Ballionaire

Ballionaire

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There should probably be a mid-run banish system
While I don't have any problems with the ban system for those that want to use it, it's mostly a band aid that doesn't quite address the fundamental issue.

From my perspective at least; there needs to be something else to parse the item pool besides rerolls. They get the job done, but in a way that is naturally more frustrating to deal with when you don't get what you want as you have basically no influence or sense of control.

A shop I feel would greatly cut the frustration as you get to see a lot more without the need to spend a resource such as rerolls to do so and offer more agency. Something tangible that is worked towards and is rewarding. I understand if it's outside the scope of the game's design though.

Besides that, the next best thing probably would be the classic banish system (this is what I originally thought bans would be). Being able to remove a certain amount of items mid run would be a great step to adding in that agency. Being able to influence the pool in any way based on how your build is shaping up would feel pretty good while also adding a layer of strategy. There are other ways that this could be achieved as well like occasionally choosing between "set packs" that have a higher chance of offering specific trigger archetypes.

I personally have no problem playing with the full item pool as is, but something definitely needs to be changed (especially with more items on the way) to make it more fun to play with most of them in the pool for the average player. Making a lot of the items more generally useful would also help with that.
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D3k0y Mar 27 @ 12:04pm 
I agree, I know they just added the "ban" mechanic for unlocked triggers, but I feel that is aligned more for triggers that you just simply don't like to use at all. A mid-game removal system is more in line with "This is no longer viable and is actively making the game harder for my strategy"
A potential issue about mid-game ban is, in my humble opinion, that the lack of randomness in the late stage of a run may take away the thrill of gambling-like trigger drawing, and that is the situation that most roguelike game devs are trying to avoid. A common design for the banning system is making ban counts relevant to growth system, like using abundant currency of growth to purchase ban counts (e.g. Vampire Survivors), making ban counts a relatively scarce resource to acquire. Thus in our case, maybe it is doable to purchase single-run bans using unlock coins,?
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