Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I'd like Hamir to have a gold 6 at 10 stamina, gold 5 at 9, gold 4 at 7&8, gold 3 at 6&5, gold 2 at 4&3, and gold 1 at 2&1. Essentially just half value, rounded up instead of down, but you also get the 6 at his highest value. That way you can get a really good round to pop off when you extend like you can when Slade has a ton of cash, Fleet has stamina and extra dice, or Artemis when she has the fryingpan and/or apron.
Another possibility is to have him get a -1 on hit instead of -2, so if you block that round you end up slightly ahead when pivoting, but I can see that being too good as well.
Tacking on some added suggestions/balancing for characters:
Hamir: Add an additional condition that when using a 'Technique' have Hamir gains 1 Stam. That way when the enemy AI doesn't attack and giving the 2 Stam for blocking scenario, Hamir doesn't remain stagnant. It also gives an opportunity to gain 3 stam, if the player can manipulate the AI into attacking into block.
Artemis: Have her ability to regenerate a heart only activate when it's she is at one heart. If the gameplay goal of Artemis is to maximize her abilities when at 1 heart, then I have to potentially chew through 4 hearts worth to get her to that state, and then I have to regain all that stam back again anyway.
Another change would be to change her burn ability from giving +2 Def to +2 Stam. If she's looking to get hit anyway, the +2 Stam would be more beneficial towards building up stam for her regenerating ability.
Fleet: I'd change her Snack ability to an "if below 7 stam, gain +3 stam" and "if above 7 stam, Heal 1 Heart". She's a bit of a snowballing type character that has to trade blows to deal damage, so having some way to recoup that damage would help.
Slade: For his Squat ability, swapping the granting of the attack die and the stam bonus based on block. Slade already has difficulty building up his defense with the dice nerf, and it would give a defensive, non-gold paying option to building stam.
I do think that the (6) skill is dice expensive, since you only get 3 dice per draft, so you'd need additional dice from other skills or equipment to make full use of the ability. One suggestion would be that instead of 5 gold to buy stam and def for that turn, what bribe did was allow Slade to lock up a dice choice the next draft for 5 gold, like what some of the mini-bosses will do. It gives some interesting risk management, since you could end up with two high number atk dice from the draft, or go for the guaranteed extra two dice from sprint.