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Piety in particular is an amazing idea that never feels quite as fun to play as it should. The mod just feels a little busy - I feel like dropping one of the ideas might help (doubloons? maybe just keep the "hoard" mechanic but not doubloons?), for me at least. But other people clearly adore it as is, and I agree it's chock-full of cool ideas, so just my two cents.
明明感觉卡组很厉害就是连第一个BOSS都打不过
With the Hierophant, the player often has to approach common situations differently, and there's alot of room for experimentation and synergy crafting (especially with replay the spire installed). For example, I had an energy relic from replay the spire which would spawn an enemy orb each fight. The orb would steal cards and gain block each turn thereafter, which is pretty annoying in the average case. Buuuuut, by stacking community powers, I just sapped the armor from the orb each turn and became a super tank! That's a synergy I had with this class that felt truly special, and that just scratches the surface of what the Hierophant can accomplish. It is loaded with interesting standalone mechanics, but becomes AMAZING when combined with other quality mods.
Like, every single deck Hierophant has is not just strong, but so broken you feel like you cannot lose.
I can't remember how many times i one shotted act 3 bosses.
Fervor needs to be retuned, so does piety, and dobloons deck end up being broken just thanks to remorse, which has no business being that broken for a common card.
This could be the best StS mod around, if it was actually balanced