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I can't help noticing that, with only one forge upgrade per weapon, it becomes yet another advantage cleavers and arrows have over other weapons.
But as things currently are, we don't really have the space to carry around extra items or suddenly switch weapons/tactics/builds in the middle or end of a run. We're already carefully deliberating on what to take or sacrifice, and I for one find myself often passing up clothing because it takes up 4 spaces and doesn't have nearly enough benefit. If we want to make something that's actually viable, we often have to commit to it, with only a little room for flexibility or anything superfluous, let alone having any opportunity for such sudden change.
And something else I've noticed is that a max of 5 vertical spaces is too slim. The packs need to have at least 6, maybe 7 vertical spaces, even if that means making it narrower than 5x11, like 6x10 or 7x9. It may even help solve the problem of not having enough space in general, and would help balance out the slightly overpowered gloves.
There is gonna be something called a "creative mode", and modding will be supported.
That's a fair point, but I think that some of the forge options might need to be buffed after this change. One point of poison is basically useless and two points of burn is the same deal. Three points of damage is always going to be a better forge option than those two with single-limited forges. One haste also doesn't do a whole lot if you can only apply it to a shield once, but I understand how that one needs to be carefully monitored as not to get out of hand.
Give it a shot. Poison builds are among the best in the game. Even better with the insane buff to poison whetstone.
However, if you know how to use it, +1 poison on a build that leverages just one other point of poison from some other source, can spiral wildly out of control and be just as powerful as a white damage build, while also allowing you to play defensively with heavy shield play & stacking thorns. A standard +3 damage build struggles to maintain a good defensive setup because if you're using 2 energy to defend, you only get to attack once. One attack from a weapon with +2 poison on it (1 from Forge, 1 from elsewhere) will do a total of 3 damage anyways. And by turn 2, you've already outrun the plain white damage build.
Try it with a crossbow and a couple short arrows with +1 poison. It's freaking sick.
I thinkk it should go on rarity
common 1 forge
uncomon 1~2 forge
rare 2~3
legendary 4~
♥♥♥ how long do you expect a blacksmith to put work into a wooden sword or a bent club before he breaks it on accident, compared to a big metal legendary sword or a bow made of steel and magic
but that's already a bit much for a small mechanic
also relating to other posts on adding a game mode i disagree, too many reandom game modes for simple mechanic on/off switches seems bad at most I'd prefer a check list on some random menu to just toggle the on/off mechanics but that's time consuming to rework code to make the checks for those
This hasn't improved the game status but hopefully this can all be revisited in the future as the balance is ironed out. Also, Legendary weapons shouldn't be "slightly better" or in most cases worse than their common counterparts due to extreme lack of mana generation. Relics are all nearly unpickable except for the gem one which literally makes the pickaxe gamebreakingly good.
Also the ductape still doesn't seem to work as implied on the item. Basically it's a 17 gold waiting item to sell (which merchants seem to be incredibly rare since the update which means farming / saving gold and rare items in slots on restricted backpacks isn't possible)
Here's hoping in the coming weeks that things get better
Outstanding idea. I love it!
Bosses actually have been nerfed. Also, of course endless is unbeatable, it's ENDLESS.
Not true. Most are pretty good despite the consequences, and only the ones without penalties tend to be lackluster. They're very powerful, if you know how to use them.