Backpack Hero

Backpack Hero

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swordthane 15 ago. 2023 às 17:21
Items destroyed when I take damage Floor 7
So no matter what path I take once I hit floor 7 every time I take damage from any source I have to destroy an item in my inventory. Is this something with the new patch as I can't figure out if this is a bug or a new "hazard". I am not seeing any one talk about it either so I am quite lost.
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SimplyGnome 20 ago. 2023 às 19:42 
Originalmente postado por Gang$Robin:
Originalmente postado por SimplyGnome:

For the old build energy and damage perks were useful in most builds.
So Belt, Glass Bottle, Hour Glass, Stopwatch, Windmill, Ore, Tusk felt safe to look for.

All but Tusk now feels more restrictive. You have to already be setup for them when you pick them up to get benefit.

It you want to check my post again on page 1, I did a full list of things that are newly situations, ones that were situational before, etc.
I saw that, but I fail to see how they're situational tbh. like for example belt of knives, every build uses items so in any situation it has a use. or stopwatch, you mention cursing without damage but you could stopwatch to make the cursing enemy skip a turn. I think while the power level of relics are on average lower the usability across multiple builds is way up, too often with old relics the situation was win the run or not take the relic that boss fight, while now, most relics can find a place in most builds, even if they aren't optimized for it. Like Mousewood, any build for any reason could have at least 1 energy worth of empty spaces, while builds that focus on them really likes it. Or Barbell, most bags will atleast have armor or energy tokens in it, barbell triggers them again, or ore every build gets gold, or spice. just using a potion nets you energy, you don't have to be a shuriken build for it to be useful.

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.
SimplyGnome 20 ago. 2023 às 19:45 
Originalmente postado por Gang$Robin:
Originalmente postado por Kalice:
You being a dev and acting like this rework "improved" relics makes me lose faith in this games future honestly. every relic is so much weaker to the point where i no longer see an item i just see 17 gold
Well, I mean of course I'm gonna stand by decisions I made. But to elaborate further, when I say improved I don't mean power level and that they are stronger, I mean that their design is improved. The issue with old relics was that they catered too hard into one build, where often times you would only pick up a certain relic when you had a build that fit, you would never pick up mousewood if you weren't already doing a bow build, glass bottle if you were doing instruments, spice without keg, etc. So the idea for reworking relics was to make each one more broad in its benefit and thus reduce the scenarios where you either get a really boring relic (like coral or sandwich) or a relic that just didn't fit what you were doing at all (like bombstone or mousewood).
Now 9/10 you will find a relic that can benefit you in some way, even if you don't have a build that optimally uses it. As i said earlier BoK is always useful, everyone uses items, or Alloy, reducing damage is always good, even if you don't have a self damage build.

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.
SimplyGnome 20 ago. 2023 às 19:52 
Originalmente postado por Gang$Robin:

I just disagree, I think the new relics are improved on just about every front. You're making a lot of assumptions about how other people play the game, approach relics, and how their rework went. I'll admit their not perfect, glass bottle is weird, and tusk and ginger give too little for what they ask. but broadly speaking I think every other relic is good and has its uses across multiple builds

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.
Última alteração por SimplyGnome; 20 ago. 2023 às 20:03
SimplyGnome 20 ago. 2023 às 19:57 
Belt of Knives in a run does less damage than 2 daggers (unupgraded), unless youre hitting 5 item uses every turn. Just tossed it for 17 gold, bc Id rather have two open slots almost always.
Última alteração por SimplyGnome; 20 ago. 2023 às 19:59
TurboGhast 21 ago. 2023 às 10:40 
Originalmente postado por SimplyGnome:
Originalmente postado por Gang$Robin:

I just disagree, I think the new relics are improved on just about every front. You're making a lot of assumptions about how other people play the game, approach relics, and how their rework went. I'll admit their not perfect, glass bottle is weird, and tusk and ginger give too little for what they ask. but broadly speaking I think every other relic is good and has its uses across multiple builds

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.
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Postado a: 15 ago. 2023 às 17:21
Comentários: 35