Missed changes (will update this comment if I figure out more stuff) - Vampire: Infuse spell is now "terminal" instead of "cruel". Big nerf but I think Vamp is still very strong. - Enchanter: +1 HP, and both blanks replaced with "add self heal to the target's sides this turn". The side itself isn't great but she can no longer blank. Might be a clickable hero now. Always worth mentioning she pairs really well with Sparky (and Lazy ig). - Presence: -1HP, but middle blank now "add poison to the target's sides this turn". Very strong side. Presence was already pretty good because of his intangible HP. UPDATE NOV 21: Punpun made a video on all the item/curse changes. If you're interested, you can check it out here: th-cam.com/video/vdwgZbRVdbQ/w-d-xo.html
The other day I won a Classic Brutal run purely because of Enchanter. I even skipped upgrading her to Tier 3, because her switch sides Spell was THAT vital to getting my engine running. Definitely a sleeper op hero for how flexible she can be in a team that generates enough mana to use her Spell on Turn 1. Try her out!
Greens are sort of "what do you lack now?" pick, especially for tier 2. Tier 3s are very bizzare. Many just want to hold item combos, Robot can hold 4 item combos even.
Regarding Alien's new poison side, I've found it to be very useful for Basilisk or any other counter attacker as it does two poison directly without doing damage, preventing the counter attack. Niche for sure and not as good as a Hissing Ring's output, but useful!
Yes, great point! I admittedly didn't realize this until I played a run after this recording. It's specifically really good on vs Thorns for this reason.
Aha, my pickrates are definitely unreliable. For one, they have never been reset so they include my pickrates from my new player days. Second, I actually forced Bard a lot during my Blurtra run! After a certain point, shields don't matter since it's basically Turn 1 kill or be killed, and so the cantrip roll was more valuable. Thank you so much for watching, and for your kind words ☺
I've picked tainted 3 times in the new update and every time he is so strong that the curse he adds is manageable. I think he is an A tier character now with a couple low rolls
That's crazy! I never would have given Tainted a second look, but I appreciate your perspective. Maybe if I'm feeling bold on my next Flex run, I'll give it a go and test my luck at wheel of curses
From what I can tell, items' faces haven't been changed, some of them have just moved up or down a tier. Same for curses. But if there are exceptions (or other cool implications that I discover), I'll be sure to mention them at the start of my next video!
@@a_runehawk that is fair, as someone who hasn't bought the game I just want a video for visualizing the changes because the "patch" just saying this item was changed doesn't give me much as I don't remember what tier it was before and what is now
@@paulomatute4114 For sure, I see your point. I have many hours under my belt and I still can't tell you the tiers of half the items lol My honest opinion is that if you haven't bought the game yet and are still new, the implications of items changing tiers will hardly be felt. Certain timings were moved around for combos to come online, but even I can't think of them off the top of my head right now. I think it's one of those things where you have to encounter in game to have it click and committed to memory.
Hey! In case you're still interested, Punpun (well-known in the S&D community for his mods) made a video with all the item changes: th-cam.com/video/vdwgZbRVdbQ/w-d-xo.html
Play styles are so different. My Knight pick rate is 19%. I'm all about all offense all the time. I don't claim to be great at the game but I did beat Hell and finished Blurtra. My red heroes tend to be my curse item mules! That said, if the best players in the game are utilizing healing and defense then I'll try it.
Super interesting! I haven't heard a dissenting opinion of Knight in a long time, but your perspective is valuable. I think that regardless of the pace of your run, Knight just outputs so much value. 4 sides that offer 3 shield (which I think is a valuable break-point because you can save characters dying by +2 without having to double burst them), with even higher potential due to steel on two sides. Even when you start to get your first T3s he keeps up in defensive value. Parry is just a great tactic to have. He can also give you the reach you need on a critical turn 1 kill with his 3 damage, which no other T2 grey has (except Armorer heavy lol). But it's true that he does have two X's and now only 7 HP. There has never been a better time to explore other greys!
@@a_runehawk Thanks for the tips on Knight. I've always been of the mindset that if I'm defending or healing then I'm not getting closer to winning the battle. Even to the point where I'm so disappointed when I roll a shield side that I don't even bother to use them (unless it's clear I could lose the battle on the next turn). I'm sure I've lost many runs due to this defensive hole in my game. I'll incorporate these tips and see if I can get even better at this game.
@@ChrisNunezReviews I used to have the exact same mindset! Just hit the gas because they can't kill me if I kill them haha. For the record I think this mentality does work for the majority of encounters you will face. But my opinion is that there's no such thing as a "playstyle" in Slice & Dice. You can't say like, "I'm a super defensive type of player" as a blanket statement. You have to work with the hand you're dealt, and that hand is constantly shifting and evolving, which in turns, affects the pace of play that is required for the situation. Heroes, items, and curses, and enemy lineup all play a role in this. There will always be situations that you cannot storm through with raw firepower on turn 1. Maybe you lack ranged to stun a Wizz summoning bones, or you can't blitz through Chomps without dying to the retaliation damage. Maybe you run into Baron and your yellow gets double-eliminated by Ghosts turn 1. You break intangible but your other attack sides are worthless here. But then your Knight takes those attack pips and double-parries your yellow, saving him for turn 2 and allowing you to carry on the fight.
ahaha, that's tough for sure. She's completely unplayable with Meddler. Also there's almost nothing meaningful to copy across the T1s, asides from Clumsy cantrips and managain from Mystic/Gardener. If they replaced her "shield 1 cleanse" side, then I'd have nothing to complain about. But she lost her only unconditional 1 damage side, which was like her best side lmao
tainted feels a lot more pickable now, though still definitely not topping any tier lists. some tier 3 curses will still absolutely ruin your day (mundane for example) but they're at least more managable on average. cloak is doing very little for them since their hp is already very respectable but at least it can be overwritten unlike the stasis blank from before. the main pain is still that you don't know what the curse is gonna be. they're probably best picked early if you pick them at all, because at least then you've got room to maneuver if it's a curse that forces you to play a certain way. honestly I think they could make tainted give a tier 2 curse and it would still be hard to justify most of the time. even tier 1 curses like left sticky can sometimes just kill you.
Thank you for your write-up! Yes, I totally agree there are many very manageable curses in the pool. Especially given the timing at which you start picking up T3 units, there are some curses that really won't be felt by that point in your run. The problem is, as you point out, you have no idea what you're getting into. IMO it doesn't really matter what you throw on Tainted's sides -- the potential downfall he can bring to your run far outweighs the raw value of the unit. This kinda goes back to my thoughts when I was discussing Jumble. My school of thought in these types of games is to minimize randomness at every point possible, to have the most control over the board state at any given time. The more X's you cover up and the more you're aware of your heroes power and limits, the better your foresight becomes, and you're able to plan fights with a lot more clarity. Tainted breaks the mold entirely by bringing his own mini-game to the table. If you lose the mini-game, you can just lose the run. Thanks again for your thoughts; I really enjoy having these discussions. ☺
ahaha, I am sorry to you and all the other (citation needed) Gambler/Ludus fans out there it's true though; if I simply rolled better, these heroes would be S-tier 😄
Really weird balancing decisions overall. Dev seems deathly allergic to making joke characters actually playable. And the thing, yeah, a joke character is funny when you see them the first time, but later you realize they just make the game less diverse.
Missed changes (will update this comment if I figure out more stuff)
- Vampire: Infuse spell is now "terminal" instead of "cruel". Big nerf but I think Vamp is still very strong.
- Enchanter: +1 HP, and both blanks replaced with "add self heal to the target's sides this turn". The side itself isn't great but she can no longer blank. Might be a clickable hero now. Always worth mentioning she pairs really well with Sparky (and Lazy ig).
- Presence: -1HP, but middle blank now "add poison to the target's sides this turn". Very strong side. Presence was already pretty good because of his intangible HP.
UPDATE NOV 21: Punpun made a video on all the item/curse changes. If you're interested, you can check it out here: th-cam.com/video/vdwgZbRVdbQ/w-d-xo.html
Presense didn't have a middle blank. It had a rightmost blank; I guess Poison just moved all of the middle and right sides furthet right
The other day I won a Classic Brutal run purely because of Enchanter. I even skipped upgrading her to Tier 3, because her switch sides Spell was THAT vital to getting my engine running. Definitely a sleeper op hero for how flexible she can be in a team that generates enough mana to use her Spell on Turn 1. Try her out!
It was useful to see all the changes like this, thanks runehawk! You might like the new t0 item 'name tag' which is also used internally.
THANK YOU for the rename update, and for a fantastic update in general. I love Slice & Dice🥳
Great video, the side by side was really nice :)
haha I'm glad it helped! Cheers friend
Greens are sort of "what do you lack now?" pick, especially for tier 2. Tier 3s are very bizzare. Many just want to hold item combos, Robot can hold 4 item combos even.
Excited to play with (most) of these changes. Crying about Wanderer 😢
You and me both brother 😭 But he had a peerless legacy! Now he must rest.
this was a great video! Informative and your voice is so nice to listen to oml, keep it up!!
that is such a sweet comment! Tysm for watching and for your kind words ☺
outer wilds enjoyer, based.
Only one of the greatest games of all time! Wish I could erase my memory and play it again haha
Regarding Alien's new poison side, I've found it to be very useful for Basilisk or any other counter attacker as it does two poison directly without doing damage, preventing the counter attack. Niche for sure and not as good as a Hissing Ring's output, but useful!
Yes, great point! I admittedly didn't realize this until I played a run after this recording. It's specifically really good on vs Thorns for this reason.
Very insightful! Nice voice too!
That's very kind of you to say, tysm!
what surprised me the most is your pick rate of Bard 😅
Nice video! hope it does well... keep it up!
Aha, my pickrates are definitely unreliable. For one, they have never been reset so they include my pickrates from my new player days. Second, I actually forced Bard a lot during my Blurtra run! After a certain point, shields don't matter since it's basically Turn 1 kill or be killed, and so the cantrip roll was more valuable.
Thank you so much for watching, and for your kind words ☺
Hey, you pretty cool!! Nice vid
you're pretty cool yourself! Cheers mate ☺
I've picked tainted 3 times in the new update and every time he is so strong that the curse he adds is manageable. I think he is an A tier character now with a couple low rolls
That's crazy! I never would have given Tainted a second look, but I appreciate your perspective. Maybe if I'm feeling bold on my next Flex run, I'll give it a go and test my luck at wheel of curses
who else is here just to hear this guy yap for half an hour? just me?
SAME ACTUALLY
I would like a video on the item changes
From what I can tell, items' faces haven't been changed, some of them have just moved up or down a tier. Same for curses. But if there are exceptions (or other cool implications that I discover), I'll be sure to mention them at the start of my next video!
@@a_runehawk that is fair, as someone who hasn't bought the game I just want a video for visualizing the changes because the "patch" just saying this item was changed doesn't give me much as I don't remember what tier it was before and what is now
@@paulomatute4114 For sure, I see your point. I have many hours under my belt and I still can't tell you the tiers of half the items lol
My honest opinion is that if you haven't bought the game yet and are still new, the implications of items changing tiers will hardly be felt. Certain timings were moved around for combos to come online, but even I can't think of them off the top of my head right now. I think it's one of those things where you have to encounter in game to have it click and committed to memory.
Hey! In case you're still interested, Punpun (well-known in the S&D community for his mods) made a video with all the item changes: th-cam.com/video/vdwgZbRVdbQ/w-d-xo.html
@@a_runehawk yup I saw it, thanks
Play styles are so different. My Knight pick rate is 19%. I'm all about all offense all the time. I don't claim to be great at the game but I did beat Hell and finished Blurtra. My red heroes tend to be my curse item mules! That said, if the best players in the game are utilizing healing and defense then I'll try it.
Super interesting! I haven't heard a dissenting opinion of Knight in a long time, but your perspective is valuable.
I think that regardless of the pace of your run, Knight just outputs so much value. 4 sides that offer 3 shield (which I think is a valuable break-point because you can save characters dying by +2 without having to double burst them), with even higher potential due to steel on two sides. Even when you start to get your first T3s he keeps up in defensive value. Parry is just a great tactic to have. He can also give you the reach you need on a critical turn 1 kill with his 3 damage, which no other T2 grey has (except Armorer heavy lol).
But it's true that he does have two X's and now only 7 HP. There has never been a better time to explore other greys!
@@a_runehawk Thanks for the tips on Knight. I've always been of the mindset that if I'm defending or healing then I'm not getting closer to winning the battle. Even to the point where I'm so disappointed when I roll a shield side that I don't even bother to use them (unless it's clear I could lose the battle on the next turn). I'm sure I've lost many runs due to this defensive hole in my game. I'll incorporate these tips and see if I can get even better at this game.
@@ChrisNunezReviews I used to have the exact same mindset! Just hit the gas because they can't kill me if I kill them haha. For the record I think this mentality does work for the majority of encounters you will face.
But my opinion is that there's no such thing as a "playstyle" in Slice & Dice. You can't say like, "I'm a super defensive type of player" as a blanket statement. You have to work with the hand you're dealt, and that hand is constantly shifting and evolving, which in turns, affects the pace of play that is required for the situation. Heroes, items, and curses, and enemy lineup all play a role in this.
There will always be situations that you cannot storm through with raw firepower on turn 1. Maybe you lack ranged to stun a Wizz summoning bones, or you can't blitz through Chomps without dying to the retaliation damage. Maybe you run into Baron and your yellow gets double-eliminated by Ghosts turn 1. You break intangible but your other attack sides are worthless here. But then your Knight takes those attack pips and double-parries your yellow, saving him for turn 2 and allowing you to carry on the fight.
omg I'm sorry for the long comment! Loved this discussion though, appreciate your perspective
Alloy rolling cantrip bones actually happened to me in 2 separate runs now. In my eyes, alloy is even worse now.
ahaha, that's tough for sure. She's completely unplayable with Meddler.
Also there's almost nothing meaningful to copy across the T1s, asides from Clumsy cantrips and managain from Mystic/Gardener. If they replaced her "shield 1 cleanse" side, then I'd have nothing to complain about. But she lost her only unconditional 1 damage side, which was like her best side lmao
I suppose Gardeners Grooowth side is also an angle to make them viable lol
tainted feels a lot more pickable now, though still definitely not topping any tier lists. some tier 3 curses will still absolutely ruin your day (mundane for example) but they're at least more managable on average. cloak is doing very little for them since their hp is already very respectable but at least it can be overwritten unlike the stasis blank from before.
the main pain is still that you don't know what the curse is gonna be. they're probably best picked early if you pick them at all, because at least then you've got room to maneuver if it's a curse that forces you to play a certain way.
honestly I think they could make tainted give a tier 2 curse and it would still be hard to justify most of the time. even tier 1 curses like left sticky can sometimes just kill you.
Thank you for your write-up! Yes, I totally agree there are many very manageable curses in the pool. Especially given the timing at which you start picking up T3 units, there are some curses that really won't be felt by that point in your run.
The problem is, as you point out, you have no idea what you're getting into. IMO it doesn't really matter what you throw on Tainted's sides -- the potential downfall he can bring to your run far outweighs the raw value of the unit.
This kinda goes back to my thoughts when I was discussing Jumble. My school of thought in these types of games is to minimize randomness at every point possible, to have the most control over the board state at any given time. The more X's you cover up and the more you're aware of your heroes power and limits, the better your foresight becomes, and you're able to plan fights with a lot more clarity. Tainted breaks the mold entirely by bringing his own mini-game to the table. If you lose the mini-game, you can just lose the run.
Thanks again for your thoughts; I really enjoy having these discussions. ☺
> gambler is the worst tier 2
my heart
EDIT > ludus
MY HEART
ahaha, I am sorry to you and all the other (citation needed) Gambler/Ludus fans out there
it's true though; if I simply rolled better, these heroes would be S-tier 😄
Really weird balancing decisions overall. Dev seems deathly allergic to making joke characters actually playable. And the thing, yeah, a joke character is funny when you see them the first time, but later you realize they just make the game less diverse.