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(Everyone already knows my position by now that none of the fleeces should be that "good" and taking one should have severe drawbacks so that the default is still attractive. But I've largely been quiet because I've made my point and with the devs rolling back the golden fleece nerf, I shouldn't so arrogantly assume I know what they're thinking.)
Hell no on that gold fleece. Either the movement speed decrease OR a longer cooldown on roll. Not both. Gold fleece can be left alone forever now or just put a cap back on it. But yes overall I agree that the other fleeces need work and had my own thread about it as well.
If I were to delve deeper, I could get more than four cards, so I'd unequip the fleece.
Just disabling roll is a gamebreaking idea
As for Fleece ideas:
Fleece of the Pragmatist: Increases Movement Speed/Weapon Damage by x1.3, Decreases Max Curse stack by 2.
Fleece of the Shrouded: Increases Curse Damage by x1.4 and Max Curse stacks by 2, All Heart sources (besides Diseased Hearts) will produce Fervor instead.
Fleece of Pain: For each empty Heart, All Damage Increases by x1.15,
Red Hearts are limited to 5 and can never have more than one special heart (Blue or Diseased), Damage is first directed towards normal Hearts.
Weary Traveler's Fleece: Increases Weapon Speed by x1.3
After Dodgerolling through an attack, Increases All Damage by x2 for 3 seconds, but if damaged, the former effect will not activate and Decreases All Damage to x0.5 for the current room.
Fleece of the Dexterous: When new Weapon/Curses are offered starting/during a Crusade, an additional, third offering will appear.
Decreases All Damage to x0.8 whenever the Curse meter is empty/maxed.
I saw them more as challenges to the way you play. Not for stat min-maxing, although some cool cats use them that way. In that regard, yeah, the other fleeces lack spunk.
Imagine it this way : take double damage, but you get a concession of doing more damage.
Why voluntarily run with self imposed challenges?
(watches people play video games)
Why indeed.
and strict adherence towards 'doubling' this or that is what makes them polarizing,
Not simply polarizing, they either had to made them weak or op, most of them being the former while Golden Fleece is the sole exception, because its the closest example to one following a min-maxing formula
You can sorta exclude the Fleece of Fates but anyone with a working brain will not use it if they are going for a multirun crusade, because its more like sabotaging themselves, rather than a self-imposed challenge, if that makes sense
And I'd wager people specially expect a 'conditional'? improvement since getting the resources to make a Fleece is one of the biggest tasks in the game
Not to mention that it wouldn't really be out of left field if Fleeces offered some min-maxing modifiers
Weapons are themselves already are a number's min-maxing quest, which adheres to a playstyle, similarly how Fleeces try to do and fail because they under/overperform
IMO they should all be better than the default but they're not.
I'll admit I thought the same thing. I used the default for about 99% of the game, only switching to the Golden towards the end.