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The vampirism ability seems balanced actually - it gives you effectively infinite health as long as you don't take damage very _often_, sort of like having unlimited health flasks. So you can get hit once but then regenerate it over time. I like that as a piece of design, personally.
But therein lies the paradox. If you don't get hit very often, you wont need lifesteal in the first place - 4 flasks & rally would be enough (at which point that skill slot becomes more valuable for other things).
I agree on the paradoxes. But maybe that's by design?
Not sure it is a good thing or bad.
Perhaps the tonic should drop earlier, as to encourage new players and give a sense of achievement, more power etc.
the tonic...pointless. One you get it from defeating the last boss. Two its a one use skill...only one of its kind. this item should not be a skill, should either be a new slot for food/tonic. Pick up one food and or tonic and save it till you need it. This would be a much better design than what we have right now.
I dont get the french sometimes...i mean wtf.
Problem here is that with the 1.5x, many things that killed you in 2 hits are going to kill you in 1 hit now. And there are a LOT of things that kill you in 2 hits. So for me that's a straight downgrade. At least the x2 damage taken / x2 damage dealt benefits players who are good at avoiding damage. Vamp is useful to just about nobody I think.
Like potions in Path of Exile really.
OR: Usable once per map. That's it. So you can heal once for every boss really.
I've never gotten to use tonics, but I can't immagine bothering with a 1-shot item unless the slot was already empty. I like the idea of tying it to enemies killed. It means you'll only have one use against the boss, the tonic will adjust itself based on the length and difficulty of the level, it forces you to actually engage enemies (rather than sitting around and waiting for a cooldown to finish), and it gives a second vector for improvement beyond healing done, which could help to balance it.
none of these effects are worth the risk. runs don't usually go south due to attrition but due to sudden bursts.
tonic is basically another wall chicken. i would never pick it up and carry it around.
killing enemies before they attack saves me more health in the long run. than a tonic will heal.
First time I killed Watcher was with a weapon that dealt 4x damage, but made me recieve 2x damage. I had 8-11 health upgrade (don't remember exactly), the sword was the spiteful sword (when you take damage, you crit for a while), and a shield. I got hit, I just spammed attack, healed most of it back without even trying, and things died. Well that was just for Watcher. Before that I had the 2x damage 2x recieved version, and obviously it got me to Watcher.
Either way it's risk+reward.
But I wouldn't use vampirism either way. I didn't even unlock it, and won't.
Also now damage buffer also increases damage recieved by 30% I believe? It's still awesome.
And Decrease Damage Taken amulets work really good with these.
This actually sounds awesome.