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Not to mention, by randomizing these you basically significantly improve the variance of encounters at higher levels without having to add new fights. Or grubs with 3 plated armor each on the first floor. Like imagine having to fight the bruiser and mystic fight on floor 2 if they had lifelink. based on both floor and enemies present would just be so much more interesting. Encounters getting random buffs like +plated armor, +curious, lifelink, etc. When I think of a hard mode that was both hard and interesting, I think fire emblem Lunatic+. I'd much rather it be giving enemies random buffs than just incrementally boosting their stats, especially in the higher ascensions. I am personally a fan of ascension being a harder mode with incremental difficulty increases that don't come with a kickback bonus to the player, but I still find it a little. The added difficulty is rewarding, even if you lose, what decision made you lose, and could you have prevented it had you played your hands otherwise? That was just an example of many there are in the game.Īscension is what you want it to be, for me it is pushing me to make better decisions, removing that curse instead of being greedy for that flying knee at the shop, because you know everything is out to kill you even more relentlessly as before. Once you find a new build that you enjoyed and worked to some degree, take it to ascension and push it to it's limit, improve it that way.Īdding new cards to your deck is great, but, theoretically, adding wild strikes will eventually render your deck unplayeable, so you want evolve to get more draw power, perhaps a fiend fire to cleanse your hand from wounds, havoc your top card of the deck to play wild strike and shrug it off and gamble for drawing another wound so you can flood your hand and dig for that offering and true grit away that wound for block. You can't expect to show up there unanounced and unproven of your skillset.Įxperiment away my friend, but sway away from ascension mode for that. It is like a spelling bee, you start at your school and prove that you can spell, before you eventually go to state spelling competition. I am all for experimenting and exploring new builds and strategies, but if every card worked with every card/relic whatever in the game, it defeats the feeling of accomplishment and the sense of ''you are the reason you won''. Ascension promises the exact opposite of that. I'm not here to isolate what is the most competitive strategies in the current meta then refine them to spit polish perfection, I want to explore all the possible avenues to victory, even the paths less traveled or riskier. To use MTG nomenclature, I'm a Johnny, not a Spike. Heck I lost many of my early games because I couldn't resist adding interesting new cards to my deck to try them out and clogged everything up, but I don't regret doing so.
#SLAY THE SPIRE ASCENSION HOW TO#
The answer to the former on the other hand requires thinking outside your comfort zone and learning how to master every card, rather than just the 'obvious' ones. The answer to the latter is GIT EVEN GUDDER with the same strategies you've played and refined ad nauseam, which is boring, I'm tired of them already. Originally posted by Christ:The whole point of ascension is to make the game harder it doesn't matter if you think the game is already too hard or any of that it's early access what you're looking for is that remote from click so you can fast forward to when the game is released just be patient and what you want will come and by the way ascension doesn't limit what type of deck you build you can win ascension with the janky ass decks the only one limiting your deck is you don't blame ascension for your short comings I think "How do I win the game with less-used cards?" is a far more interesting riddle to solve than "How do I win the game with enemy stats arbitrarily inflated?".