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IMO keep the theme of warbonds but change the function instead of it being 3 chests worth of gold it should be 3 free chests spawned in the level like a legendary version of key/shipping form. That way if you are rushing its the same effect where as if you are doing more looting its still 3 extra items - worse than the other new red but that new red is disgustingly overtuned so thats not really fair.
Items that directly effect the amount of time you spend in a instance. These are things that quite LITERALLY cut time off on a given level, encounter, etc, by performing or circumventing an issue for you. Alien Head reduces CDs by 25%, ergo that is 25% less time in combat. BB grants you splash damage on everything, there by reducing the overall health pool of an enemy blob as damage starts to spill over.
And items that indirectly effect time spent. These situationally reduce the amount of time required to perform actions. Raincoat saves you from status effects, which means less time waiting for fire to die or being jailer rooted. Rejuve Rack doubles your healing, halving time required to recover.
Warbonds falls into this latter group, but the next question becomes the actual value of free money over any other red item. But to further simplify this statement, lets delve into the equivalence of money versus stats or utility.
Is three chests (scaling) worth of cash *really* worth as much as a Rejuve Rack, a Catalyst, or the raw scaling potential of the new Conch item? The money earned from a Warbonds is easily made up within the first 30 seconds to 1 minute of any stage beyond the first three, and at stages 1-2 you would most definitely want a red that actually gives you a valuable stat turn rather than more money for early game chests. Cash becomes a non-issue the further you get into the game, which puts WB in a uniquely terrible scaling situation where it falls off the further into a run you go, compare to every other red which has staying power at all points. Not only that, but a new/bad player who takes long to do things would certainly benefit more from items that ACTUALLY increase efficiency in interactions like a Ceremonial Dagger or Hardlight. The money is temporary.
The item, in all reality, should be a green. Conch is just a better hypothetical version of it, granting you the potential for outright new items rather than the potential for more items from chests on the map. If I had to hypothetically fix it? Have it be a red version equivalent of Sale Star. Or, perhaps, have it be a red equivalent of Shipping Request.
Sure I'd rather have it than Happiest Mask or the jump booster, but it's quite a nothingburger in a rarity slot of some game winning items.
Sale Star and Shipping Request do a way stronger economic boost and they are a tier of rarity below.
Concept wise the item makes sense if you have downtime having to wait for more enemies to spawn to afford chests thus you may be able to go through the stage faster, or take advantage of gamble shrines you might otherwise can't afford.
But seems poorly executed.
It's just the wrong rarity tier, green and stackable would make sense but as a red there's not much middle ground between underwhelming or overpowered
I agree with this, i was just trying to express what i thought the point of war bonds is, especially early into runs, it can be good, but it being a green would be way more fair for stacking and overall balance