Megaloot

Megaloot

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Thoughts on patch
First off let me say that I love the game and the design overall. I like a lot of the changes introduced in the new patch like the flow system and also I personally do not mind the change to mercs set (Before it was basically op early game). On the flip side I would argue that because of the removal of the dismantle mechanic the player has significantly less control over their build. This makes the game a lot less fun to play in my opinion. I think a mix of both dismantle combined with the new multi item combinations would be awesome.

Some of my ideas include
1. Instead of dismantle what if you had a combine mechanic at the end of a floor to combine different items.
2. A re-roll item mechanic where if you get an item that is a high tier but has bad matching sets it can get re-rolled.
3. Banish item sets instead of items and once banished those sets can not appear on new higher tier items that spawn.

I think something similar to these might give the player more options in creating a viable build and more control over how they want to play the character and run.

Thanks again for always working and trying to make the game better. I am excited to see what you come up with.
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Showing 1-8 of 8 comments
Seraphix Feb 19 @ 11:15pm 
I should also mention that I am also an indie game dev and as such hope that anyone who wants to discuss this does so with respect to the developer and myself.
Last edited by Seraphix; Feb 19 @ 11:16pm
emgotcha77 Feb 20 @ 12:48am 
I'm actually OK with dismantle beeing removed.

Come on, all you did was stack massive amounts of physical attack stats, faith, power and/or HP.
Stage 60 is "The End" and everything past it "Endless mode".

Banish does help a lot to get your desired items.
Also with recent nerfs of some monster and capped stats you don't need high precision values, f.e..

That said, STILL a lot is not working or balanced.
emgotcha77 Feb 20 @ 12:52am 
F.e. if an enemy has Poison in early stages, you'll have a rough time and most likely die with some characters.
I don't mind the removal of dismantle, but its absence is greatly felt. It made the player have some control over the RNG, and now the player has to pray to RNGesus to get the right reforged roll in the shop. I've always had the philosophy that giving more control to the player is better. It's what I like about Souls games. I feel like I have precise control over my characters growth and build.
So if dismantle needed to be removed, there needed to be something equivalent that gave the players just as much control over their build. I like the idea of being able to reroll gear in your inventory already. Removes some of the feel bad you get when you find a piece of gear that could be good, but doesn't have the right sets to scale with you. I just worry you run into a terraria situation where you just spam the goblin tinkerer until you get your preferred roll. The game's economy would need to compensate for such an endeavor and I don't know if can support a reroll mechanic and the shop mechanic with the way gold is currently distributed.
Even just allowing players to select a set perk to natively be apart of their build every 10 floors would do wonders. Or allow you to expand your character skill tree every 5 floors. If you allow the player to level up the character through the system implemented at the beginning, then they'll have a lot more control over their runs.
Personally, I love this patch. I love the removal of dismantle as I felt it was too 1-dimensional and all I had to do was boost my stats high enough to not care about what enemies show or what set I'm running.

I also play a lot of gacha games so the rerolling rng factor of reforged gear scratches my gacha itch without spending any actual money or currency I farmed for a new char/weapon. Maybe I'm in the minority for loving it but I think it was a better path than just gaining stats for free without thinking.

Overall, I believe this direction is better and can lead to more interesting builds and gear combos or could lead to really powerful gear finds. As I see more and more comments on it on how to improve the system, I do agree that there can be some changes to give back some control to that rng factor, which I understand. I don't think dismantle was a good system though. I am more excited to see the current system improved and edited.
The Banishment mechanic does wonders to alleviate the previous pain point of spending several thousand gold on a reroll to reveal four items with a combined purchase price of a few hundred. But with both Convert and Dismantle now gone, I don't see why a purchased item has to leave behind an empty slot until you reroll again. It doesn't even have to be a guaranteed +1 rarity! Just put something there!
Seraphix Feb 20 @ 5:25pm 
I think most people who have played the new patch for more than a couple hours have realized that the removal of dismantle and the permanent stats is a good move. There is a lot of noise from people who do not like it but I think they mostly just miss being able to plan and execute a "build".
I think dismantle had to go for the health of the game. Your items did not matter outside of the set bonus and the stats you couldn't dismantle for like extra attack, agility, crit chance, etc. I remember a run after floor 100 where I took off all my gear so I could die and end my run. I still cleared like 4 more floors and just gave up and quit the run because the gear that I had on hardly mattered due to all the stats I had from dismantling. After playing the new patch you definitely feel that the gear you have on matters a lot more. You can't have all the stats anymore. This leads to some issues like the magic agility build I had going having literally 5 health total on floor 30. The only thing I had to worry about was poison and the counter enemy. This means there's not a lot of decision making in regards to what enemy you target first. You need to kill the poison guys first or you die in one turn. If you're playing a class that has a dodge counter you can't even play around the counter 1st turn enemy since even if you wait he attacks you and then you dodge counter him he counters you back which loops 5 times and use up most of your agility. For a lot of builds you kinda just need to rng not getting more than one of certain a enemy that counters your build or you lose no way around it.
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