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Mousewood is 6 spaces for 1 energy. Yes, you could get an energy out of that, but the idea that an average build gets more benefit from 1 energy than it gets for 6 spaces, is odd.
You asked specifically which ones were now -more- situational, and those were univeral, and now are more situational.
Some did cater to one build, but many that were changed were literally damage up, which absolutely were more universally useful.
This doesnt change that yes there were many (spice to use your example) that werent useful prior unless you had a SPECIFIC build, but the next overall still feels that I run into more with very little impact in my run.
Just because they -can- be used in more builds, doesnt mean they actually HAVE use in most builds.
I can say, I see more builds ending with 1 or zero relics due to usefulness versus literally just saving it for a consumable slot.
Ill just reiterate, them being ABLE to be used, does not mean IS useful, in most runs. For example giving up 6 spaces for one energy on mousewood, on a build -not- already geared for it, is -not- better than most things you could fill 6 slot (hell 6 boot hats). Just had a stopwatch, with 0 uses for it all run. I would have gotten more use from a consumable slot.
While there were some great changes, more went from universal to situational, than went from situational to useful. Net it feels less useful.
It seemed like a balance pass, as opposed to a rework, would have fixed more issues.
Also just so you see it since you seem to be reading this, I think Alloy might be bugged as it reduces more damage than just attack damage (it reduces personal poison damage too). That doesnt match with the intended description.
An extra point of energy is very flexible because you choose what to use it on. Damage from a weapon, block from a shield, scaling from either of them, whatever you need at the moment, it's that. Extra energy also works particularly well with forged energy cost items, since the using the item a 4th time gives you the forge bonus a 4th time.
If you've got a large item that isn't working out (Bronze Chestplate but you're not seeing enough other armor, for example) and a couple of spaces that held a consumable(s) you used on the boss, it's easy to pivot into Mousewood by dropping that large item, and once you have it picking up other items that want empty spaces is a lot easier.
With the stopwatch, did you take stuff like shivs to go with it? Per-turn scaling items? A way to get more than 3 energy, so you could use it and another energy-cost item on the same turn? Skip a curse turn with it? Put an enemy two turns away from dying to burn and poison to sleep? There are so many ways to make it worth using that I doubt you failed to see any of them throughout the entire run unless you weren't looking for them.
Overall, I think the overpowered nature of the old relics has caused your bar for the usefulness and ease of use for a relic to be unreasonably high (as there are a lot fewer relics that provide a passive that isn't energy up now), and as a result you're not seeing the ways the new relics are useful and versatile.