SWORN
I'd love to see a change to some of the buffs when using slower vs faster weapons
When using charged weapons or just slower weapons, effects like crital hit chance / damage and fury have very different usefulness.

If you're using something with very slow attack speed / charged, fury build up is sometimes impossible against certain enemies. Some weapons basically can't benefit from it at all, like the halberd light attacks or cannons, which basically require the increased duration buff, which isn't a guarantee to get.

In other games, they tend to solve these issues by scalling the effect based on the weapon speed. Slower weapons give more stacks and the buff lasts longer, vs faster weapons one stack and last shorter.

The same can be done with crit, giving slower higher crit chance and damage, vs lower chance and damage to faster weapons.

This could also change the fire buffs, making faster weapons apply it more often etc.

It might make the buffs more widely useful across all weapons. I'd love to do a perfect swing with a halberd and get 5 stacks of fury that lasts long enough for the next etc.
< >
Showing 1-3 of 3 comments
Shinny Mar 20 @ 9:42am 
I actually disagree with this. Balancing out the fast on-hit dynamic vs the slow % multiplication dynamic is a key part of buildcraft in games like this--at least for me and my circles. Hades was extremely similar and that's a large part of the draw and build-gambling from me and mine.

That's not saying there can't be rebalancing or additional god-boons/weapon modifiers to make things more viable. I would love more weapon upgrades that play with the rapid hit vs slow hit dynamic. But removing this dynamic would essentially remove the build knowledge/skill side of the game, at least with how my group engages. Beira adds flat damage to hit, so targeting her on low-damage rapid-hit weapons makes complete sense and putting her on Rook Halberd is a trap, for example.
Last edited by Shinny; Mar 20 @ 10:13am
Belven Mar 20 @ 10:38am 
Originally posted by Shinny:
I actually disagree with this. Balancing out the fast on-hit dynamic vs the slow % multiplication dynamic is a key part of buildcraft in games like this--at least for me and my circles. Hades was extremely similar and that's a large part of the draw and build-gambling from me and mine.

That's not saying there can't be rebalancing or additional god-boons/weapon modifiers to make things more viable. I would love more weapon upgrades that play with the rapid hit vs slow hit dynamic. But removing this dynamic would essentially remove the build knowledge/skill side of the game, at least with how my group engages. Beira adds flat damage to hit, so targeting her on low-damage rapid-hit weapons makes complete sense and putting her on Rook Halberd is a trap, for example.

Well the issue atm is, you get no choice sometimes. You can't opt not to take something and therefore forced to take less optimal effects for weapons / skills. If we could I'd have less issue
Shinny Mar 20 @ 12:03pm 
Originally posted by Belven:
Well the issue atm is, you get no choice sometimes. You can't opt not to take something and therefore forced to take less optimal effects for weapons / skills. If we could I'd have less issue

Of two minds on this, because I think it's part of a wider problem. On one hand, more RNG control is something I've absolutely been pushing for. It feels like there's very little god-bias to make sure I keep getting the same god after starting with them--something I remember from Hades.

I can't count how many Babd runs I've done where I commit to a light/heavy and then don't see a second Babd until late zone 3, meaning I essentially don't have a light/heavy for three maps--Babd is one of those gods that really needs multiple boons to come online for some weapons. I just had a Cliona run that took forever where I took Cliona on heavy (my main damage engine for that weapon) and didn't get offered Spirit Charge until the shop before Arthur, so I had to just peck away doing pathetic damage the whole time. Titania and Lugh can easily be in similar boats, while Mab has a flood of outright awful options it feels awful to see. Beira offers great rapid damage so she's never bad standalone, but never getting Freeze offered can be frustrating.

On the other, if I'm understanding right...the specific scenario you're talking about comes up when you only have Light, Heavy, and Cast offered and all of them are the wrong type for your build. Meaning your light, heavy, and cast are all rapid or all big-hit attacks AND you don't have any rerolls to get one of the other options (summon, pet, dodge). That seems like an incredibly niche scenario tied to the player running three attacks of the same type (a bad idea for this reason) and having really bad luck with their first room's boons. Or getting really unlucky with a random god option from a shop that they shouldn't have clicked into.

Something like that shouldn't be happening with any real frequency unless you're trying really hard to force a specific build from character selection, which is why forcing builds in this genre is always a gamble. Or am I misunderstanding the scenario?
< >
Showing 1-3 of 3 comments
Per page: 1530 50