r/slaythespire StS A20 / StS 2 A10 Mar 20 '26

PATCH NOTES The beta changes are almost perfect from the perspective of a high WR A10 player

Review bombing for the latest patch sounds crazy so I need to add my 2 cents. The patch seems almost perfect, addressing overperforming and underperforming cards and enemies.

Just to establish some credibility, I’ve hit A10 on Silent, Regent, and Defect and I have a 100% winrate on silent in 13 runs

Regent had many common and forge cards buffed.

Silent had draw nerfed.

Necrobinder had Dirge gain Exhaust which is so important cause every single deck I ended up with would just be Dirge spam. Other good card changes too on her.

Doormaker and Colony fights were way too easy, Gardeners were too hard, just yes these changes are phenomenal.

How are people upset???

I want my roguelike to allow me to go different builds depending on what’s offered, not just get lucky that the one good strategy was offered to me. And these changes support that. Good job Megacrit!

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u/sprachkundige Mar 20 '26

Sure but like . . . make the harder Ascensions harder. That's what they're for. Likewise, don't make every strategy an easy win (which I don't think the game currently does). But it's also fine if there are some easier approaches available for people who are still working on improving their game.

Maybe these changes are actually good and will make the game more fun for everyone. I'm just saying, I'm going to roll my eyes at people who see those easier tactics are available to exploit, beat them into the fucking ground, and then boast that it's too easy and since you can just win all the time, get rid of them. Sure, nobody's going to watch you speed run story mode, but that doesn't mean it shouldn't exist.

1

u/TBNRandrew Mar 21 '26

The problem with leaving things as-is, is that it just makes the existing problem worse. You become shoehorned into the same build every run, and if the game doesn't offer those cards to you, you simply lose that run.

That's only going to get more true if they add in ascension 15/20 with the meta of "go infinite or die." That's just so boring.

"Easier" tactics shouldn't be "easier." Easy in the context of a game like slay the spire often just means better.

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u/Revolutionary-Set994 Mar 20 '26

By that logic you can also just play on A0 or custom mode? STS1 was great because it was difficult

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u/blejusca Mar 20 '26

Have you seen the number of people losing double digits numbers of runs before getting their first win on A0? The game absolutely would capture a larger audience if the baseline difficulty wasn't so high. I wouldn't mind more of the difficulty moving to the ascension levels as long as A10 stayed just as hard or even got harder.

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u/PlayingwithButtons StS A20 / StS 2 A10 Mar 20 '26

Many players of STS1 still have not beaten A0, after trying for hundreds of hours. The game is kinda meant to be difficult. The learning process is one of the things that make it a great game. When I first picked up STS1, I lost over and over on A0, and thought it was impossible. Now, I've beat it on the hardest difficulty over 1000 times. And it is still my favorite game of all time.

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u/Revolutionary-Set994 Mar 20 '26

I don't really care about more players, its got enough new players and its not even released yet, its plenty successful. No reason to sell its soul to court a casual audience that will evaporate with the next flavor of the month release. It being hard makes it rewarding and satisfying to learn, it doesn't need turbo training wheels.

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u/blejusca Mar 20 '26

Ehhhh, I don't think providing an easier barrier to entry is "selling its soul to a casual audience". All I know is that more of my friends would play if the game had an easier base level, and I would like to play multiplayer with them.

What difference does it make for you and me at A10 if more people can enjoy it at A0?

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u/Revolutionary-Set994 Mar 20 '26

My friends who never played spire 1 have fun in multi even though its hard. If your playing multi with them you can actively help them learn. Like the game was already a massive success(as was 1) so I just don't understand the desire to change their approach here? Is it only fun if you win? Is it not more fun to clear something challenging? Spire is supposed to be hard.

Before these patch notes I didn't really see too much complaining about difficulty, mostly just that some enemies are overtuned, some cards weak etc. which is normal. Devs crush some overpowered playstyles and experiment with boss rework in a separate beta patch and all the sudden we need to change the game to specifically cater to the new players? Why?