster, but being completely ineffectual because they don't have the right color on their card.
This does seem to be a lot more balanced than the previous version, and the lower difficulties make it a lot more accessible. Previous versions were almost
completely dominated by decks that revolved around wrenches(IIRC) , but the introduction of 0-cost cantrip ores and 0-cost cantrip upgraders gives ores a fighting chance.
there appears to be a glitch with singularities: If you carry a combo into the start of singularity (maybe it's only singularity BH?) You can keep the combo even though the buff has been removed. And since the buff has been removed, the combo cannot be broke on because the drawback of the buff is no longer applied This allows for radically strengthened progress into singularity. not sure if this was intended.
You unlock T5 a lot earlier than you get the ability to clear it. You have to consider the things you can still use to make yourself stronger. Namely, infinity points, equipment, and the passive enemy-weakening effect ascension shards grant you (thanks to the Ascension Affect, which is part of Rebirth).
You will want to unlock the strengthened equipment from Dimension 8 and the radically reduced stage scaling from Dimension 3 (which can be completed back-to-back to radically reduce tiers 2-10 ) to allow yourself easy ascension shard farming. You'll want about 2.5k Infinity points, too.
Basically, you want to complete everything prior to Dimension 9 other than Dimension 1, which you should be close to completing anyway.
Once you've beaten T5, you're already ready to beat T6.