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The problem with the previous implementation was the fact that the melee character couldn't get mana, or that the mage character couldn't get stamina, it was clunky in that way. Now it isn't.
I also recommend getting dice bag, it is one of the best, if not the best, gift rn.
About melee, I still didn't tried melee on this new patch but, melee was really underwhelming before. There was no risk/reward, only risk/risk, since you could perform exactly the same if not way better with ranged and magic weapons. The bonus from "close combat" related traits, still were not enough to justify the risk of being hit, specially when some enemies could move super fast and instantly send a hail of bullets right next to you.
I agree about the traits though. One of the main issues I feel with traits is that, they are too unreliable. Some traits are too niche and some others are way too strong paired with any build, like Mageblood for example. Some weapons are basically useless, some others are a no brainer, and I'm thinking about weapons of the same rarity. You often find weapons with the same rarity, same scaling but one is garbage and the other one is better in every way imaginable and with a stupid high base damage.
I had a lot of luck with lucky hits, no pun intended. It feels really strong, but it is kinda unreliable atm to stack luck. But when you do, it can pop off really hard.
Happy holidays!
edit: oh about the weapons again, I forgot to mention when you find a weapon that scales with your worst attribute, has the same rarity as the weapon you are using and the weapon is extremely better than yours, just because of completely unbalanced base damage.
There are a few stinkers in the trait pool but a lot of those niche traits snowball quickly if you give them a chance. The key more than anything is just to be greedy about grabbing food to level up as quickly as possible; if your 2nd trait doesn't go with your 1st trait it's a bummer, but now your next trait has two different traits it can match up with so you're much more likely to get something going. If you got that trait on floor 3 then you have a lot more time to keep rolling up something that synergizes than if it took you until floor 5 to get that second trait.
Ok, maybe Mageblood is not that strong, but still is a pretty good buff that fits any build. A lot of traits have so niche uses that usually you are better sticking up with the "generic" ones, or, you may try your luck and reroll and pray for a trait that may fit to your needs.
It's not that hard to get a good trait to be fair, but it's not common to actually have lots of traits that synergize with each other.
This has been the real meat of the problem for me, unless I get like 25+ in my chosen stat it's often best to just roll with whatever legendary I stumble into on floors 8-10. Earlier today I had an elemental build entirely built around molotov cocktail, bonus burn damage, burn ticks, close range scorch for even more damage, got it up to plus 3 with an additional burning enchantment. 4 of my traits cared directly about elemental damage, 2 of those cared about fire.
I then proceeded to stumble across an unenchanted mjolnir that didn't even scale in dex (which I had been focusing) and it was close but it was outdpsing the fire.
On one hand this means that just about any run should be able to clear death+ with a few lucky pickups near the end. On the other hand you can spend an entire run sculpting a near perfect build (which is honestly pretty hard to do, a lot of things lined up in that molotov run, including stats) and it will be just on par/slightly worse than some random legendary you stumble upon in an armory/boss reward.
Using your own example as an example, if you had more dices and the traits were less niche, you could just reroll your build into a lightning/melee build and demolish with the Mjolnir and have fun. But you probably couldn't, since you had to reroll over and over to get the traits you initially wanted.
Of course, not all traits should be great, but I've made my point already.
Literally:
Reroll.
Eat as much food as you can.
Spam soul scarf until you’re comfortable with the new mechanics.
Then go onto dice bag once you’ve got the hang of things.
The sound damage charm is surprisingly good as well.
Radiant damage is the way to go if you want to take advantage of lucky hit traits. Radiant damage comes with a debuff on enemies that raises your lucky hit chance on hits against them to increase to 20 percent at max stacks.
I am loving the fact I can actually enjoy this game now, whereas in the base game every run for me was predicated on getting that soul heart power trait and playing sorcerer and hoping a good weapon would drop or be miserable an entire run.
I was able to adjust my build though, I had a couple of tomes I stumbled into, a few of my elemental perks were generalist, and I take the perk that gives three red dice on each dice room, so I was able to sculpt my run into something REALLY amazing with mjolnir.
My frustration wasn't with my run or the perks, more so just that mjolnir came out right off rip as an individual item that was slightly outperforming something I had worked really hard to setup, just because of base stats.
I have a sneaking suspicion that traits/items are loosely weighted to coordinate with each other. There's just been too many times that I've done a lucky or elemental run and stumbled into a ♥♥♥♥♥♥♥ of items/perks that care about them.