Loop Hero
Is "nothing is sacred" the worst ability?
Description says "+3 HP after a kill" so I figured it meant max HP but nope it's ltierally a +3 hp heal. I'm getting hit for like 40-50 per attack that +3 after a kill is like NOTHING. Wow.
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Đang hiển thị 1-15 trong 18 bình luận
The Face 23 Thg03, 2021 @ 3:12pm 
It definitely was not playtested lol
Sid Icarus 23 Thg03, 2021 @ 3:13pm 
That's the ancestral crypt gold card, right? Yeah it didn't look enticing. The +3 heal is nowhere near a balanced trade-off for not having health on chest pieces... or just using arsenal instead.

It's basically just for an extra life, but that's planning to fail so... eh.
Sid Icarus 23 Thg03, 2021 @ 3:30pm 
Nguyên văn bởi Kappa_Gamer:
Nguyên văn bởi Sid Icarus:
That's the ancestral crypt gold card, right? Yeah it didn't look enticing. The +3 heal is nowhere near a balanced trade-off for not having health on chest pieces... or just using arsenal instead.

It's basically just for an extra life, but that's planning to fail so... eh.
No, ancestral crypt gives you permanent HP. NIS Is a rogue trait.

Oh it does give permanent?! Well I'd better play around with that then, lol. Thanks
tbh if that's + 3max hp per kill
it will make old scars traits super awkward
SRLS 23 Thg03, 2021 @ 4:49pm 
Nguyên văn bởi Sid Icarus:
Nguyên văn bởi Kappa_Gamer:
No, ancestral crypt gives you permanent HP. NIS Is a rogue trait.

Oh it does give permanent?! Well I'd better play around with that then, lol. Thanks

It's still a weak card though especially for Necromancer. +3 HP per kill isn't enough to offset the fact that every mob in the game guns for your Necromancer instead of the skeletons. Necro is such a ♥♥♥♥ class because of this. Eventually I just can't progress any further in a loop because my hero gets one or two shot. You have to count on RNG to give you good items and then on top of that you have to count on RNG to summon the tank skeleton which never happens.
Nguyên văn bởi ShugaRolls2:
Nguyên văn bởi Sid Icarus:

Oh it does give permanent?! Well I'd better play around with that then, lol. Thanks

It's still a weak card though especially for Necromancer. +3 HP per kill isn't enough to offset the fact that every mob in the game guns for your Necromancer instead of the skeletons. Necro is such a ♥♥♥♥ class because of this. Eventually I just can't progress any further in a loop because my hero gets one or two shot. You have to count on RNG to give you good items and then on top of that you have to count on RNG to summon the tank skeleton which never happens.
I disagree. While, in my opinion, Necro may be to relient on a good early game to get the right perks and stuff, getting 3 extra HP per kill is game winning if you play around it. Vampires mansions, groves and cemetery is a good way to get tons of HP. You just have to build your deck around this bonus and it really increases your odds of becoming stronger.
Eguzky 23 Thg03, 2021 @ 5:35pm 
One of the problems with Necro is he has a skill that gives +0.25 skeleton level per loop.
But it is NOT retroactively applied. So if you find it on loop 6, you're getting +1 level on loop 10.

While Fighter gets a perk that gives him +0.25 defense per loop (or around there) and it IS retroactively applied to previous loops.

Necro's perk needs to work the same way, or it's pure trash if you find it past loop 5.
Nguyên văn bởi Eguzky:
One of the problems with Necro is he has a skill that gives +0.25 skeleton level per loop.
But it is NOT retroactively applied. So if you find it on loop 6, you're getting +1 level on loop 10.

While Fighter gets a perk that gives him +0.25 defense per loop (or around there) and it IS retroactively applied to previous loops.

Necro's perk needs to work the same way, or it's pure trash if you find it past loop 5.
Yeah. The game really needs some balance patch imo. Some perks are downright useless and some others suffer from this issue you have mentioned. Unlocking perks from the bosses is, most of the time, detrimental to your next runs since most of them are usually worse than the default perks from the classes.
roboticaust 23 Thg03, 2021 @ 7:44pm 
The balance can be tweaked now with the variable.ini. The problem with this is several skills need further work done within the engine to be balanced. The skeleton level one mentioned in here is a good example. It needs to use loop not current loop. Another great example is the most useless trait in game, the architect one that gives you exp for building. This needs an exponent added to the loop counter something fierce because that flat value is just horrendous. Just cranking it up if you choose to do so is only a bandaid fix at best because exp grows exponentially within the game while this skill is just a whole lot of womp womp wah.
Holce 24 Thg03, 2021 @ 1:11pm 
The architect is not that bad. You just have to get it soon. For using the maze of memory I have done A run in the first act. loop 3 I got my first trait. I take the architect and play the maze of memory and gain two more perks. It works like suburbs but more efficient when low in traits.

You juste have to get it in your first two perks. If you have anythink good it will help you compensate that. It is like having three other choices but with a delay.

PS: The trait say it give XP for building, but that works for rivers, forests, anything you place in the world that increases the counter for the boss.
Lần sửa cuối bởi Holce; 24 Thg03, 2021 @ 1:18pm
Fluxia Lumionia 24 Thg03, 2021 @ 1:18pm 
Nguyên văn bởi ShugaRolls2:
Nguyên văn bởi Sid Icarus:

Oh it does give permanent?! Well I'd better play around with that then, lol. Thanks

It's still a weak card though especially for Necromancer. +3 HP per kill isn't enough to offset the fact that every mob in the game guns for your Necromancer instead of the skeletons. Necro is such a ♥♥♥♥ class because of this. Eventually I just can't progress any further in a loop because my hero gets one or two shot. You have to count on RNG to give you good items and then on top of that you have to count on RNG to summon the tank skeleton which never happens.

Yeah, no. the +3 per soul kill is wonderful for necromancer. One of the upgraded skeletons is an attack first defender type, but even if you're getting attacked, there is a trait that makes it so that your damage is divided amongst all the skeletons. Another gives all your skelletons 15% chance to counter attack if you get hit. The big issue really is that you have a slow growth for your skeletons at times.
jack shite 24 Thg03, 2021 @ 9:45pm 
Something else that I don't like are the static buffs like how mountains give you +X HP rather than +X% of base or how meadows heal +X HP per day rather than +X%. By the time you build up enough of these tiles, you'll be in a higher loop where the added bonuses don't scale with the enemies. Mountains are especially lame because they spawn harpies which are very difficult to kill in higher loops/chapters without blowing through over half your potions. They also create goblin camps. Not a good trade-off for poor HP scaling.
Nguyên văn bởi jack ♥♥♥♥♥:
Something else that I don't like are the static buffs like how mountains give you +X HP rather than +X% of base or how meadows heal +X HP per day rather than +X%. By the time you build up enough of these tiles, you'll be in a higher loop where the added bonuses don't scale with the enemies. Mountains are especially lame because they spawn harpies which are very difficult to kill in higher loops/chapters without blowing through over half your potions. They also create goblin camps. Not a good trade-off for poor HP scaling.
These cards are alright if you are only starting the game and they are useful in short runs (well, chapter 1 and 2 mostly).

I do wish they scaled properly though. It's not like the game have even that many cards to begin with and it does hurt using them at later chapters. You are pretty much gimping yourself for no reason since once you unlock the Alchemy, they are not even useful to gather resources anymore.
talemore 24 Thg03, 2021 @ 10:28pm 
Mountains are useful when the strategy is to wait until you have better options. Strategy means doing what you can with the resources you have. Example is strategic management
Weyrling 24 Thg03, 2021 @ 10:33pm 
Nguyên văn bởi jack ♥♥♥♥♥:
Something else that I don't like are the static buffs like how mountains give you +X HP rather than +X% of base or how meadows heal +X HP per day rather than +X%. By the time you build up enough of these tiles, you'll be in a higher loop where the added bonuses don't scale with the enemies. Mountains are especially lame because they spawn harpies which are very difficult to kill in higher loops/chapters without blowing through over half your potions. They also create goblin camps. Not a good trade-off for poor HP scaling.
Mountains and Rocks DO give you max hp relative to your base hp, it just tells you the actual number instead of the %. Look at them in the Expedition card selection menu.
If you stack a bunch of max hp supply items you can easily get a few thousand hp pretty quick using a bunch of mountains.
Meadows are and pretty mediocre though, yeah.
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