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I do agree that health is a bit high, especially when considering the blood system where we increase the enemies modifiers.
I seem to be winning consistently but gaining very few resources even doing runs with added 'blood pact' challenges. Does seem like they're trying too hard to reduce the ability to go absolutely OP (defeating the point of the whole genre).
Also don't like that if I point 2 100%+ knot things at a 9% buff that it becomes 27% and not 36%, with level 3 buff cards only giving a 9% increase, why give us the ability to point multiple 100% buffs at at knot if they aren't going to stack against the buffed level; 36% is still not an outrageous level of I think it was Chill Chance. This is also makes it seem like a choice to not want players go busted OP.
Shame cause I really did enjoy the demo.
In a similar vein, if the Blood Altar doesn't offer stellar rewards, I cannot see anybody wanting to make the game HARDER. I am actually surprised it is currently in the game.
The blood sacrifice is actually used quite heavily by people who want to push the limits. There is a twitch leaderboard with people pushing into +70 blood sacrifice and higher even with "all enemies deal one shots" activated.
But we totally understand that this is not the majority of the player base and there will be actions.