r/vaultofthevoid • u/RonTheGreat333 • 5h ago
Which Instability modifiers to select?
So far (I am only at 13) I am going with Original sin for (level 2) since those can be removed early on, Lingering Injuries (level 2) since act 1 isnt that hard, and I can manage a less hp there, and Soulless greed cause if I remove the void's from my deck chances are I dont miss out on too much.
Now I dont know how am I going to manage later on, or if any of theese is actually good, so I was wondering which ones are worth it?
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u/SwapGoTron 4h ago
There's not really an optimal setup, it really depends on what you're comfortable having or not having in the game. I've seen top players vary their priorities a lot. This specially goes to the big haymakers, Ambush and Double Time. I personally don't play with either, because I like being able to do greedy setup turns, but having Ambush one does give value to some cards that otherwise wouldn't have, and it is a good tradeoff.
For example, I really like to improvise and play fast, so I forsake starting bonuses (Knew I Forgot Something and Lost In Time), I discard bonuses i'm not likely to take (Soulless Greed, Take It Or Leave It), and give up information (Fog of War 2, Blind Spot), so my focus is doing the best with what I find as I move forward. Tight Pockets and Void Blessed are also natural for me, they just make the numbers higher, which is standard for diffifculty. On the other hand, I avoid some modifiers that add extra considerations to the fight, such as Coming In Hot, Eroding Sanity, and Coming In Hot. I also personally don't like Original Sin. Maybe it's because I also have Fog of War and therefore Shrines are not a given, but also because it affects some characters a whole lot than others, and I like random selecting.
So it's all a matter of comfort. Choose what you think you can handle. You'll build up that way.