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The weaker charms are much easier to access, though, and good enough. If anything demonic is too easy once you've gold and/or jade charms, but that's a different problem.
That said, there should be more of a reward for failing runs to encourage pushing players beyond their comfort zone.
As you noted, by the time you get Jade ones, you don't really need them due to having mastered the game.
I think i'll step down from demonic, just to gurantee charm drops for now....
To illustrate why 400 is a good breakpoint to aim for. You get 1 charm for clearing the game, 1 charm per 5 trial tokens active (as there are 14 tokens, 10 active give you the highest reward) -- and these rewards are doubled on Demonic -- and 1 charm per 500 converted souls, so you can potentially get 8 charms from a run before considering the ones you can obtain from the shop.
If you are looking to maximize your returns, the question is mainly how quickly you can clear and whether you can safely do so; if you goal is to farm then it's probably better to play on normal unless you very rarely die on demonic, as the returns are very poor for runs you fail to clear (and yes, I believe it should be more rewarding than it currently is to push yourself and fail in chapter 5 or so rather than just opt for safety first).
What the game won't tell you is that it's always possible to find combinations that'll allow you to change a charm to one of the same tier by fusing it with a wooden one, which can save you a lot of charms. This means that once you have a Jade charm you can use wooden ones to change it to the one you want, although this may take a few tries as there's unfortunately currently no list of valid combinations.
Player should get some reward earlier like you can get some charm once reach stage 3, something like this.
This will get worse once chapter 7 open.
You can save your game by copy it to other slot, personally I don't do it in every other roguelike game, but I save my game in this one.
So yeah I think this system need some tweak.
It's a rougelike, people will do runs as long as they like the moment to moment gameplay and there's a certain degree of challenge. There doesn't need to be a big mechanical reward for playing that long.
It feels really backwards that to efficiently become stronger (or as efficiently as the game will allow at least) you have to consistently clear the hardest content. It's like getting some overpowered ultimate weapon in an RPG after you have nothing left to use it on.
I'm not saying that justifies it, just that's the context: it exists only to amuse people who already win easily and have everything unlocked, so they can get some sense of reward rather than being told they got even more soul crystals that will never matter. Yeah, it kind of drives the rest of us nuts, because it has the exact opposite effect on the "normal" player, highlighting our failures by denying rewards when we don't get a clear, and trapping us on lower difficulty because demonic, while more fun for its intensity, is useless for getting charms. I do wish we accumulated soul crystals towards a charm drop every few hundred or so, just so there was some consolation reward for runs that aren't clears, instead of the all-or-nothing aspect of it, but that won't do much for the ridiculous grind or the painfully gacha style mechanism.
Also, there's no excuse for having possible failure on upgrading to jade tier. That's just a chance to throw away a large time investment to create meaningless tension, and that's a bad, anti-player idea.
Look at the achievement stats: 80% of players don't have a clear. A similar, but larger, percent of players don't have charms unlocked. If we had "got a charm of X tier" achievements, I think it would look pretty dire.
You do realise that the game will tell you exactly what charm you'll end up with as a result of any given combination? Unless you willingly choose to, it's difficult to see how you could fail.
I didn't try myself but it's mentioned ingame in the tips window while in the 'soul charm refining' menu.
Two wooden charms will always produce a stone charm, and two stone charms will always produce a silver charm, but after that it seems to be about 50/50. Wooden charms can be used to change the charm within the same tier, though -- or downgrade if you actually want to do that -- so there's never a good reason to refine a jade charm with a gold charm.
Hmm, I don't think I've seen any soul charm recipe lists, at least that I remember, but I haven't spent nearly as much time with idol-upgraded characters as with those grinding up to unlock idols. I'll be curious to see how that's presented.