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Nah. If this was the case it would just turn into a situation where you grind 10 runs (or just edit your user file with notepad) until you have enough coins to do a proper run. Would completely kill any motivation to play the game if you need to grind lunar coins so you can buy your OP as ♥♥♥♥ items for an actual run.
Lunar items are fun if you want to mix things up once in a while (ever tried gesture of the drowned+fuel cells+glowing meteorite? Not viable, but very funny run). Ignore them if you want to do a standard run.
Similar to devil deals in Binding of Isaac (if you kill a boss without taking red heart damage you have a chance to open a devil deal -> get strong items while loosing max HP)
Pretty much agreed with OP. Things you buy with lunar coins should be pure positive. Items that come with tradeoffs like this should be more common and found without spending coins
On the flip side, the first time i got brittle crown after 5 minutes i stood still and let the enemies kill me because it was so awful.
Stacking Transcendence gives you a ton of shield which will near instantly regenerate if you just run away and don't get hit for a bit.
Gesture of the Drowned is currently bugged and can ruin your run, but if you can get it working properly, stacking will result in a nonstop equipment item firing off constantly. This can give you pseudo-godmode with the healing equipment as you'll only be able to die from 1hit kills while the damage equipment items will destroy everything onscreen.
But making Crown interesting might not be all that difficult. Take Midas Touch from the Binding of Isaac, make it an on-hit chance with low chance (1-5%), it should turn your enemies into gold either permanently or for relatively long time (like 10-15s) and the drawback is that you're unable to get gold from regular enemies that hasn't been turned to gold, but you get, say 100%-200% more gold, to balance it out. Make minor tweaks on how it affects boss mobs and you got yourself a fun item like the sneko eye from Slay the Spire.
Some are cool though and its good they have to have a drawback.
Sadly none of them do something making the game more interesting or weirdly fun.
- Lunar items can't be mostly/completely positive, because then you could just save up a bunch of Lunar and get an ultra-god-mode run really easily.
BUT
- Lunar items are kinda 'meh', especially ones like Brittle Crown, and some players think you shouldn't have to pay for trade-off items. Which I agree with, because "trade-offs" were free in RoR1 (they were the artifacts).
Honestly I think Lunar coins should be like Hegemony credits in Enter the Gungeon. They're the only currency in the game that stays with you even after a run ends. Due to the way Rogue-lites work, it would make sense. You can't save up Hegemony credits in EtG to guarantee a super-awesome run, nor can you trade them in for risk/reward items and weapons.
What you CAN do with Hegemony is unlock items/weapons that can show up in your later runs. This doesn't necessarily make you any stronger, or give you any statistical advantage. It simply unlocks more options, more ways to play, new broken combos to find.
Achievements are well and good and all in RoR2, and I know you unlocked items the same way in RoR1, by doing achievements, but maybe unlocking items should be restricted to spending Lunar. Or it could be partly restricted - Have some items be achievement-unlock-only, and some items be unlocked by spending Lunar.
One other fun thing they could add for Lunar would be some sort of bonus store in the main menu. It could contain lore, concept art, insight from the devs, etc., all at the cost of some Lunar. Ya know, to give players who've already used all the "practical" uses of Lunar something to spend their excess Lunar on.
Personally I think they should still have trade-offs. I just don't find that their benefits are appealing enough that I want to chance their detriments at this point. But there's always the worry that you'll make them too good.