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More helpfully: These things are mitigated via mechanics within the game. There's a freaking lightning bird who'll show up (you cannot miss it) to take everything you've gathered so far back to base.
Also lazzer chicken ( the lightning bird)
Actually he only takes like half the stuff and is unnecessarily rare to pad the game out.
Church reduces revive penalty afaik, think this is referencing ressing friends in multiplayer
well f#$^
While I generally agree that this is "how roguelite meta progression works" I feel this implementation is just lazy. -40% tax is mechanically equal to having 40% less drops while you keep 100%, so there is no "game mechanic" in play, just padding. Imagine having option riding bird back with 100% of what you have on you, ending the run? That would be the mechanic.
On the flip side, winning a run seems to give too many resources. My 9th run in the game, a win, I ended up bringing home 156k gold, 200+ wood, 175+ stone,~100 iron and a ton of those enchantment stones. I felt like that was half the town upgrades done in a single run and it actually didn't feel very good/fun slapping down that many upgrades at once for some reason.
what if you got 40% less and as a reward for beating the final boss you get a 40% bonus to your loot.
you wouldn´t complain then despite it beeing the same situation
its the same rules for all of us and once you fully upgraded the town it goes down to like -15% so just overcome it
someone said it was reviving team mates only. i guess i can test it out. you sure it decreases tax by 15%? after 3 upgrades? mine is tier 3
in the description it says: "revivecost-5%" and yeah that means it reduces the amoiunt of loot you loose not the amount of health you loose when reviving someone in mp