Windblown

Windblown

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Vosker Dec 25, 2024 @ 2:36pm
So i just finished hardest difficulty
Game is it current state is already fun and juicy. However a lot of things should be balanced/reworked. It is understandable as it is early access and etc so here are couple of things that I want to mention. I will not mention that some builds are useless and others are OP because they can be balanced.

1!!! Boomerang needs to have more cd before return. In current state, the strongest usage of it is just superattack enabler because of <1s throw+return time. The weapon is the strongest in the game and at the same time only used as enabler... Which is strange weapon design tbh

2. Crossbows superattack can hit enemy from 1km even if you do not have him on screen, through textures and etc. Which makes it a bit too strong. Maybe you can add the requirement for both enemy and you to be on the same height level (or enemy can be lower) and give it max attack range.

3. Hexed gifts feels much weaker than regular even if you made a build to completely negate the cons. If we compare any +40% or +50% dmg hexed gift to +5%dmg per 100 gold or even crystallized damage bonus (second one is a bit harder to build but I got it 100%+ every 3rd game I played), hexed gift will lose by a lot.

3.1 So maybe hexed gifts should be buffed or +alot % dmg gifts should be nerfed or borh. Especially the gold dmg bonus which you can find in 90% of the runs.

4. Gifts are offered based on the type of damage your weapon deals, which makes sense for specialized builds. However, this mechanic can feel punishing early on. For example, I had to skip good starting weapons and trinkets with fire/curse/goo bonuses because I didn’t want weaker gifts later.

For instance, if the Fish Sword has a bleed bonus, bleed gifts will be offered. But I picked this sword purely for its high DPS at the start! Now I’m stuck with bleed gifts for no reason.

It’s fine to offer fire gifts for a fire staff, curse gifts for kunai, etc. But picking a heavy sword with +1 curse shouldn’t lead to 2 out of 3 gifts being curse gifts.

5. The unlockable drop order feels strange. For example, I liked the focus mechanic but couldn’t fully explore it because I unlocked focus-on-dash within the first hour, while other focus-related gifts only appeared in the 4th or 5th difficulty. It didn’t feel like a natural progression—more like a random sequence.

5.1. Regarding unlockables, I don’t understand why I can bring 4+ gifts into a run after purchasing them. Maybe there should be a higher chance for purchased gifts to appear during the first three gift offers?

6. I turned off chat second time i randomly clicked on it) Maybe if it is enabled in settings, chat box can be opened only by pressing a specific key and not by mouse?)

6.1 Same for automated bug reports, I turned them off after 2nd time it randomly appeared on the screen with no obvious reason.

7. There’s a weapon bonus that states, “With a 5% chance, it gives gear +10% damage on kill.” It’s unclear whether this applies only to the weapon itself or to all weapons you own. It doesn’t reflect any +damage numbers in the inventory.

Also, when I had two weapons with this bonus, it felt like their chances were interfering. Instead of each having a 5% independent chance, it seemed like there was a single 5% chance, followed by a 50/50 split between which weapon received the bonus.

8. Coop is also fun, but I do not understand why can't I use flasks that i carried for myself when some1 died.
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Showing 1-6 of 6 comments
Vosker Dec 25, 2024 @ 2:40pm 
And game felt a bit too easy tbh. But future patches will fix it. I hope
Royal Weasel Dec 25, 2024 @ 3:54pm 
1. I shared my opinion on boomerang in one of the other posts, not sure if I should just copy paste that here too xD

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.
Last edited by Royal Weasel; Dec 25, 2024 @ 3:55pm
Kappa Dec 26, 2024 @ 1:14am 
I do agree almost on everything apart from:

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 ).
Kaite_ Dec 27, 2024 @ 4:49pm 
Originally posted by Vosker:
And game felt a bit too easy tbh. But future patches will fix it. I hope
I've been feeling the exact opposite. I manage to unlock all difficulties in a day or two after the revenge mode patch but Cataclysm makes me feel like I picked up the game fresh all over again. I struggle getting past the first biome (mushroom mostly) and even if I do I have yet to get past factory. I haven't reached rat village once! It might be due to the fact all the builds I got my wins with were melee and I play much much better with melee weapons and Cataclysm REALLY punishes you for playing melee but the difference in difficulty between tempestuous and cataclysm is like night and day to me
Kaite_ Dec 27, 2024 @ 5:09pm 
Originally posted by Royal Weasel:
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.
If you're familiar with motion twin other game you'd expect a different approach. I think they're gonna add more Biomes alternative like there already are for the first biome with the golem sanctuary and the mushroom swamp. Adding different paths with different incentives and rewards that might lead to a different mid-game and endgame bosses. Maybe an alternative to factory where you face someone different from the headbanger and then let's you access a different area instead of going rat village
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.
Royal Weasel Dec 28, 2024 @ 6:05am 
Originally posted by Kaite_:
Originally posted by Royal Weasel:
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.

I think you misread my post, I said that I DON'T think its too easy, as well xD

As for the new alternative routes, bosses and bioms, I hope for the sake of the story that there's going to be more levels (at least two more worlds, in a long run, not on release)
Also would like to see more story between levels or cinematics. I don't play rogue like games much but I do want to see more of the world building and the story.
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Date Posted: Dec 25, 2024 @ 2:36pm
Posts: 6