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번역 관련 문제 보고
Let shields not count towards missing the boss relic.
Or have bosses drop less max hp depending on how often you get hit. But don't lose the whole heart container at once. You have quarter heart piece drops, use them!
1 hit = 3/4ths a heart
2 hit = 1/2th a heart
3 hits = 1/4th a heart
The full heart relic can drop as normal.
Miracle I feel like also doesn't really need a buff, usually you see it at least trigger once, if not multiple times per boss, dealing 30 times your damage in the process. 1% is a lot higher than it might seem at first, thats only 1/100 bullets with 2% only 1/50
And yes Back shield desperately needed the nerf, it is still very strong, allowing you to block entire enemy attacks, but its not ridiculously overpowered anymore =P
I'll have to look at Provision Bag again then. I still not a fan of "draining" items, why I generally pick it up if I see it on area 4~5.
I still don't like Miracle though. The lack of info on "massive" damage and it's abysmal low value is a major "avoid", given that it's a legi... Took it last stream and talking to my viewers about it and they say they only seen it pop maybe once or twice out of 2 areas (before it went poof from a loop). And the 4 hearts to max it to 2% is not a good enough incentive to snag it. Usually I out perform the item, killing things much faster than a "really rare chance" moment. A "super crit" won't make or break my run, and rather put som'in else in my inventory at that point.
Oh I should add:
Black Hole + Mini-Missile: Shouldn't work together, or be nerfed in some form. Had some..... nutty... moments where I created so many missiles, that's all i could see haha XD https://pbs.twimg.com/media/FRg-p5CXwAkAufh?format=jpg&name=large for an example hahah (image contains a spoiler. Linked from my Twitter as a raw photo)
Can't stop laughing on that image xD
Oops, then I must've missed it. Anyway, it feels underwhelming compared to your regular damage. I mean, yeah, I can make DoT stronger by stacking up +300% damage modifier but do I even need DoTs with that strength?
What if it didn't scale but was stronger from the start? Then it would be a great help in first couple of biomes and become less powerful later in the run, making DoT items ideal sacrifice at some point. I feel like introducing more items with value dependent on the stage would make the game more dynamic.
Also all bullet split items (outside Twin Beak or what ever it's called, from what I've seen) divides the damage a bit. So your triple shot is "- damage" plus a shot division reduction. So the beam doing 1 damage makes sense.
So it was 6 for you and 1 for me with similar multiplier, right? "Division" from triple shot is definitely not by the factor of 6 normally. It wouldn't really make sense to divide the base damage by 6 for triple shot. I'm pretty sure there's none to very slight effect, besides reducing your fire rate and damage multipliers by 50% and 20%.
4-6 damage continuator is still decent considering its wide range, 1 damage continuator is unusable.
Continuator as well as Constant Blast gun can be fairly buggy atm (not broken though, which is why other stuff has been prioritized) So they'll get a proper fixing sooner or later =)
Same as Mine Rocket launcher which is still high on my todo list
Reverting the Love Key is a good choice, as damn that got STRONG. Bounty change is a bit of a nutty idea, but I'm here for it.
love the game tho thx!
In general, the current mechanics of this gun I don't think are suitable for high difficulty at all, and I haven't used it on low difficulty since other guns are more fun to play with. In fact, other guns also have bad, such as grapeshot, very short range, to hit the damage needs to be close and easy to hurt; RPGS, you hit yourself harder than monsters, the only advantage is that you can get into the hidden room with one shot, and speaking of which, loading a sniper rifle even requires a reload to get into the hidden room, which is ridiculous.
In a tough game, players need to deal with possible narrow room, a large number of monsters and trap, these difficult enough, this gun need players trying to avoid at the same time pay attention to in the bullets, the crux of the problem is that it can't kill the monster, can't guarantee all the bullet hit upon a strange, players in moving, monsters are mobile, But the pressure is mounting.
The battle speed of this game is not slow, the ammunition change time is too long, lost a lot of output opportunities, can not kill the monster, often lead to more and more bullets, and finally forced into a dead end by bullets and monsters.
I remember That Enter The Gungeon also had a gun that could be reloaded, I don't remember the name of the gun(I think it's called the Rad gun), reloaded successfully to increase the damage, you can continue to increase, but the judgment rate is faster and faster, if you fail to restore the original damage, I think you can refer to this design, the gun's current reloading time is too long by any means, I think it was fine the way it started.