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Fordítási probléma jelentése
What I'm asking for is to be able to toggle it without having to go into the settings menu. I want it on most of the time just not all the time. I don't see why there couldn't be a keybind.
- It won’t feel like a waste to pick up more than level 3 of most chance based mods on slow firing weapons like Sniper or Rocket Launcher (as they have much higher base trigger chances compared to other weapons)
- It reduces the amount of projectile spam in the early game and allows your entire loadout to stay useful and relevant for longer
arc/triple/split/etc....the shot pattern mods...have always felt underpowered on faster firing weapons (70% triple shot from 1 mod on a sniper rifle increases damage by 140%....1 triple shot on minigun for 5% increases damage by 10%).
Lucky bug now makes them feel somewhat better (they're still objectively FAR superior on slower firing weapons in all cases. Lucky bug just...closes the gap a bit).
On the other hand, Lucky bug has an EXTREME opposite effect on chance-based mods. elemental shots and enhanceable shot effects are ABSURDLY better on fast firing weapons due to Lucky bug. Since those effects are already balanced for the weapon speed, lucky bug has the effect of taking a 15% triangle shot on an slow weapon to a 20% spark shot, but a 3% triangle shot laser cannon gets buffed all the way to 8%.
Despite the lean towards slow weapons for shot pattern effects, the recent heavy skew towards an enhancement "meta" is going to unbelievably skew the game in favor of fast weapons.
On a positive note, the basic premise of lucky bug is fantastic (though perhaps its flat rate boost should more closely scale with the weapon speed, something like 2-3% for minigun/laser cannon up to like 10-12% for sniper/rocket?), and luck chests feel fun again. lucky bug is a top pick, and streamer loot is an acceptable backup in case bug doesn't show up. It no longer feels like driller or nothing, or streamer or nothing.
The swap to scaling damage, static proc on enhanceables feels better, though again fast weapons reap a ludicrous amount greater benefit.
The rarity changes feel good.
I haven't gotten an "exploding" run going yet, but exploding enemies was already crazy powerful before this latest round of changes during the anvil update (it didn't do much pre-anvil, and since the anvil update, its explosion radius and damage have seemed incredibly generous), so there is a worry that it will blow runs completely wide open....though it is a legendary, so maybe that's fine (on that note though, the non-proc, cooldown-based legendary shot effects continue to be completely underwhelming)
For elements:
Why not just treat them the same? As in they all have the same items basically.
1 for the common elemental shot, 1 for a rare shot (arcane has that), legendary strike/storm (and maybe each a thirst like FireBall), same for melee, grenades etc.
On the topic of grandes:
LayerdExplosion, Triple and bounce: Same rarity but wildely different strength. Specially bounce as is is the only one that does not scale on chance (100%) but on how many bounces. even lvl 10 layered is weaker than 1 bounce, the only downside to bounce is the spread.
And enchantment is still... kinda mandatory given how strong it is, but the anvil-rounds are still buggy and underperforming on later stages: No way to get more than 5 for selection, no way to get more than 1, and nothing to influence the quality.
For chests you can get more items per chest, more chests (via many different items OR island-modifiers), better reward for chests and even pick multiple items per chest.
it feels lopsided that enchantments them self are so overpowered but you often are better going for the chests, selling the items and then getting many more random enchantments.
BUT, I completely agree that anvil islands feel bad to pick. Like, I DO pick them, in the hope that i can get like freezing sparks or flaming shotgun shot or something else that stacks crazily good....but I pick them because they're the ONLY reasonable option. Enhancement totems are as likely to make your item utterly useless (spiraling is BY FAR the biggest culprit. It makes more than half of the possible enhanceable items completely unusable) as they are to give something useful, so unless you're using spark or bubble or something un-screw-up-able, anvils are the only option....but they're a BAD option. Only 2 items to influence them and both take a relic slot and literally ONLY interact with anvil islands.
What is stopping you from making enhancements a chest? a chest that has 3 items in it by default, and selecting one opens the inventory and lets you choose what you place it on, and then the rest of the options disappear, just like normal chests. That way it interacts with all the EXISTING systems for extra chests (or less chests), more loot per chest (or less), more picks per chest, etc. It would likely boost the power of those picked enhancements, sure, but just drop the common rarity bonuses from 75% to 50% and make the enhancement totem cheaper (or make it rejectable. Anything but its current functionality where it just irreversibly tosses enhancements randomly. A pop up saying "enhancement totem is going to place snaking on firework shot. Accept/reject?" and you're charged either way, but at least you don't end up with freezing burning bubbles....or spiraling anything.)
- Time Claws is not currently working with Vampire. The damage over time from time claws is not being registered as melee damage, meaning that vampire will NEVER trigger if you have any amount of time claws.
- Lucky Bug is not currently affecting grenade mods such as Triple Ability (confirmed) and Layered ability (assumed). They are most definitely mods and not perks, and as such, as written, Lucky Bug SHOULD affect them.
I always found it ridiculous that arc shot was something like 9% on auto rifle and 50% on sniper...it meant a 200% damage increase on sniper to a 36% damage increase on autorifle. The damage scales per bullet, it isn't like giving autorifle an sniper both a 50% chance for a 40 damage ultra shot projectile.
They SHOULD have the same chance to trigger for shot patterns, as they stay equal over all of the various effects.
In fact, had arc shot had equal percentages over all weapons (and triple, and split, and scatter, etc.) PRIOR to this latest patch, it would have been the ideal balance....
unfortunately, with Lucky Bug existing now, what WOULD have been lovely evenly tuned damage (even static damage procs like bubble shot would have been accounted for due to their ALREADY balanced proc rate....proccing ~6-7x more per shot on sniper due to it firing 6-7x slower) is now skewed in the extreme towards fast weapons, since Lucky bug applies a flat additive percentage increase, meaning, in the above example, that something that fires 6-7x faster is getting 6-7x the benefit
I'm all for shot patterns getting equal percentages across all weapons, but I hope Noisestorm adjusts Lucky Bug the same way so the slow weapons remain relevant.
EDIT
Just tested real quick. Either arc shot is bugged for the autorifle specifically, or you have a bunch of lucky bug. Can confirm that WITHOUT lucky bug, arc shot is 5% for laser cannons
Sniper Rifle and Auto Rifle can't possibly be compared
The point is, now Auto Rifle with Arc/any other Shot is just too OP. Noise might have done something he wasn't intending to
And no, you are absolutely wrong. You can't possibly compare the two weapons and be like "200% dmg increase" vs "36%"
Fast firing weapons will be activating Elemental Procs a lot more than slower firing ones, as well as activating crits
If I were to run either one of the two now with buffed Arc Shot, it'd be a clown fiesta. Way too broken
You don't really build crit chance build of Rocket/Sniper because it doesn't benefit those 2 as much as far weapons thats why R/S build Triple/Split/Arc Shots over fast-firing weapons for balance reasons
And no, I didn't have any Lucky Bug ever. It was all triggered without it
Miniguns have like a 3-4% chance to activate elemental shot effects, and sniper/rocket launcher is over 20%. It almost certainly isn't 1 to 1, and so perhaps the chance based, non-shot-pattern stuff should be further tweaked, but pretending that a laser cannon launching a firework every 50 shots is "a lot more" than a sniper firing a firework every 5 shots when it's less than twice as much (100 shots per reload on laser cannons, 6 per mag on sniper) doesn't feel quite that "clown fiesta" to me...
At least until Lucky Bug, which changes everything.
Lastly, if you're sure you had no lucky bug (or gold dice, which now adds 300%, so a 12% becomes a 48%), then it would seem that you found a bug specific to autorifle. As I mentioned, I loaded up a run right after reading your post and picked up an arc shot on laser cannons, and without lucky bugs (I had 4, but I dropped them to check), it was a 5% chance.
Just got an arc shot ON the auto rifle. 13%
why to they all have "Over 9000" as the meme goes......
i have had so many rounds where its literally dancing around the entire arena for 3-4minutes, while being chased by 2-3 elites with health pools that feel more like health oceans. and thats only on the second biome.
do my upgrades effect their hp?
Your upgrades will not effect their stats unless you are grabbing greed/red perks like double trouble. How people get large amounts of health is through perks like Valued Customer, Fortitude, Banana, Ring of Vitality, Juggernaut, and a few others. The main thing you want is a scale-able perk for your base health being either valued customer or fortitude. Then you want health multipliers like the rest which will bring a 2k health build to a 20k health build. Putting investments into both is important.
As for your damage drop off one thing to keep in mind is that ironically damage chests generally offer some of the least options for actually scaling damage in a meaningful way. Your gameplay and understanding will evolve the more you play and you'll figure out builds over time.
With sniper and rocket it is easy to get 100% proc chance - but even just 20% on a fast firing weapon is many more procs in the same time.