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3. I agree with hexed gifts, the way they are now is not worth taking up the slot. I'd like to have a separate 1-2 slots only for hex gifts that you get to unlock late game. Or if they're going to take up our normal slots, make them worthwhile.
4. It can be annoying but it can also make you try out some new builds and combinations. Saying that, there are far too many bad/useless/underpowered gifts and it feels bad getting them in runs. They are so bad that new players should not even unlock them (bush, most of dodges, mark gifts...)
5.1. They let you bring it so you can try them out right away, it's a one time thing anyways, so if you dislike it that much, just drop them and recycle once the run starts.
I don't think it's too easy, and I'm also pretty sure that the final 3 bosses are just a world 1 thing, that there's more to come after them. So if this is like 1 big first zone, it should not be THAT difficult.
3. Hexed gifts can be discarded, so it's ok if they are ok at the beginning ( since one gets hexed one at the start of first or second world ) and not the best of at the end of the run.
There are some exceptions though, like the +300% increase dodge cd and +2% lifesteal which should be removed from the game or lessen ( down from 2% to 0.5%, for example ). Currently is a no brainer that carries anyone around no matter what.
My suggestion would be to make them slightly stronger and not able to be discarded. It would be up to the player whether to get them or not.
8. I like how revenge works ( makes the party mistakes more incisive ). They should just:
- Remove lifesteal effects ( gifts, weapon perks, hexed ones ) while Revenge is active ( but I think devs are already aware of this, so let's just wait ).
- Keep the increased DMG% for players, while swapping the enemy part with HP% damage. For example, with 1 player down the enemies might deal 33% max HP in damage with every attack, and with 2 players down 50% max hp with every attack. This will prevent players exploiting the game with full HP builds ( along with lifesteal )
I want to also add 2 other points:
9. Some gifts that scales indefinitely need to be drastically toned down:
Halving their value would do the trick.
- Shards > DMG ( from 5% to 2.5% )
- HP > DMG ( from 0.2% to 0.1% )
- Crystalize > DMG ( From 2% to 1% )
10. Change weapons with lifesteal from "up to 50% hp" to "up to 50% ( can't go past 100hp) . This way tankiness will be kept down ( but potions will be able to restore in %, so a larger HP pool will always be able to give more survival in exchange of damage ).
Personally I don't thing the game is too easy AT ALL. Contrary cataclysm as represented a major roadblock for me to the point it's making me enjoy the game less and less. what saddens me the most is, as the difficulty ramps up, how worthless melee builds becomes... For people like me that are much more comfortable playing with melee it becomes exponentially harder to play this game. I wish they either game some incentives to play melee builds at higher difficulties, heavily nerfs some of the affix that punish melee only like lava floor and rotating laser or delete melee entirely and not give it as an option if the intended way to play is ranged. It infuriates me to be given the option to play the game the way a like while the game constantly reminds me that is the objectively WRONG way to play, make it an option if you're gonna make it so much more difficult to make work? alternatively if the game really feels too easy just heavily nerf ALL the ranged weapons and bring everyone down on the same level.