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"Mage class progression" in Core Keeper is mostly done by leveling your skills and UPGRADING your weapon and armor of choice. It's not done by killing more difficult bosses unless you want the soul effect of that boss or the boss has an item in his loot pool which really improves your build (like the rare Scholar Satchel with up to +18% magic damage).
Many mage players prefer the Arcane Staff (Lvl 8) since it is the fastest staff with 3.33 attacks per second and so should profit more often from certain skills than the other slower staffs with only 1 attack per second.
Upgraded to Lvl 19, the Arcane Staff provides 135-163 (= ca 500 base dps) magic damage and +15% crit chance.
New weapons and armors from bosses are meant to add to variety of that type of items to allow different builds. They are not meant for progression as in other games since all weapons and armors in the game can be upgraded to Lvl 19.
"Limiting weaponry for Mage class progression"
I don't know what came as your arguing point from that sentence, or the whole debate.
You get 1~2 weapons from every biome for every class. You get this joke of a weapon in the wilderness when you're playing as mage.
<Sun Caller> forces the player to upgrade their previous magic weapons since it's so terrible and limits its uses. I wasn't talking about armor, nor any other factor.
What kind of discussion is that?
if you just want another boring projectile but has slightly more damage go get the stormbringer and go be boring
Progression does not depend on using every weapon, it depends on upgrading the weapon that you DO like.
Repeat, progression is based on UPGRADES, not on random drops. It's actually more dependable this way.
Bad weapons have two purposes in games. One is to teach you that some weapons ARE bad. Sometimes the game will put in a horribly bad weapon that is just obviously bad, so bad that nobody would ever use it. This is done so that you know that some of the items are not good, and might be more subtle in the ways they are bad. The other reason you might find a bad weapon is, you are just not compatible with it.
So yes, games can have bad weapons, and it's okay.
Your emphasizing on "forcing" upgrades as the core gameplay strategy is like saying GOATs are the only way of playing Overwatch back at the day.
Games can have a bit funny/troll-like weapons(or bad ones), sure. Like Terraria's "pink boulder", or "Bunny" from Borderlands 2.
But guess what's the difference with those games with CK? They have HUNDREDS/THOUSANDS of weapons&launchers for each type of gameplay class compared to CK's measly little 8(for mage).
Oh, and you said it "teaches" you that some weapons are bad, right? Than does the fact that this weapons drop from 5 of the Strongest BOSSES' lootpool mean it is a teaching tool that your reward for clearing such trials can be a piece of garbage?
You sound like a cheated, divorced wife who was gaslighted to the core that she still supports & defends her husband.
"Bunny" doesn't blow up the map, nor blows up your friends & can be thrown in lower platforms, it's easier to predict its movements, and insta blows up when it hits an enemy rather than bouncing off and hitting you in the bloody face.
Again, it's okay for you to not like a weapon.
It is NOT okay to take it away from the people who do like it.
Progression uses the upgrade table in this game, even if you don't like that, it's how the game works.
Did you even read what I wrote?
Upgrade stations were an ADDITION, not a core mechanic in the first place.
You're those boomer-like stereotypes that only says your words and opinions are the LAW.
I showed my reasons why the weapon's the worst and need fixing.
It's your personal opinion that weapons such as these shouldn't be fixed.
Get over it.
I can respect your questionable liking to the weapon. But, I'll say these.
First of all, Stormbringer's not a projectile weapon. It's considered a melee weapon.
It's literally a hitscan, therefore it's a totally different object. So I feel sorry for your attempt to mock the item.
Second of all, IF you're looking for blowing off walls, Bomb Scarab Mortar deals more explosive damage while Burnzooka is better piercing weak walls.
The only thing the Sun caller can do over those two is shooting 3 projectiles at once(+hitting you in the face), which in fact, 9/10 make you get kicked off from any logical multiplayer section.
They started out with only a few levels.
And then they rebalanced everything around using them when they completed the game.
Just because it was different in the alpha days, don't make what you got used to in the early days true.
You don't see me complaining about the bucket, do you?
Nothing was re-balanced around using a upgrade station in the first place, it was just you get more accessiblities and levels for weapons when you level them up.
The upgrade station was added one and a half year later in the game's development progress, the original idea of "progression" you nag your teeth into was that you get new, cool items when you enter harder biomes and use them.
Upgrade stations allowed players to keep their loved weapons, thus enabling better weapon options than the previous versions. It can be used as YOUR gameplay core mechanic, and I'm saying here, it's NOT the only freaking answer, JESUS.
IF it was the CORE mechanic that you love so much, why not upgrade the fishing rods via Upgrade station instead of making a new one? Why not upgrade the shovels? Why not upgrade your pickaxe? It just enables you to keep your favorite gear and make them viable in the late game, and you're blabbering about it is some kind of the ONLY holy grail in the game.
You're so stuck in your own idea I think that there's no point of arguing on this matter.
You don't have a slightest idea how EARLY ACCESS works, right?
CORE GAME MECHANICS are sometimes changed during early game development.
Now, that early access is over, everything that is in the game is a core mechanic, like it or not.
Switching from only static progression (purery loots/crafting) to primary dynamic one (upgrade station) was an early access change like that. It allows to add more interesting different gear options instead of heaps of the same guns but with slighter better stats, and removes useless archaic bloat of the game.
There is some amount of static progression in loots and crafting, but you are introduced to the UPGRADE station (and incouraged to make different builds utilising your skills and various gear that you can upgrade) at the same time you leave the "tutorial area" around the core. And as a mage you make a choice - to use your old but upgraded firestick or your new shiny toy. Or keep both.
No need to be so aggressive overy your inability to grasp a concept of "careful weapon handling". It is a good powerful weapon when you use it correctly, not the best possible one, but (if you insint that static progression is superior to dynamic) it it a weapon from literally first boss out of tutorial area. The two other weapons you listed as better ones are from higher level areas duh. As part of static progression they are supposed to be better.
Basic pattern recognition should tell you to not use Sun Caller anywhere around things you don't want to break (including your base, pets and teammates, just like single use explosives and boomsticks you can find in the first "tutorial" areas before unlocking the wall, and some boss soul thingies that you as a sane player usually keep deactivated while you are doin base maintainance or visiting friends).
If you need to use weapons in rare situations like that, you use your secondary weapon, not a mass destruction one.
Not using upgrade for tools like fishing rods is a way to still give you some indirect guidance of what order the areas are supposed to be visited without locking you from risk-reward options to drasticly upgrade your combat gear and progress faster by keeping the three biomes wall-separated.