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번역 관련 문제 보고
big one for me is the guaranteed 2 weapons early on.
the new health regen is a flat regen not a % anymore, so its better for non max hp builds, armor and dodge being lower means you arent just incentivized to spam max defenses and then do as little as possible.
they also nerfed boss damage by 25% and the damage of enemies too.
Sure, you get 20-25 more health a run, but you're also taking nearly double the damage and regaining health 5x+ slower than before, only getting worse if you spec into it.
I understand that regen was broken, but the armor nerfs feel completely unfounded, honestly.
The complaints about armor was on how necessary it was to take, so they nerf it, meaning you have to take more of it to have a successful run... making the problem worse.
And some of these weapon nerfs are just upsetting!
Like, why would I ever take a shredder now when it deals only 2 more damage than an SMG, firing once every 1.3 seconds instead of every 0.17 seconds?! The only time where a shredder is worth more than a base SMG is if it'll hit 8 enemies every shot, which it just, doesn't.
I just don't understand.
What is the goal for balance here? Like, what's the baseline for a 'balanced' experience?
I would assume that the baseline would be well rounded having an average run being possible, but challenging. Of course there's characters that are strong. Masochist, pacifist, explorer, mage. They're strong, really strong. Like, mage makes danger V a breeze. That's not the point of the complaints.
I like many others am just trying to do each character's gimmick at the highest difficulty, and it's gotten so frustrating on some that it's genuinely not fun anymore after just 27 hours. Taking 47 damage from an enemy on wave 17, which if you didn't spec into health is a one-shot, isn't fun. One mistake ending a run where you need to get *lucky* to get the stats or weapons you need just isn't enjoyable, and I've found myself resetting if I don't get 2 of the weapon I want in the first shop, just so that I'm not wasting 20 minutes on a non-optimal run to get one-shot later on.
The community is complaining, content creators are complaining, and most people are stopping under difficulty 3 because nothing unique or interesting works past that point. So, why are they making it even more frustrating? Why should we have to go into "accessibility options" to make the game as enjoyable as the demo again?
I don't get it. Here's to hoping the dev sees our feedback and does something about it.
Yeah, that's around same as my calculations, after that point regen starts to get worse (in a gradually increasing manner). But I didn't notice a diminishing return. If that is indeed true, it is bad. On the other hand consumables got upgraded a lot and are not wasted anymore, and with stacking Life Steal a little bit on top of Health Regen, we might be able to find the new sweet spot. It will take some getting used to for sure. (PS: Ghost was one of my favorites too, healing to top will be hard, though I'm very glad its Dodge is not capped at a lower number, it would have killed the character)
5 regen heals 1 hp per 1,80 sec.
20 regen heals 1 hp per 0,53 sec.
22 regen heals 1 hp per 0,48 sec.
Need more data. obviously, but it looks like soft cap.
its a much much better health regen system for most builds instead of only saving health regen to weird über tank builds.
Ohh thanks for the numbers, was doing a sheet about it myself :)
If anyone is interested here are the numbers, can edit and add to first post for convenience too.
There doesn't seem to be any diminishing returns on the heals we get.
Every single point adds 0.09 HP / Sec.
And the old 50 HP Regen cap seems to be removed.
Would you rather regain 25HP over 5 seconds or 2.87 hp/sec for a total of 14.35 HP in the same window, because that's old vs new 31 regen at 80 health.
Sure if you have lower HP you heal more, but at those low HP runs you just get one-shot or two-shot, making the increase in regen pointless. And with the nerfs to armor, those one-shots happen more now. The extra 20 or so HP you get later on simply doesn't change that.
If they didn't nerf armor and just nerfed regen, I'd be mostly okay with this update. And I feel like most people would agree there. As it stands now, I don't see a point of touching regen when you could just go for lifesteal and heal more.
Thing is, lifesteal is quite meh stat with its 2% per upgrade tier. Unless you are using med build (in this case you don't need to stack lifesteal in the first place) or a flamethrower. On top of it ifesteal tends to be very bad at wave 20, especially fo melee builds.
It seems like early and mid game became easier and the last 3-4 wave became way harder.
Using melee lifesteal can be quite dangerous in the last wave, indeed. Bosses hit hard and are more dangerous up close and there isn't that much additional spawns.
Oh you did great, it's just you calculated the "1 HP / x sec" changes which can be very confusing, instead of the "x HP / 1 sec".
The first goes down gradually slower, while on the 2nd; the increase is linear.