Why nerf infinities?
I like them… I went on the Reddit once and a lot of the setups required custom game modes.
It’s not like a competitive pvp game, trying to break it is most of the fun for me.
The RNG stuff is interesting, it won’t be fun to dive into that. I don’t know if I want to watch an 8 hour video though
Slay the Spire is meant to be a difficult strategy game, balance matters in order to maintain that difficulty. To me it actually does scratch a similar kind of itch as some competitive games. I see the Spire as my opponent, and I want it to put up a strong fight.
At launch, infinites were so easy to obtain that the dominant strategy was to force them on nearly every run. Not only was it too easy, it was repetitively dull. The ease with which you could just keep doing the same thing over and over and get away with it sucked all strategy out of the strategy game.
Even after the nerfs, StS2 is still considered to be much easier than its predecessor, even on max difficulty. Part of the goal of Early Access is to work on refining the game’s balance until it’s as polished as the original, so of course those infinites had to be the first priority to address.
‘Given the opportunity, players will optimize the fun out of your game.’
The curse of optimization.
People feel compelled to use them in order to advance/unlock things faster.
They’re fun to stumble on, but once you know how to do them it’s hard to make other choices which are obviously less powerful.
Having them be possible in custom game modes wouldn’t be so bad if they were just for challenge and didn’t tie into the unlock/progression system.
Infinities were a little too easy in StS2 compared to the first, especially on release. You can still do infinites but it’s more than just hitting every shop to thin your deck then spam card draws.



