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Breaking Slay the Spire 2 “On Floor 1”: What Spiff Shows, and What the Comments Obsess Over

Video: Slay The Spire 2 IS A PERFECTLY BALANCED GAME WITH NO EXPLOITS! · Channel: The Spiffing Brit · ~20 min


Why this video blew up

This run isn’t about finding a once-in-a-lifetime god seed. It’s about turning a normally single-card action (upgrade/remove/transform) into multi-select, then using that head start to assemble a snowballing engine that trivializes fights. The description is explicit: “consistently break the game” with “exploits, bugs and overpowered cards.”

The comment section focuses less on the exact decklist and more on what this implies for early-access balance and future patches.


1) The real headline: multi-select / arrow-key exploit

What viewers latched onto: the input/UI trick (often described as an “arrow key” exploit) that lets you affect far more than one card during shops/events/campfires.

Comment hotspot: fear of a fast patch.

  • Many basically plead: “don’t patch it,” or lament that publicizing it accelerates fixes.
  • Several mention it being fixed on a beta branch or “already addressed,” then debate whether it’s live yet.

2) “It’s not just exploits—this character is busted”

A recurring refrain: the video has only a couple of true “exploits,” while the rest is simply how strong certain STS2 engines (and the showcased class, often cited as Necrobinder) feel right now.

Takeaway: even without the exploit, players believe current balance enables “unstoppable” runs—this exploit just makes them more consistent.


3) STS1 trauma flashback: the boss that hates infinites

Veterans immediately invoke Time Eater from STS1 (the “snail” boss that punishes too many cards per turn). Comments predict that STS2 will eventually add/restore similar guardrails if infinites become too common.


4) Micro-arguments: is “Poke” actually weak?

Some commenters dispute specific card evaluations—especially calling Poke “one of the weakest.” The counterpoint: it can be a near-free Strike-like effect and may scale with the kit.

Others nitpick optimization (e.g., whether certain finishers were unnecessary once the loop was stable).


5) The community split: “I’m 0–60” vs “infinites are the genre”

The funniest/most telling contrast in the thread:

  • Newer players admitting they can’t win at all.
  • Experienced players insisting infinite turns/loops are often intended in card roguelikes, and the only “bug” is the multi-upgrade/transform UI exploit.

In one breath

Spiff’s run is a comedy-laced demonstration of how a multi-select UI/input exploit can convert early-game deck control into a near-guaranteed engine—while the comments fixate on patch timing, STS1-style anti-infinite bosses, and whether STS2’s current balance is already “breakable” even without the exploit.

Based on the public video page/description and extracted comments from the YouTube link: https://www.youtube.com/watch?v=kU2-9FGOsYE.

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