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
Irys shoots a total of 14 projectiles (7 x 2). So if Irys enhanced her weapon just once at level 7, that's 14 x +2, +28 base damage.
A melee character like say Calli, enhancing her weapon is a +2.
Genuine question, are you suggesting that Irys getting +28 base damage via 1 enhancement while Calli getting +2 on the same one time enhancement, is fair and balanced? Is this not "simply excessive" in the first place?
You also mentioned that this change made solo weapon on many characters impossible.
Have you seen Aruran just clear Stage 3 Hard using Risu (a character with 5 projectiles as her main weapon) via Solo Weapon?
Is there a reason you think IRYS needs 700% more damage than she has in 0.6, without bringing up the fact that she could do it before? A damage loss of 7 times wasn't excessive, having 8 times the damage she needed before was excessive.
IRYS is still doing very well when I play as her, and I have a feeling you're not losing every match as IRYS either because in the end this game is very easy if you choose to take all the upgrades and buffs available to you.
I don't know why you're implying solo runs are impossible on many characters now either. I doubt there is a single character I couldn't complete a solo run on any stage with given enough attempts, and I'm not even that good at the game. It would surely take me many attempts at something like S3H with some characters, but eventually I'd gain the skill and have RNG line up and win. Solo runs are not the main game content, the game can't fully balance around them, but they are absolutely possible even in hard mode.
Just give it a few weeks and people will settle on the next "broken thing". Perhaps abusing the healing Super Collab with Fauna or Mel, perhaps giving Ollie 500 HP and then intentionally dying over and over to convert that to +1000% damage, we don't know yet, but there will be strong strategies. Hopefully none of them are as widespread as "just use any multihit thing on an anvil and it gets 8 times the damage it should", but there will certainly be strats for you to use.
Isn't the problem that anvils either are useless or OP? When they are OP they are good like Dragon Fire and otherwise it means that anvils are just a shortcut to maxing your weapons and items out so you can farm passives. The damage made builds OP but with how weak it is now, it's literally just like having extra levels early and barely valuable late. And Dragon Fire appears to work after testing it just as about as normal (compared to Irys at least) and it was probably the singular strongest synergy with anvils so I'm confused.
I feel like you need to classify weapons for the anvils so they get unique bonuses by the class instead of a blanket +2 that then gets gimped by being a spreadshot weapon or a slow multifiring weapon. You have to account for overall DPS for the boost, because a slow firing multishot weapon is losing tons of DPS from this nerf.
Perhaps a flat percent multiplier is a better solution? So Dragon Fire and other single shot that fires rapidly aren't too strong with the anvil yet slow firing multishot weapons like Irys aren't useless with anvil.
I think 10% would be a good start, might be a little on the weaker side.