アルメリア 发表于 2026-4-17 10:28

储君还好 只要能抉择到关键牌,门的几个效果都还可以接受

Leona_Akari 发表于 2026-4-17 10:29

正式版上线了啊,尼玛

枯风瘦雪 发表于 2026-4-17 10:30

pgain2004 发表于 2026-4-17 10:20
这不已经推了嘛

我日……不想打门扉,封盘了

moshizhe 发表于 2026-4-17 10:37

更新后角色强度怎么排啊

御姐控之耻 发表于 2026-4-17 10:39

Changeling_02 发表于 2026-4-15 12:30
鸡煲防杀能力还可以的,战士哥二代攻杀确实舒服
可能就是把战士思路带鸡煲了,所以玩得难受 ...

应该是了,我2代才开始玩这游戏,一上来就是玩的战士,所有常识和思路基本都是按战士的构思的。

机宝的防御能力是可以的,但因为我看着进攻能力也不错所以很容易不同体系的卡混拿,然后打到48层49层就被鬼抽和各种机制制裁了。

其他几个职业像召唤和战士壁垒防反我至少会明确只拿哪些卡,所以打防守也能耐心等。

离心 发表于 2026-4-17 10:42

本帖最后由 离心 于 2026-4-17 10:47 编辑

正式版门就是cs啊天胡四重漆黑电流叠不知道怎么打门女王实验体脑测了一下都好打,门的机制养不起来黑球四重养不了打不出https://p.sda1.dev/32/1c61214791da2af0e4951d34e386ed43/image.jpg

—— 来自 Xiaomi 24129RT7CC, Android 16, 鹅球 v3.5.99

空气先生 发表于 2026-4-17 10:44

本帖最后由 空气先生 于 2026-4-17 10:50 编辑

moshizhe 发表于 2026-4-17 10:37
更新后角色强度怎么排啊

战士(灰烬打击一卡通关门的含金量,新巨像加强成白卡后可以玩巨像头槌下回合再巨像的极致防杀。易伤卖血消耗三体系相互成就,可能是这个版本最好玩的职业)
贼(虽然哭杂技但一看beta胜率第一)
死灵(新御姐时间致死性攻杀一切boss,缺点就是比以前更依赖御姐时间了,容易等御姐然后死在半路上,道中最难受的职业。没有三张纠缠尽量别在a10玩灵魂)
储君(一阶猛冲精英,铸剑在数值加强战利品加强和剑圣加强后有两个翻倍乘区,征服者和剑圣一开,两剑砍死门不是问题)
机器人(极其不适应门机制,集中冰起防起着起着费没了/手牌没了/集中冰没了,beta胜率倒数第一)

moshizhe 发表于 2026-4-17 10:47

空气先生 发表于 2026-4-17 10:44
战士(灰烬打击一卡通关门的含金量)
贼(虽然哭杂技但一看beta胜率第一)
死灵(新御姐时间致死性攻杀一 ...

机器人不是没咋削吗,咋这么惨的

离心 发表于 2026-4-17 10:50

moshizhe 发表于 2026-4-17 10:47
机器人不是没咋削吗,咋这么惨的

太克鸡煲了门的机制和强攻击欲望导致鸡煲转不起来

—— 来自 Xiaomi 24129RT7CC, Android 16, 鹅球 v3.5.99

アルメリア 发表于 2026-4-17 10:54

本帖最后由 アルメリア 于 2026-4-17 11:04 编辑

离心 发表于 2026-4-17 10:42
正式版门就是cs啊天胡四重漆黑电流叠不知道怎么打门女王实验体脑测了一下都好打,门的机制养不起来黑球四重 ...

你这加费就一张内核和小花,没万物一心和压缩很难转起来

枯风瘦雪 发表于 2026-4-17 10:54

空气先生 发表于 2026-4-17 10:44
战士(灰烬打击一卡通关门的含金量,新巨像加强成白卡后可以玩巨像头槌下回合再巨像的极致防杀。易伤卖血 ...

补充一下,战士打门保底有灰烬打击和愤怒+运转支撑卡(最简单的就是黑拥)两种胡法,完全不怕门扉倒是有点烦女王……

空气先生 发表于 2026-4-17 10:54

moshizhe 发表于 2026-4-17 10:47
机器人不是没咋削吗,咋这么惨的

白卡热集中变消耗(敲后无消耗)影响很大,本来机器人双重闪电都需要敲,现在多了个热集中,之前的冷静头脑摸热集中的小循环基本爆炸了(没错冷头也需要敲)。
敲位爆炸导致统计中机器人连平均到达层数也是五职业最低。

离心 发表于 2026-4-17 11:01

アルメリア 发表于 2026-4-17 10:54
你这加费就一张内核和小花,没万物一心很难转起来

所以尽量拿过牌和靠全息定向找了反而被门死克了

—— 来自 Xiaomi 24129RT7CC, Android 16, 鹅球 v3.5.99

dclara1 发表于 2026-4-17 11:03

离心 发表于 2026-4-17 10:42
正式版门就是cs啊天胡四重漆黑电流叠不知道怎么打门女王实验体脑测了一下都好打,门的机制养不起来黑球四重 ...

只有25张卡的牌组打beta门基本确定会悲剧

空气先生 发表于 2026-4-17 11:07

实际上门就1次500血还送一回合免费启动,数值解(撕碎铸剑致死性大费攻击)都很吃香。所以不需要太害怕beta门。倒是试验体二阶段大加强,以及因为门的存在导致各职业构筑发生变化,变得更难缠的女王需要注意

Changeling_02 发表于 2026-4-17 11:13

本帖最后由 Changeling_02 于 2026-4-17 11:18 编辑

空气先生 发表于 2026-4-17 10:44
战士(灰烬打击一卡通关门的含金量,新巨像加强成白卡后可以玩巨像头槌下回合再巨像的极致防杀。易伤卖血 ...

呃呃,猎宝能排第二,可以跟安东尼坐一桌,只会看数据,你打一把都知道猎人没杂技有多难受
我上面也说过了,有数据来源猎人胜率最高,很可能因为beta只有会玩的人赤史,而且数据量跟正式版差15倍。
哪怕脑测下都知道抽四弃一变蓝卡是多大削弱,我上面也说过猎宝蓝卡杂技为什么拉完了。

机器人排倒数也是这样,鸡煲本身没多少削弱,零费无限也比猎宝好做很多,你集中冰哪怕提前出扩容冰球,再出俩零费热修复,都能比猎人好起防很多

dclara1 发表于 2026-4-17 11:15

It's time, Slayers. All of the content, changes, and fixes from the beta branch over the past month are finally coming to the main branch of the game.

Thanks to the feedback and metrics from our dedicated beta testers (instructions for joining the experimental beta branch can be found here, we feel that the beta version has been shaped into a stable enough position for main branch players to try out the changes. This is still an Early Access game, so just because something made it from beta to main does not mean it's set in stone. We continue to rely on the experiences of players across both branches to eventually get the game into its final, ideal state, just like we did with StS1. Trust the process! And don't forget to press F2!

These "patch notes" will be a little different: this patch encapsulates all of the changes from v0.100.0 to v0.103.1, so if you've been keeping up with the beta patches this post will basically act as a recap. If you haven't been keeping up and you're interested in seeing more detailed, chronological notes for each of these changes, please take a look through the previous beta patch notes. Manually listing out every single difference between the previous and current main versions of the game after so much beta content has gone through reworks, balance changes, and reverts has proven very time-intensive and inefficient. Therefore, we thought we'd give you more of a high-level overview of the biggest changes since the last main patch was released. The beta patches will continue to contain our usual lists of specific patch notes. Let us know if this method of patch note delivery works for you all!

CONTENT & BALANCE

Be sure to pay close attention when embarking on your next few runs: many things that you've grown used to have been re-balanced, reworked, or even removed (in a couple rare cases). However, quite a few new pieces of content have also been added for you to dig into. While we don't get into the nitty gritty of every change, we've listed the biggest relevant highlights.

In terms of general changes, here are a few big things to note:
Ascension 6 has been reworked from Gloom - "Less rest sites." -> Inflation - "Removing cards from your deck at the Merchant is more expensive."
All shop relics now cost 25 gold less and gold-generating relics can no longer appear in the shop
Map generation has been improved and made to be more consistent
If you return to a run after updating with a newly deprecated card in your deck, it is now replaced with a placeholder Status card - "Draw 1 card. Remove this from your Deck. Exhaust."



The Ironclad has received a new card, Not Yet: "Rare - Skill - Cost 2 | Heal 10(13) HP. Exhaust." Some other cards of his--Dominate, Expect a Fight, Spite, and Stoke--have received reworks, while Grapple has been deprecated. Numerous cards have seen buffs, nerfs, and rarity changes. Many of these changes have come with the aim of giving him better survivability and Exhaust synergies.



The Silent's Blade of Ink card has been reworked to generate Shivs enchanted with Inky - "This card deals 2 additional damage and applies 1 Weak." Her classic Acrobatics card has been changed from Common to Uncommon, bringing it more in line with the other cards in its family: Skim, Parse, Glimmer, and Burning Pact. She's also seen a few other buffs and nerfs. Our goal is to make Sly builds less overly dominant while making sure they still feel satisfying.

The Regent's Arsenal card has been reworked from giving Strength based on Colorless cards played to any cards created. In a similar vein, his Regalite relic now grants Block for any card created, not just Colorless cards. Notably, his card pool has seen more buffs than any other character with just a couple of nerfs, which should address concerns about him feeling weaker than the other characters.

The Necrobinder has received a rework for Borrowed Time: "Uncommon - Cost 0 - Skill | Apply 3 Doom to yourself. Gain 1(2) Energy." -> "Uncommon - Cost 1 - Skill | Gain 4(6) energy. Cards cost an additional energy this turn." This new version should go particularly well with high cost cards like Reap and Bury and help to flesh out other ways to play Necrobinder. Aside from that, she's received a handful of buffs and nerfs.

The Defect has seen the least amount of changes of any of the characters, receiving just a couple of buffs and nerfs.

Some Colorless cards, relics, and potions have seen buffs, nerfs, changes, and pool/rarity shifts, with the Hidden Gem card and Pendulum relic receiving reworks. Various events have had their options or spawn conditions tweaked.



There have been a few balance changes to some Ancient offerings, but most notably Neow will now offer 5 new relics:
Hefty Tablet: "Choose 1 of 3 Rare cards to add to your Deck. Add 1 Injury to your Deck."
Neow's Talisman: "Upgrade 1 of your Strikes and 1 of your Defends."
Neow's Bones: "Upon pickup, gain 2 random Neow Relics. Add 1 random Curse to your Deck."
Phial Holster: "Upon pickup, gain 1 potion slot and procure 2 random potions."
Winged Boots: "You may ignore paths when choosing the next rooms to travel to 3 times."

Last but certainly not least, it's time to talk about enemies. While certain enemies have seen some buffs and nerfs, like the Skulking Colony, the Doormaker has seen the most drastic reworks.

ART


Our artists have been hard at work updating the game's placeholder assets (as charming as they are). Many cards, relics, enemies, and even Nonupeipe the Ancient have received some official visuals!



There have also been some really cool additions to enemy animations as well as VFX for certain character moves. Speaking of VFX, card afflictions have also received some fancy new visuals. There are even character-based VFX for energy counters now!

USER INTERFACE & EXPERIENCE

There have been a ton of additions (and even overhauls) when it comes to UI and UX.

First of all, a brand new system for things called Badges has been implemented. Badges may appear at the end of a run, noting various things that happened during a run like defeating a boss without losing HP, beating the game quickly, specific easter eggs, or pointing out that you forgot to spend your gold. They're meant as little reminders to let you know what was unique about each adventure.

Building off of that, leaderboards have been totally revamped. The leaderboards will now only show your friends' scores. We'll add a way to view global scores later. In general, we don't really want to incorporate invasive anti-cheat protection into the game so it's sort of impossible for us to prevent people putting in the maximum score.

Secondly, no more magic numbers. While there are still points accrued for unlocking new cards and such, the score that's sent to the leaderboards and how it's sorted is based on whether you won, how many badges you accrued, and how quickly you finished the run (in that order). This should clarify why you did better on a Daily run compared to your friends.

Because the schema has changed, leaderboards between main branch and beta branch will be separate going forward. We'll eventually add more features like sorting and whatnot, but in the meantime, do let us know what you think of these changes!


Other major changes include the addition of a Phobia Mode setting, the in-game feedback tool's maximum character count increasing from 500 to 8000, the removal of the ability to unlock achievements and epochs in Daily or Custom runs, and various improvements to controller support.

WRITING

Most of the writing-related changes have come in the form of slight rewording to make it clearer what certain cards, relics, potions, and powers actually do. For instance, those who have been confused as to why their Fairy in a Bottle potions haven't saved them from The Insatiable can now understand that the potion only triggers if your HP reaches 0, not if you die by any other means.

BUG FIXES

Many, many various bug fixes have been released, including a fix for the common "Fatal Error" Steam cloud sync issue and multiple crashes, softlocks, and black-screen startup issues. You'll also notice that a myriad of gameplay bugs have been addressed, such as ones related to the logic of Vakuu's Whispering Earring relic.

If you prefer to play on controller, you should find that various navigation problems have now been fixed. In the multiplayer realm, we've fixed some bugged gameplay interactions, state divergence problems, and have resolved many "Error 5008" disconnection issues.

As always, we greatly appreciate your in-game feedback, and will rely on it as we return to releasing more content and experimental changes on the beta branch.
Hey Slayers, we've got a quick beta branch hotfix for you today! There won't be a big beta patch this week, but you can expect the beta content, changes, and fixes to come to the main branch soon.

BUG FIXES:

General:
Fixed occasional crash when upgrading a card at rest site
Fixed crash that would sometimes occur when entering rooms
When transitioning between rooms, old assets were being freed immediately while the game was still rendering them on screen. This caused rare crashes to desktop, most often when entering events, shops, or campsites. The fix defers the actual freeing to the end of the frame, after rendering is complete.

Fixed an issue with the Game Over screen after discovering multiple enemies while playing in Polish
Fixed rare combat errors that could occur when re-entering combat
Fixed softlock on run histories from older versions of the game
Not Yet card can no longer be generated in combat by effects like Skill Potion
Score is now correct when at Ascension 10

Multiplayer:
Colorful Philosophers event can no longer be encountered if a player has only Ironclad unlocked
Fixed curse mismatching when some players would take Neow's Bones relic
Fixed state divergence when Neow's Bones relic would trigger multiple reward screens
Fixed not being able to load into a Daily multiplayer run

Changeling_02 发表于 2026-4-17 11:15

Changeling_02 发表于 2026-4-17 11:13
呃呃,猎宝能排第一,可以跟安东尼坐一桌,只会看数据,你打一把都知道猎人没杂技有多难受
我上面也说过 ...

正式版也同步测试版了,可以过几天看看猎宝鸡煲胜率

dclara1 发表于 2026-4-17 11:17

merge进正式版了

空气先生 发表于 2026-4-17 11:26

本帖最后由 空气先生 于 2026-4-17 11:28 编辑

Changeling_02 发表于 2026-4-17 11:13
呃呃,猎宝能排第二,可以跟安东尼坐一桌,只会看数据,你打一把都知道猎人没杂技有多难受
我上面也说过 ...
测试版热集中要敲了才去消耗。已经是致命削弱了。

别说什么只有猎人有高手吃屎,其他四家职业没有高手一样,职业爱玩家差不多得了。没有杂技的局又不是没打过,还是杂技和门没砍之前的版本。

敏感词好多 发表于 2026-4-17 11:36

那些说等正式版更新了再喷不迟的现在打差评了吗    Re:Source

汪达 发表于 2026-4-17 11:40

鸡煲应该是可以靠自身卡组的无限转死门扉的,毕竟状态机是0费循环,扣费阶段对机器人影响比较有限
而且机器学习、万物一心、全息之类的可以对策一下禁抽回合降低战损

而猎宝不只削弱杂技,提升删牌费用对猎宝的影响也比其他职业大,毕竟初始卡组多了一对打防
还有就是门扉的扣费机制对奇巧卡也生效,对猎宝的影响应该是非常大的

那个统计数据只能说看不懂

dclara1 发表于 2026-4-17 11:42

原来虚无种子对超级打防是无效的,到时勒紧安全带对超级防有效

性急的蜗牛 发表于 2026-4-17 11:44

居然这就merge了?我还以为还要再测一两个礼拜来着

已经洗干净准备被门扉大人吊打了

Changeling_02 发表于 2026-4-17 11:44

本帖最后由 Changeling_02 于 2026-4-17 11:45 编辑

空气先生 发表于 2026-4-17 11:26
测试版热集中要敲了才去消耗。已经是致命削弱了。

别说什么只有猎人有高手吃屎,其他四家职业没有高手一 ...

气笑了。
你去消耗是致命削弱 杂技变蓝不是?
防牌大砍不是致命削弱?两费防6触不可及不是大砍?
我说只有猎人有高手赤史了吗?你要不要再看一眼?我说得是beta都是高手,而且数据量小,所有数据都不准好吧?不识字别这么冲,还喜欢给人扣帽子
职业二游痴安东尼,搅混水拉社区战争差不多得了,我上面也发过没杂的局,跟谁没玩过一样?
就你这局无消耗灵体局爽局,值得拿出来给人上压力吗?有几个过牌无消耗灵体都能赢好吧,爽局别上好吧

アルメリア 发表于 2026-4-17 11:47

没杂技的局说白了就是几张卡cos一张杂技

空气先生 发表于 2026-4-17 11:48

本帖最后由 空气先生 于 2026-4-17 11:55 编辑

Changeling_02 发表于 2026-4-17 11:44
气笑了。
你去消耗是致命削弱 杂技变蓝不是?
防牌大砍不是致命削弱?两费防6触不可及不是大砍?

懂了,要选洋伞和执迷。打塔不组爽局想着吃屎还幻想别人在beta里吃屎也是有点看不得别人好了

先扣帽子让我和安东尼坐一桌的不是您吗,突然开始发疯满嘴火车二游社区,这么精神不稳定建议敲键盘前先去精神病院挂个号看看

Changeling_02 发表于 2026-4-17 11:56

空气先生 发表于 2026-4-17 11:48
懂了,要选洋伞和执迷。打塔不组爽局想着吃屎还幻想别人在beta里吃屎也是有点看不得别人好了 ...

二游痴滑坡来了哈,
你爽局没说不让你打啊。
你自己非得要拿你那无消耗灵体爽局,来说杂技变蓝不如热修复变消耗大削弱。
那还说啥了,快去玩rosl猎宝给猎宝胜率降下,好让安东尼回调猎人,我也能玩猎宝不蠕动。
先行谢过您嘞{:3_1749:}

Changeling_02 发表于 2026-4-17 11:58

アルメリア 发表于 2026-4-17 11:47
没杂技的局说白了就是几张卡cos一张杂技

cos不了一点啊,多一张后空翻,战术有就可能沉底。
没杂技太蠕动了,太折磨了

空气先生 发表于 2026-4-17 12:02

本帖最后由 空气先生 于 2026-4-17 12:03 编辑

汪达 发表于 2026-4-17 11:40
鸡煲应该是可以靠自身卡组的无限转死门扉的,毕竟状态机是0费循环,扣费阶段对机器人影响比较有限
而且机器 ...

因为杂技升蓝的版本,杂技战术大师t4就是摸一丢4,杂技扣2费再加2费再扣1费,要精准最后1费杂技才能赚费,t3也用不了杂,猎人玩家a10都会选择加点毒或者玩点小刀(然后墨之刃加强了)。
玩毒或者刀小循环,门的t1就是纯启动,t2虽然删牌费用加了但是就是猎人的烧牌机会,t3t4进入小循环,t3t4t5打三个小循环(例如3发刀刃陷阱),门只有500血,没准就带走了

dclara1 发表于 2026-4-17 12:04

Changeling_02 发表于 2026-4-17 11:58
cos不了一点啊,多一张后空翻,战术有就可能沉底。
没杂技太蠕动了,太折磨了 ...

你老喜欢说别人赢的都是爽局,看你发言我怎么觉得你才是不是爽局不会玩的菜鸡呢?抓不到某张牌就要死要活的

Changeling_02 发表于 2026-4-17 12:10

本帖最后由 Changeling_02 于 2026-4-17 12:13 编辑

dclara1 发表于 2026-4-17 12:04
你老喜欢说别人赢的都是爽局,看你发言我怎么觉得你才是不是爽局不会玩的菜鸡呢?抓不到某张牌就要死要活 ...

无消耗灵体都不能算爽局吗?一拿一个不吱声好吧
杂技拿不到就得蠕动啊,我看你是不是没玩过beta?还是说二游云玩家来一起论战啊。
来洗杂技不重要的都来了,杂技不重要,安东尼为啥要变蓝啊?

泥潭要都是这种人,觉得杂技不重要,那泥潭塔2水平,可以排小黑盒之后了

我前面又不是没玩过没杂技的局,自己动动小手翻翻都都可以好吧

汪达 发表于 2026-4-17 12:15

空气先生 发表于 2026-4-17 12:02
因为杂技升蓝的版本,杂技战术大师t4就是摸一丢4,杂技扣2费再加2费再扣1费,要精准最后1费杂技才能赚费 ...

可是刀刃陷阱+精准,不就是电流相生+雷霆?猎宝的数值跟其他职业比并没有优势啊

Changeling_02 发表于 2026-4-17 12:17

汪达 发表于 2026-4-17 12:15
可是刀刃陷阱+精准,不就是电流相生+雷霆?猎宝的数值跟其他职业比并没有优势啊 ...

就这一套,猎宝还是劣势,刀刃陷阱不能翻倍,电流相生可以

Changeling_02 发表于 2026-4-17 12:20

dclara1 发表于 2026-4-17 12:04
你老喜欢说别人赢的都是爽局,看你发言我怎么觉得你才是不是爽局不会玩的菜鸡呢?抓不到某张牌就要死要活 ...

一边哭白热修复变消耗
一边说抓不到某张卡就要死要活
真是左右脑互搏啊

汪达 发表于 2026-4-17 12:24

Changeling_02 发表于 2026-4-17 12:17
就这一套,猎宝还是劣势,刀刃陷阱不能翻倍,电流相生可以

刀舞和隐秘匕首产小刀效率高,鸡煲电球卡产球效率低(除非2楼大眼睛选了注能核心或者注能暴风雨之类的),加上电流相生变3费了,从短线来看刀刃陷阱强点
但是多出两次的话刀刃陷阱明显就比不上电流相生了

Changeling_02 发表于 2026-4-17 12:26

汪达 发表于 2026-4-17 12:24
刀舞和隐秘匕首产小刀效率高,鸡煲电球卡产球效率低(除非2楼大眼睛选了注能核心或者注能暴风雨之类的) ...

这个还真是
忘记电流相生改3费了,启动比精准刀刃陷阱慢些,毕竟刀是零费,还是有点优势

neoaska 发表于 2026-4-17 12:27

EndlessDied 发表于 2026-4-16 09:07
谢谢~~
之前我搜了一下搜出来外网那个sts2replays.com感觉数据不太对

这个有些数据感觉也不太对。比如玉之剑胜率高可以理解,但是选取率这么高就很难理解了

アルメリア 发表于 2026-4-17 12:30

虽然但是刀猎也离不开杂技啊,没杂技抽牌风暴刀刃都产不了几张刀

空气先生 发表于 2026-4-17 12:31

本帖最后由 空气先生 于 2026-4-17 12:35 编辑

汪达 发表于 2026-4-17 12:15
可是刀刃陷阱+精准,不就是电流相生+雷霆?猎宝的数值跟其他职业比并没有优势啊 ...

前面说了,机器人的平均到达层数最低的,也就是说没见到门就炸开了。
刀贼强就强在搞出几个力量遗物,道中短期战损非常低(猎人杀手和蜜蜂人看着非常吓人,但前者缺乏成长可以慢慢防哈,后者和千足虫一起全战避了)
再说回电流相生这套,他需要电球基数,而且比刀刃陷阱还高一费。而且机器人可没有贼t1的稳定性,t1启动不了道中战损就日积月累。本来有冰球热集中这套,但是热集中变消耗后,第一是刚需和一堆神人抢敲位,另一个不能像以前一样一个冷头快检抓复数热启动造超级龟壳,简单来说就是热集中变消耗后更展现出球的数值不够了()
还有个,beta版本因为超雄试验体和门,大家都会冲精英用遗物保启动,单电流相生核打三骑士会被降级+消耗化是有可能直接暴毙的(昨天我就遇到这个情况,幸好不是单核)
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查看完整版本: 《杀戮尖塔2》公开,2026年3月5日Steam EA发售