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One of the runs I did with Hunter a while back, I picked a Hunting Trophy on wave 9 and it generated 1765 materials by the end of the run.
Nothing we can do about it tbh.
Harvesting drops to such a degree that only Farmer can keep up, and enemies eventually stop dropping money entirely. But the enemy counts don't shrink. Get yourself several Hunting Trophy, and you can sustain some amount of income.
Each trophy rolls the 33% on every critikill, so if you have 4 or 5 trophies, you'll fairly consistently get at least 1 proc per enemy.
In Vampire Survivors there is a weapon that looked weak at first but it was actually very OP (catty amari or something like that), in order to get stronger a cat needed to eat a chicken in order to increase it's damage and when two cats collide they fight, dealing damage in a AOE, so at first it wasn't obvious but it's actualy good in the long run unless there is no chickens on this map.
So here it looks bad too but in the long run it's better. Alas it's better if you try yourself because on paper it's hard to convince you.
Now, granted, this is a solution to a problem that should not exist in the first place. As I've said before: the dev never intended on creating an endless mode, but he did so anyway because every person was messaging him constantly about it. So he implemented it...poorly. Not much work or thought went into it, which ended up with all of these people now complaining about how crappy the mode is, lol. Oh, the irony.
Anyway, if you want to have a fun run on endless mode without resorting to (in my opinion) really boring tricks to keep surviving through the waves, you will have to get your materials from bounties. In other words: thieves daggers and hunting trophies.
The first few waves shouldn't be a problem. Try to make it to wave 9, which will be a goldmine. Spend that money wisely and make sure you'll survive the next few waves, which are the hardest by far (poor balancing and all - a recurring problem in this game, lol). You'll notice a tipping point where the surplus money you make thanks to your weapons (and hopefully hunting trophies) will compensate the bad scaling and damage output of the weapon. It's actually kind of a fun challenge and once you get good at it, you'll notice just how insane it is later in the game.
Fun tip: try doing it with the Loud character and get to the +150% enemies. The amount of money you'll get is insane.
Well the thing is the dev didn't have much choice as you've said since people asked for an endless mode but here it's more like a survival mode (and I like it, skilled players get to have fun with it).
But dev at to take into account the players feedback, I saw here people saying that Endless in Vampire Survivors didn't requiere a brain, that it's boring, but they want the same thing in Brotato so obviously that's confusing, as of right now there is no real point in playing endless mode other that for the challenge, like trying to get as high as you can in an endless D5 182%, well the rng part suck so it's reset heavy but you have that feel of accomplishment when you finaly get to have a good run and get past a wave that you couldn't complete before.
Well dev don't need to change endless mode since the same players said that if you find the game hard you could always use mods and they've said that there is a mod that let you have the piggy bank and other stacking effect, this connect us to the topic because one very good way for OP to see if these items are good or not is to download whatever that mod was and make a build around it in endless mode, no need for endless D5 182% just a regular endless D0 run could work, at worse OP can do like the players who ask for a better endless mode and don't use mods: endless D0 all sliders to the minimum, maybe it would be fun for the items Op mentionned, I wonder what OP and others would pick (aside hunter).
Bro, I feel you. Chance on chance effects feel so underwhelming even if, in the case of HT, they’re *technically* good.
For instance, the recent switch from the loot goblin maybe dropping a crate to only dropping a crate was such a good change—when you see him you KNOW what’s at stake. Chance on chance effects hide their impact instead of highlighting it. Like, what if fruit only had a chance to heal you instead of always healing you… not as cool, right?
Maybe crit and dodge need to feel more like lifesteal, in terms of percentage, so that when we do see a crit we KNOW it’s gunna be good