Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Right now it seems that there's only accessories that give 5/5/5 and never any skill... Honestly could drop the stat and have them purely give skills, would be much more interesting, and give the equipment slot a clearer purpose!
Working on that! We'll see how hard it is to do, but hopefully.
Good point, i don't think it's something we considered. I'll look into the loot drop tables for the minigames and game progression next week.
maybe it should be a factor of the highest recent gold obtained from a monster? 10-15x times?
We'll take a look at it. We're off for the weekend but back at it next week! Wish us luck getting a few of the last things balanced properly.
STR: reduce damage taken, increase damage to attacks
DEX: increase hit rate, increase dodge chance, increase damage of perfect attacks (correctly timed attacks)
INT: increase spell damage, reduce spell cooldowns, increase buffs from items duration
The above bonuses could be scaled by factors so that depending on which class you play and it's targeted stats, the bonuses get scaled.
Primary stat factor (1x)
Secondary stat factor (0.6x) (only tier 2 classes)
Tertiary stat factor (0.3x)
example:
ARCHER gets STR, DEX and INT bonuses scaled as follows, (0.3x), (1x), (0.3x)
NINJA gets STR, DEX and INT Bonuses scaled as follows (0.6x). (1x), (0.3x)
This would give each class a more unique play style by default since the stats they focus also gives unique bonuses to certain aspects of the combat! Players can still consider levelling into the tertiary stat for its bonuses if they want to. example: I play Ninja, so I'll mainly level up STR and DEX, but if I use a dagger with a spell on it, I can consider levelling up my INT to make that work better! (even if the INT bonuses are at reduced efficacy, it might still give a winning edge)
Hopefully any of that made sense lol. I know it's probably beyond the scope of the game to give stats such a big rework but I figured I'd dump my idea and let it be!
Still interesting ideas. We'll look at them!
"Beat monsters (x17)"
that would leave room for the player too see the level up or whatever more important notifs!
With that, you could effectively reclass your Yolk (provided you know how to get into each class) and not have a terrible stat spread that kneecaps your ability to clear content. In that vein, I also think the exp costs could be rebalanced just a little bit to allow two stats to hit the cap if you completely ignore the third. It's not ideal, but it would bring the maximum power of the hybrid classes in line with the pure classes.
A few people have requested such a feature. I'll look into it, but promise nothing! (As always thank you for the suggestions.)