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Cost depends the amount of stats they give ( starting weapons also have different price, depends their power/efficiency ), so at best it would be a "your" feeling towards some items you consider equal but more expensive, while devs don't.
Lifesteal is good with weapons like SMG and MINIGUN ( also combined with some heal on kill/crit or hp/s ), but useless with slow weapons. Overall is pretty strong ( even just 3/5% lifesteal on smg build would give a sensible amount of sustain ).
ps: bag is fine, with basically no drawback ( -1% speed ) and pay pack in no time.
nah it's just because they added tons of new items
while keeping all the shop mechanics and economy the same
it's not complicated. you used to be able to find hunting trophy and build a run reliably in the base game. now you can't. starfish and black flag are good but they're not as good and their downsides can be very punishing. the same can be said for lots of other key items. with 4 shop slots you're less likely to find any of these (you have more "purple economy items" but the chance of finding any one is lowered compared to pre-DLC, partly because there are lots of other new purple items like everyone's favourite knot)
prior to the DLC, the game already had rerolling and you needed to use it then. the same is true for every other facet of the economy (# of enemies, materials per enemy, blabla) ... all of which are impacted by the larger more random shop.
most of the unlockable items from the DLC are extra bad: mace, captain's sword etc are largely pointless. same idea as fighting stick and hatchet where unlocking them only harms your future shops because they're so pointless and bad
did you guys not notice the part where they buffed rerolling after the DLC release to help people cope with this? that was *after* adding spyglass because they realized having 1 item out of hundreds to affect that is just another instance of the same problem
but yeah bag is one of the strongest items. less so now that you're less likely to find it early!
and cute monkey is great if your healing comes from wading through groups head first (loud + thief daggers + dodge + consumable healing + monkey), the item hints at how to use it since its penalty is on ranged damage..
if metal detector was 1 item or fewer (like 5 or 10) the cost of it would need to skyrocket to account for how valuable it is. the limit of 20 is what ensures you can only get all of them in endless, because otherwise it would be the strongest economy item and make most runs extremely easy.
It's literally the same.
Given the fact a Roguelite/Roguelike game tries to offer a different run everytime, just adding more items will make runs even more unique.
So, for example, if one were to hit item X, before patch they had 3% chances, and now they have 1.5%.
If you find yourself not at ease with a larger pool, you can just exploit the game with a new save and unlock what you want ( you'll end up with a smaller item/weapon pool, lessening also the difficulty ).
it just sucks. most people can see it so they're pointing it out.
adding knot to the game didn't make anyone's life more exciting. it's just a crappy badly designed item.
This was literally already added — items that are strictly worthless will not show up for those characters at all in the shop or in crates. (The only exception I know of currently is Eyes Surgery will appear for Chef but should be banned.)
And as mentioned, rerolls are cheaper in 1.1 as well, giving more flexibility to roll for what you want if desired.
Furthermore, some of the items mentioned specifically are strong, e.g. Knot is massive stat value for its cost. Weapons are usually less and less cost-effective the more you've upgraded them already anyway, and you can still spend that money elsewhere. I've absolutely taken a Knot on ~Wave 12 to make me stronger now at the cost of being a little weaker later, and that can be an interesting trade off (usually you're making the opposite trade-off with e.g. Harvesting, Piggy Bank).
Lifesteal I would agree is *a little* weak right now, as the changes in 1.1 + DLC ended up making HP Regen more reliably good and strong, but it's still not terrible sustain. It can also work on more weapons than you might expect, e.g. Spears attack slow but hit a bunch of enemies at once while swinging slowly enough they can proc multiple times per attack, making them surprisingly good Lifesteal weapons.
All that said, if you want a more balanced experience, I have developed a Balance Mod you can grab on the workshop to better even out some of the items/weapons and make more worth using. (Tho a small few I haven't had time to properly rework for 1.1, like Padding which is still only good on 3 characters outside of endless.)
absolutely not. not going to read the rest of your post if you honestly believe this, sorry.
This reads like a conversation between Americans about politics. "You have a differing opinion? OK then, I won't even bother listening." And voila. The mess that is America, where no one cares about nuance and context.
Knot is trash tier for Endless, but god tier (situationally) otherwise. Nuance. Context. Ignore them at your peril. Or move to America, where ignoring nuance and context is the norm.