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Time Warp slots nicely into blender builds. It has the same range as Soul Eater and Unholy Vespers. I might even argue it’s better than Unholy Vespers now and can take that slot in the build.
Atmo-Torpedo is hilariously good at keeping enemies off of you. Yes, its damage stinks, but I’ve lasted ten minutes past the time limit on a map just using it to keep the Red Deaths from reaching me. I finally got bored and manually walked into them to end the run. Funny stuff.
Evolved firearm really needs all the projectile speedbonuses possible to fire faster than you can move. But it really becomes a sweeper when buffed, have had it deliver screenwide waves of fiery death. Though I am admittedly uncertain if its amount or area that gets it this wide.
Some times Prism lass have delivered enormous damage. Im not sure what makes it stand out that much.
It would be MUCH easier to deal with if the boxes did not require free accessory slots to drop.
Usually not worth the bother to use more than 1 OPGun weapon per run outside Neo Galuga.
On the other hand, I'm a bit sad the laser's evolution got nerfed so bad, it was great while it lasted, now... Well, it's not worth the effort of taking the Tiramisu to be honest.
It did had a benefit of trying to make me seek an alternative in Adventure Mode. Which I did. Turns out I owe an apology to the Short Gun, because while it's naturally bad, when combined with the unassuming Hearts of Fire arcana, it becomes quite monstruous. Not as much as the missiles which becomes awesome with that, but Hearts of Fire in Adventure is a lot more efficient as a starter for Long and Short guns characters than my go to, Blood Arcana.
Short Gun guy is now one of the best starters with that particular combo until you unlock Bahamut who is a monster.
XP gains in adventure are still a problem, though.
On the topic of "optimisation", one needs to understand that without the brain teaser of trying to optimise and maximise, a game has no depth. That's the bluntness of things. There is no hook, no draw, no goal, no nothing. I need my brain stimulated in one way or an other, and I'm sure I'm not the only one.
That's why having a finely crafted and balanced system with lot of options able to do the job equally well in various fashions is important. Having interactions between the different elements and synergies is important. If some elements at any point underperform then, it's always a problem, because there is no reason to use them. A lot of games have that problem of creating one solution which is superior in ergonomy and and efficiency to all the others.
For me the best fun is when you can go at a problem with a large variety of approaches and still succeed equally well, each time doing the task in a different fashion. I like variety, so when I have one unique solution which is the best, I feel sad because I know I'm going to use it every time, and never touch the rest because it's just going to make me not have as much fun due to having sub-standard results.
Am not asking for the weapon to be broken but just make them at least decent weapons that doesn't feel weak.
They don't feel weak when I can spin in a circle and clear the screen at the 25 minute mark
It's the same """problem""" the knife has always had. Because it asks for minimal player interaction, people write it off as weak. Sorry it's not Glorious Moon, sorry it requires a little backup from other weapons instead of being amazing in a vacuum, but it's still fun to use and you can still use arcana to turn half of them into bouncy weapons you don't need to aim anymore.
Like, I'll agree to disagree but I'm always going to think players tend to sell weapons short when they require some sort of effort on the player's part. The weapons aren't bad, they're just different.