30XX
batterystaplegames  [developer] Jul 10, 2023 @ 3:34pm
FEEDBACK PLS: Nina's recent NRG updates
Hey, folks! In 0.56 (~12 days ago), we made a change to the way Nina's NRG recovery works. We've gotten mostly positive feedback on it, but wanted an official place to discuss it in case anyone's got thoughts we haven't heard.

Here's an overview of the changes - note that it doesn't call out effects from things that help NRG recovery (Owlhawk's Arm, Pain Circuit, etc).

Before 0.56:
- Nina gains NRG from health capsules (20 per small pickup), and 2 NRG per enemy killed. No other recovery.

After 0.56:
- Nina gains half NRG from health capsules (10 instead of 20), but gains 1 NRG every two hits (or 0.5 per hit). This NRG gain applies to almost everything (including normal enemies, bosses, and minibosses). NRG on kill removed.

The upshot of all this is that Nina has a little more naturally-occurring NRG, and has a way to still occasionally weave in Power uses during miniboss and boss battles where she's used her NRG up. It's especially noticeable on higher Entropy levels with enemy/boss HP turned up, but also affects base gameplay. It generally means that high attack builds that defeat enemies quickly with base attacks have a little less NRG to work with, and lower attack builds relying on Powers have a little more (since enemies take a few more hits to defeat later in the game).

--

How do the changes feel to you in practice? Do you prefer the old model (NRG from pickups only), the new model (some NRG from pickups, also NRG from hitting enemies/bosses), or something in between?

Thanks much!
< >
Showing 1-9 of 9 comments
i think the new system is great; not super busted, but still a great way to keep your energy up especially against tanky enemies. feels pretty much perfect, i think!
ThiccEnthusiast Jul 10, 2023 @ 4:34pm 
I love this idea! It let's you use powers for bosses while strangely synergizing with low attack damage/high power damage builds
Taimatt Jul 10, 2023 @ 4:34pm 
I've mentioned on the discord that I think this is a fantastic change for all levels of game, but especially good as enemy health scales on entropy conditions. The only thing I'd suggest is maybe allowing half charge or full charge to count as a little bit more for NRG regen, or better, perhaps allowing a half / full charge shot to restore 1 nrg on kill.

The reason I'm suggesting that, is because there are times when a group of, say, 4 flap enemies will come in, and Nina could wipe them all out with a single shot. Old style, this would restore 8 nrg, new style this is... 2? Assuming that each shot only gives that 0.5 nrg point per instance of enemy hit. With a half or full charge giving nrg On Kill in this scenario, it could restore 4 (from the kills) or 6 (from kill + 2 from the "hits"). This change would only impact gameplay on those circumstances with a bunch of swarming smaller enemies, and would impact very little against larger enemies.

A change like that would also help with NRG management on those high Attack runs with a Dracopent set, instead of leaving them nigh completely starved because of everything dying instantly.

All in all, I think it's a great positive change, but the regen needs *nudged* a little bit higher, simply because the power are *fun* and compared to Ace's style rework, Nina's nrg resource is still a bit behind. (I do also understand that Ace's techniques are not nearly as "strong" as Nina's, so there is a high point of Balance concerns there, which is why I said a *nudge* should be just fine)
Quelex Jul 10, 2023 @ 4:40pm 
Originally posted by Timat:
I've mentioned on the discord that I think this is a fantastic change for all levels of game, but especially good as enemy health scales on entropy conditions. The only thing I'd suggest is maybe allowing half charge or full charge to count as a little bit more for NRG regen, or better, perhaps allowing a half / full charge shot to restore 1 nrg on kill.

Upvoted
sean_franklin Jul 10, 2023 @ 6:16pm 
This is a HUGE improvement. I used to actively avoid power based builds, because they were just so unreliable when the enemy/boss HP gets high. Now powers are viable again outside low entropy runs.
Pear Jul 10, 2023 @ 10:21pm 
This seems much better for bosses, but I worry it'll take away incentive to fight the enemies mid level.
donatrupcic Jul 11, 2023 @ 1:33am 
I've been very loud about begging for this change for the longest time. I have shared my detailed feedback a few times in the official Discord server already so let me just sum it up here: This change is amazing in my eyes, a complete home run!
EeleyeDD Jul 13, 2023 @ 6:09pm 
Definitely make it so that a half/full charge shot gives you 1-2 nrg on hit. Charge shots are the only thing that don't really play into the system and you can feel it missing.

Other than that this idea is fantastic
glovetheglove Jul 22, 2023 @ 9:14am 
I agree with other suggestion in that I rarely use regular shots as Nina, basically only charges, so I don't benefit from the multiple smaller hits, pea-shooting strategy to get NRG back.

Maybe just having a charge shot give you 1-2 on hit would be enough? Maybe 1 and a half so that you can get 3 by landing two charge shots.
Last edited by glovetheglove; Jul 22, 2023 @ 9:14am
< >
Showing 1-9 of 9 comments
Per page: 1530 50

Date Posted: Jul 10, 2023 @ 3:34pm
Posts: 9