Magicraft

Magicraft

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Rathmun Aug 29, 2024 @ 5:28pm
Please let us DEACTIVATE packs.
Right now if you activate a pack, all the spells in that pack PERMANENTLY dilute the spell pool for all future runs. It makes it ACTIVELY A BAD IDEA to just activate all the packs.

Sure, you can pick those spells to deactivate with the snake girl, but there's a limit on that, and it's expensive. You're still better off just never activating some of them. If we could toggle them after activation, that would be much better.

This problem will get much worse with the release of the next tier of packs, so ideally we'd get a fix before that.


Edit: Also, the Spell Disable panel doesn't actually disable. The disabled spells still show up when reforging.
Last edited by Rathmun; Aug 29, 2024 @ 5:31pm
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Showing 1-10 of 10 comments
NGeorge#5042 Aug 31, 2024 @ 8:21am 
Join our Modding server, there's a mod that increases the banning spell count.
Skaln Aug 31, 2024 @ 9:51am 
Why do so many people want to remove the RNG in this game?
So what, not every run will be a god run. Go cry me a river bud.
Foolish Paul Aug 31, 2024 @ 6:30pm 
Originally posted by Skaln:
Why do so many people want to remove the RNG in this game?
So what, not every run will be a god run. Go cry me a river bud.
Yea... as much as I hate getting bad RNG, its kinda part of the fun to get a random good drop or to try and make the best of what you get. Removing that is like just make the game a pick you own spell kinda game and that wouldnt be fun.
Skaln Sep 5, 2024 @ 9:59pm 
Originally posted by Foolish Paul:
Yea... as much as I hate getting bad RNG, its kinda part of the fun to get a random good drop or to try and make the best of what you get. Removing that is like just make the game a pick you own spell kinda game and that wouldnt be fun.
Exactly!
I really believe that most people are wanting games to give them full on mod options as base game options. If they dont get what they want when they want it, then its a bad game in their eyes. Or the devs messed up somehow. Just comes across as spoiled, and ungrateful for what the devs want to create.
Rathmun Sep 6, 2024 @ 5:46pm 
Originally posted by Skaln:
Why do so many people want to remove the RNG in this game?
So what, not every run will be a god run. Go cry me a river bud.
I don't want to disable RNG, I want the RNG to not get PERMANENTLY WORSE when I buy something that's supposed to be a damned upgrade.

Right now you absolutely can disable packs... by starting the game over and just not buying them. That option sucks.
Last edited by Rathmun; Sep 6, 2024 @ 5:48pm
Skaln Sep 6, 2024 @ 7:38pm 
Originally posted by Rathmun:
Originally posted by Skaln:
Why do so many people want to remove the RNG in this game?
So what, not every run will be a god run. Go cry me a river bud.
I don't want to disable RNG, I want the RNG to not get PERMANENTLY WORSE when I buy something that's supposed to be a damned upgrade.

Right now you absolutely can disable packs... by starting the game over and just not buying them. That option sucks.
With how little there is in the item pool right now, theres more than enough spells that you can disable to fix your runs and avoid most the RNG anyways.
My point still stands, and your stance is one of a spoilt child.
You are directly asking to remove the RNG alltogether for item packs so you always get what you personally want out of a run. That is directly what you are asking for. You saying otherwise is just obtuse and idiotic.
Rathmun Sep 8, 2024 @ 5:21pm 
Originally posted by Skaln:
theres more than enough spells that you can disable to fix your runs and avoid most the RNG anyways.
That feature doesn't even work. It only removes them from spell room rewards. The shop and the forge still have them, and the pre-generated wands that have them still drop.

Even if they fix her, that still leaves the "I wish I hadn't activated this pack full of spells I don't want to see in any run" problem.

Yes, it would remove the RNG specifically regarding deactivated packs. But if you want any of the spells in a pack, you'd still have to activate the whole pack.



Finally, right now there are 75 spells in the game, of which 20 are from the eight packs we have so far. There are ten more packs to come, and if the rate stays the same, that's 100 total spells. Even deactivating twenty of them (assuming they fix that so it actually does), that still gives you less than a 4.3% chance of being able to make a ** spell if you take 25 spell doors. (It would be a 4.3% chance if all spells had the same rarity, but the ones you actually want are rarer, and the crap spells in the packs tend to be above common rarity too, diluting the already sparse pool further.)

I am not asking for a complete removal of RNG from the game. I am asking for the ability to undo the noob-trap that is activating packs full of garbage spells.

And yes, 100 spells may not be "that many", but when you need the same one nine times or more, it changes the math. If there were some other upgrade path for spells, it'd be a different conversation. Maybe an upgrade that increases the probability of finding that 4->1 room?



What it really comes down to is this: In a game with meta-progression, "upgrades" should not actually be downgrades.
Last edited by Rathmun; Sep 8, 2024 @ 5:36pm
HoneyDrake Sep 8, 2024 @ 5:56pm 
I am playing this game regularly. I have yet to lose a run (ignoring some really BS randomness like getting some self-damaging spell by rolling, which ends up in some auto-cast wand and then it kills me by accident) after unlocking Nightmare and the majority of meta-upgrades.

There are tons of spells which are straight up breaking the game balance, there are barely any which are bad by themselves but do quite well in other situations (like minion based support spells) and then you got tons of Spells which are fine.

Imagine if I was unlocking only specific packs, ignoring the rest? I would end up with a boring experience of having the same 10 spells over and over again, that's how overpowered some spells are.
Rathmun Sep 8, 2024 @ 6:00pm 
Originally posted by HoneyDrake:
I am playing this game regularly. I have yet to lose a run (ignoring some really BS randomness like getting some self-damaging spell by rolling, which ends up in some auto-cast wand and then it kills me by accident) after unlocking Nightmare and the majority of meta-upgrades.

There are tons of spells which are straight up breaking the game balance, there are barely any which are bad by themselves but do quite well in other situations (like minion based support spells) and then you got tons of Spells which are fine.

Imagine if I was unlocking only specific packs, ignoring the rest? I would end up with a boring experience of having the same 10 spells over and over again, that's how overpowered some spells are.
So you beat the five authors at the end of Nightmare 100% of the time? How do you usually manage it?
Last edited by Rathmun; Sep 8, 2024 @ 6:02pm
Skaln Sep 8, 2024 @ 9:35pm 
Originally posted by Rathmun:
Originally posted by Skaln:
theres more than enough spells that you can disable to fix your runs and avoid most the RNG anyways.
That feature doesn't even work. It only removes them from spell room rewards. The shop and the forge still have them, and the pre-generated wands that have them still drop.

Even if they fix her, that still leaves the "I wish I hadn't activated this pack full of spells I don't want to see in any run" problem.

Yes, it would remove the RNG specifically regarding deactivated packs. But if you want any of the spells in a pack, you'd still have to activate the whole pack.



Finally, right now there are 75 spells in the game, of which 20 are from the eight packs we have so far. There are ten more packs to come, and if the rate stays the same, that's 100 total spells. Even deactivating twenty of them (assuming they fix that so it actually does), that still gives you less than a 4.3% chance of being able to make a ** spell if you take 25 spell doors. (It would be a 4.3% chance if all spells had the same rarity, but the ones you actually want are rarer, and the crap spells in the packs tend to be above common rarity too, diluting the already sparse pool further.)

I am not asking for a complete removal of RNG from the game. I am asking for the ability to undo the noob-trap that is activating packs full of garbage spells.

And yes, 100 spells may not be "that many", but when you need the same one nine times or more, it changes the math. If there were some other upgrade path for spells, it'd be a different conversation. Maybe an upgrade that increases the probability of finding that 4->1 room?



What it really comes down to is this: In a game with meta-progression, "upgrades" should not actually be downgrades.
You really need to chill out. I got what you said the first time, and you are still making a huge deal out of nothing. Just look at your reply to a single sentence.
Nothings broken, it does exactly as it should. Reforging isnt the same as a drop pool. Simple stuff, and its hardly anything to be so upset over.
You are very hot headed and are clearly choosing to ignore anything that doesnt support your irrational feelings, and not even listening to whats being said. Just ranting about your opinions on RNG and blaming the dev . The only broken thing here is your mentality/attitude.
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Date Posted: Aug 29, 2024 @ 5:28pm
Posts: 10