Ravenswatch

Ravenswatch

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The "playing card" magical objects need to be stronger.
Let's look at this mathematically.

The damage statistic increases the damage of all your abilities by 1% per point. Thus, 10 damage is equal to +10% total damage across the board.

One Ogre's Blood will net you +10 damage at 100 vitality, which is not a very difficult vitality number to reach in most runs.

One Golden Egg will net you +10 damage at 1500 dream shards spent; this is also well within the realm of possibility and it's pretty easy to go past this point.

Both of these items are on the same rarity tier (or lower, in the case of Ogre's Blood) as the playing cards, each of which provides a +20% damage bonus to a single ability.

Let's do a comparison.

If you assume you will receive a +10% damage bonus from a single Ogre's Blood/Golden egg across an entire run (which is, again, very doable and often a lowball estimate), that adds up to (unsurprisingly) around a 10% increase to your total damage output over the run.

In order to match this overall 10% damage increase across a run, the ability amplified by your playing card of choice would need to deal at least 50% of your total damage across a run, which is a bit of a stretch for most heroes.

As it is, with the availability of Ogre's Blood and the difficulty of securing the exact playing card you want to focus on, the playing cards just feel inferior. This doesn't make much sense, given they're ostensibly supposed to be in a higher rarity tier than Ogre's Blood.

As it is, the only case where the playing cards are objectively better is if you obtain them very early, before Ogre's Blood or Golden Egg have had time to scale, and they will get progressively worse in comparison over the course of a run.
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I believe you just yourself illustrated why playing cards are the way they are. They give busrt of bonus dmg to a specifci thing without pre-requisites and no questions asked. I never felt like they needed any buffs. Also they give a very juicy set bonus. Maybe just a 5% buff to be a beutiful 100% bonus at full set, but that's just me liking pretty even numbers.

What really needs a buff, or rather, rework is Varja or whatever the hell it is called, the dash damage item. It's so bad. And the set bonus, a 70~ dmg lighting with awkward timing and delay lmao. What a joke.
Caseo 2024年10月3日 11時40分 
Iris Heart の投稿を引用:
I believe you just yourself illustrated why playing cards are the way they are. They give busrt of bonus dmg to a specifci thing without pre-requisites and no questions asked. I never felt like they needed any buffs. Also they give a very juicy set bonus. Maybe just a 5% buff to be a beutiful 100% bonus at full set, but that's just me liking pretty even numbers.

What really needs a buff, or rather, rework is Varja or whatever the hell it is called, the dash damage item. It's so bad. And the set bonus, a 70~ dmg lighting with awkward timing and delay lmao. What a joke.

The set bonuses are nice in theory (+40% crit to my preferred ability! Wow!) until you realize that Ogre Blood's set bonus is just... +20% crit across the board, meaning we run into the exact same problem of needing to do a massive amount of damage with one ability to justify taking the card. This is, again, not considering that it's harder to obtain the cards than it is to obtain Ogre's Blood.

I can understand the argument that the cards are meant to be a bonus that comes online immediately, making it better early, but this doesn't track with them being rare items to Ogre Blood's common. Why are the items that you are less likely to get from early camps tuned for early game, when the common item you'll likely see in many of your early game green chests offers scaling power?
40% crit to a specific thing you want is better than 20% generic crit. Also, again, the damage bonus is unconditional, unlike the Ogre's Blood you keep bringing up. Also takes less copies to set up.

I'm also not sure what you suggest when you say "the cards are harder to obtain". Some times I see far less blood than the cards. Some games when I try to shoot for Ogre's Blood set I often don't get it because there is simply not enough copies in the loot even with them re-rolls.

You seem to be under a misconception of what rarity is. Rarity is not "how likely to get an item you are" in this game, it is "how hard it is to get". You're opening a red chest - you're getting an "epic" item. You're opening a yellow chest - you're getting a "rare" item. You always get items in certain order from the pools too. It has very little to do with actual rarity.
Caseo 2024年10月3日 12時00分 
Iris Heart の投稿を引用:
You seem to be under a misconception of what rarity is. Rarity is not "how likely to get an item you are" in this game, it is "how hard it is to get". You're opening a red chest - you're getting an "epic" item. You're opening a yellow chest - you're getting a "rare" item. You always get items in certain order from the pools too. It has very little to do with actual rarity.

This actually isn't true; red chests are not guaranteed to offer an epic item and yellow chests aren't guaranteed to offer a rare item. While the odds of being offered rare/epic items is higher from higher tiers of chest, there's still a pretty clear trend of making common items more available and rare/epic items less available.

With regards to the cards being harder to obtain, I'll iterate upon my reasoning; the cards are less likely overall to drop (I think we can safely agree that "by how much" is an uncertainty) owing to the fact that they necessarily compete with common items (which are more likely to appear) in loot pools.
最近の変更はCaseoが行いました; 2024年10月3日 12時01分
The odds of not getting a single item of appropriate quality are so abysmally low they're not even worth mentioning or considering. I can't even remember if I ever not gotten a purple item from a red chest.

Currently, there is an equal amount of common, rare, and epic items. While rares take 1 less copy to form a set, and epics take 2 less. They have also nerfed to common shaping from 2 copies to 1, making you much less likely to complete any given common set, especially the one you really want. You'll have to either highroll, go really deep into re-roll territory and pray to iron jesus for good shop picks and shaping pulls.
Caseo 2024年10月3日 12時16分 
Iris Heart の投稿を引用:
The odds of not getting a single item of appropriate quality are so abysmally low they're not even worth mentioning or considering. I can't even remember if I ever not gotten a purple item from a red chest.

Is your evidence for this anecdotal? Because anecdotally, I've encountered plenty of red chests that contained no epic items.

Regardless of the exact probability of getting an item of a given rarity from a given tier of chest, there's clearly some weighting in favor of offering common items. Even if you're offered an average of 2 rare items and 1 common item in every yellow chest, that's one third fewer chances to get your preferred rare item compared to what you'd get from a common chest.
My evidence is 100+ hours of gameplay, and watching a lot of other people's play. I can actually remember getting common items from a red chest, extremely rarey. I can't remember a single time red chest offered no purple items, although I assume it is technically possible.
Caseo 2024年10月3日 12時26分 
Iris Heart の投稿を引用:
My evidence is 100+ hours of gameplay, and watching a lot of other people's play. I can actually remember getting common items from a red chest, extremely rarey. I can't remember a single time red chest offered no purple items, although I assume it is technically possible.

Okay, so we are going anecdote versus anecdote. With us having both encountered chests giving items out of their "usual" loot pool, there is still a precedent that item rarity influences your chances of being able to find that item in all chest loot pools, and that chest loot isn't locked to specific rarities.
Rarity influences your chances of being able to find an item of that rarity, although not nearly enough for it to be a factor that I've felt, because I never did. The issue with your statement remains that despite that, you need more copies, and with green locations becoming increasingly more rare later down the chapters, finishing up common sets becomes very unlikely closer to the end.
Caseo 2024年10月3日 12時35分 
Iris Heart の投稿を引用:
Rarity influences your chances of being able to find an item of that rarity, although not nearly enough for it to be a factor that I've felt, because I never did. The issue with your statement remains that despite that, you need more copies, and with green locations becoming increasingly more rare later down the chapters, finishing up common sets becomes very unlikely closer to the end.

Yes, the common items become harder to find, but the common items also scale into that part of the game while the rare items you'll be getting in greater abundance are statistically worse by that point. I understand what you're trying to say about the set bonuses, but the set bonuses alone do not offset the difference in performance between these items. Ideally I'd want the items I get in the late game to feel like they're benefiting me more, not less than the items I found in the very first area.
And most of them will in most cases.
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投稿日: 2024年10月3日 11時24分
投稿数: 11