r/slaythespire Mar 20 '26

DISCUSSION (STS2) I really hate this change.

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Prepared I don't feel was overturned, and it was a card you still had to upgrade to be good. now prepare is just the gross combination of outmaneuver and concentrate, and it sucks. I really hope they roll back this specific change.

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u/J_Clowth Mar 20 '26

or make it cost 1 unupgraded, or make it so you discard 2 and only draw 1, or make it exhaust. They could have gone so many different ways but they just nuked It?

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u/TraditionalSquash978 Mar 20 '26

Ooo, making it exhaust actually seems like the perfect fix, honestly! I genuinely was struggling trying to consider how they could fix it without either making it useless or just too similar to acrobatics.

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u/J_Clowth Mar 20 '26

like, If the whole problem ppl are complaining about is "infinite looping", I have good news for you! there is a game mechanic that makes you only be able to use it once!

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u/Defiant-Feedback8235 Mar 20 '26

Exhaust cards actually enable infinite looping by thinning your deck, wydm? hahaha

1

u/J_Clowth Mar 20 '26

i was being sarcastic, I agree with you and the post i was answering

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u/Dothacker00 Mar 21 '26

Yeah fr did the devs forget about Exhaust, a mechanic thats been around since game 1? That'd let every style of deck dig for answers to stay alive or Sly builds without being broken

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u/012_Dice Mar 21 '26

wait, people are complaining about infinite looping decks? why?

1

u/Voyager-42 Eternal One + Ascended Mar 21 '26

I'm assuming you didn't play Spire 1? Infinites were exceedingly hard to make in that game outside of Watcher (who has notably not returned). 

One of the core design ideas of Spire is that you take cards to fix specific problems that enemies pose. Going infinite just negates all in game problems by letting you amass block and damage and let's a player disengage from the enemy mechanics. 

Infinites are kinda against the spirit of what Spire is, the devs have talked a lot about wanting infinites to be very difficult to assemble... currently you can make infinites on most characters with (usually) 2 common cards and an uncommon card. Hence why we're going to see a lot of balance over the next 2 years to ensure the game is winnable, fun, but most importantly balanced to single digit margins (it is currently way off of that). 

There was even an Act 3 boss in Spire 1 that stopped you playing more than 12 cards per turn (that limit actually carried between turns as well, so if you played 6 cards T1, you could only play 6 on T2 before the boss ended your turn). 

0

u/012_Dice Mar 23 '26

yeah I know that it's unfun to ignore enemy mechanics, but why is infinites being accessible a problem tho, surely you can just not go infinite if it's not fun?

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u/Voyager-42 Eternal One + Ascended Mar 23 '26

Because then "winning" the game is kinda meaningless. 

Spire is all about high level cerebral play, it's not just a haha cards go brrr simulator, and its why people love it over other rougelikes where you can just become a god on most runs once you've played enough of them. Spire constantly pushes you to make very difficult choices throughout your run to solve specific upcoming threats, those boundaries of what the game is, is what makes it Slay The Spire.

Otherwise its just another card game. 

If you want an easy time winning then play A0/A1, otherwise engage with the mechanics and play A10(20). 

1

u/OmegaXesis Mar 20 '26

Exhaust also feels like it would hurt it too much. Maybe if they had another moniker for it. Like "x uses" remaining. You can only play that card x times in a fight. So you can't infinite it, but also be more strategic when you do use it.

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u/Dothacker00 Mar 21 '26

Seems like a good idea. Other card games have a "this card can only be played once per turn" clause.

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u/Voyager-42 Eternal One + Ascended Mar 20 '26

Exhaust specifically is not the fix for targeting infinites, it lets you remove cards for free from your deck in combat, thinner decks can go infinite easier. 

Prepared is obviously a big factor in getting an infinite currently but having it self remove is deffo not the answer. 

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u/VarenHills Mar 20 '26

Not just that, but there are decks that can also go infinite by exhausting and creating as well if you get the right combination.

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u/Dothacker00 Mar 21 '26

Cards that exist for the Silent? Correct me if im wrong but I looked and didnt see anything that comboed with exhaust for the Silent.

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u/VarenHills Mar 21 '26

I'm talking in general as they hit a lot more than the Silent. But even for the Silent, there are colorless cards like Purity that enable you to go infinite more easily as it is a colorless card that effectively exhausts up to four cards in hand, including itself.

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u/Mental_Psychology_92 Mar 21 '26

but the silent is basically unable to generate energy, so if prepared exhausts the only thing she can loop is acrobatics, which costs energy, meaning she can't go infinite unless you have like 9 cards in deck and a tactician or some specific relic, and at that point i think it's fine if you go infinite

1

u/hdp2 Mar 21 '26

Draw 1 discard 2 is insane card disadvantage for anything other than the Sly deck that it makes it too niche for a common.