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I noted down some stuff.
Next I would like to use my last three runs as an example for the problem of weapon/stat balance in this game. First run I went full strength on adventurer. I had perma tipsy upgrade with 10 stacks, strength proficiency upgrade, 30+ strength as well as Sun Vortex a weapon with S+ strength scaling and the best strength weapon I've seen. my max hit was 9k with a crit and it took me over 5+ cycles to kill mega death. My build was pretty stacked and it still felt pathetic compared to an int build and took a long while to kill the final boss.
Next I did a run as sorcerer to make sure I wasn't going crazy and int is broken like i think and yeah, I ended up with Archon Scepter and my max damage was a 20k crit not to mention my attack speed was higher, I also had more health 13 soul hearts compared to 10 normal (not including armor). I ended up killing mega death half way through his second cycle the damage wasn't even comparable.
Next a Thief run where I got perma infusion and a Storm Cloud. Again it took me over 5+ cycles and my damage was quite poor. The run was still easier though since I could dodge spam.
Killing enemies before they attack/in less cycles (int) > dodging attacks (dex) > armor > soul hearts > health (strength). Health can be reduced by curse. Health doesn't block debuffs. Its easier to restore armor than it is health. There's less strength weapons you could enter a weapon room and have your melee slot taken by a pure dex weapon which feels kind of trash. Strength weapons are pretty trash but so are dex ones. It really just feels like everything is stacked against strength and in the favor of int in this game.
Now I wanna talk about weapons a bit more. The problem with scaling is that it can't make a trash weapon good since enemies also scale. In the run mentioned above I got an Echoying Fury early on and its damage was pathetic despite having a 20 strength. It was so bad that a Bone Wand I got was out performing it despite having 4 int. Scaling/stats just cannot make a bad weapon good in the current version of the game base stats/how the weapon functions are everything. Weapons are also everything, yes gear like paladin armor or kitsune mask are quite good but they will not make the difference of a weapon. Additionally most characters have such good starting gear and gear/weapon drops are so random that there isn't much point risking a room/boss on gear when you could go for weapons since getting a good one is just massive. For example the Sorcerer starting gear might as well be BIS for int offense so you'd rather do everything you can to get a weapon that actually does something instead of minor gear upgrades. And that's another thing this game is just full of useless weapons and a couple good ones so you really need to take every chance you can for a weapon roll.
So yeah nerfs to int buffs to str/dex. Nerf death/mega deaths hp by a lot then nerf the upper limits of damage because as it stands right now you have to obliterate floor 10 to do decent damage against them which feels eh. I would also like to see more/all weapons have alternate skills like archon staff and perhaps have mana play into that instead of damage this would not only be a nerf to int but also make mana useful if you aren't using a magic weapon. Tipsy should also cost more but be permanent without a level ability since it's already limited by hearts and hearts/str already suck and it would add more gold sinks so.
Oh and inferior weapons are awful.
Though yeah melee weapons definitely need some buffs to compensate on how dangerous they are to use.
As for weapon tier I think it's hard to quantify because of preference. Think some people really like the poison bleed snake wand but I find the projectile god awful to use and aim. (unless it's those weapons just are objectively broken like the Amaterasu one)
I read all the feedback too, thanks <3 !
The problem is less what's good and bad and more that it leads to a frustrating player experience. There's no reason to pick strength besides you want to it has no benefits or strengths, in fact it comes with many draw backs that can lower enjoyment. The player is essentially being punished for experimenting. The amount of bad weapons that just don't do any dps also leads to a similar feeling of frustration. Finding one of the few weapons in the game that will let you kill mega death in a reasonable time and having it be inferior also frustrating. And the final boss having such a large amount of hp compared to the same enemies on his floor so you need to be killing everything before they can attack to have the dps for him is disappointing. I am pointing these things out less because of imbalance and more because I find they lower my experience with the game and make it feel like the only way to have a reasonable kill time against the final boss is to go int. There's a lot of cool weapons or upgrades that I'd want to use but can't without gimping myself is my point really, I wanna be able to use these things but just know they are so weak it isn't worth the effort. Having a final boss with an extremely bloated health pool and having 90% of the weapons and two of the three main stats be unable to do the dps required to kill that health pool in a reasonable time frame just leads to a frustrating player experience. As a player I want to be able to explore AND enjoy what the game has to offer in terms of weapons, stats, play styles without feeling like I'm gimping myself for doing so,
Also death/mega death might just be a taste thing. Your better off adding more bosses like other roguelikes/binding of issac to add to the ceiling of challenging option bosses.
Like death/mega death and then uber death or something. Then you can fight 4 archangels, the holy one, etc.
When the only option for an final boss is drastically harder then the content before it, a lot of players feel like the journey there doesn't really matter. Since you basically have to stomp the game to be able to even win.
Why? What's the point? Melee is already inherently much riskier due to its range limitations. Why also make it weaker than ranged?
pigeon hat and kimono for the win
1. The gap between whats weak and whats strong is exceptionally large.
2. The majority of the weapons fall into the weak category.
3. The final boss has a large enough health pool to incentivize using weapons in the strong catagory.
4. The combat is more on the simplistic side so there isn't enough of a game play hook to justify using something bad.
These issues combined create a very unfun player experience at least to me. I open a dragonslayer chest get an echoying fury and think wow what an absolutely useless weapon and don't even pick it up, and that's how I react to most weapons. I don't see the point in using a weapon I know is bad when every weapon in the game just requires you to aim in the general direction of the enemy, there isn't a large difference in gameplay between a good and bad weapon so why bother with the bad ones? All it does is make the already tedious final boss more tedious, I'm sorry but I just do not wanna spend 7 cycles on a single boss that has like 4 moves. To me this game is at it's most fun when I see 2-3 boss cycles and 1-3 enemy attacks. Too many attacks and I get bored because it takes too long, too little and it feels like I'm not playing the game. With the way the game is currently balanced its very likely you will be experiencing one of those two situations. You kill everything instantly because you got a good weapon that can kill the final boss in a reasonable time frame, or you're slugging by with one of the many MANY bad weapons in the game. This is just how I personally feel about the current state of balance and am just trying to express how it makes it unenjoyable for me.