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Сообщить о проблеме с переводом
Elite Pumpkin needs a nerf though. He is way too tanky with his armor, being an airborne elite and his barrage is almost unavoidable in some cases. Way too many projectiles with ludicrous speed. If you don't have Speed Demon you are gonna get hit no matter what
Spiked Chests have become almost unusable imo - the HP reduction especially from Double Spiked island reward -you are not going to be doing that in the middle of your run while trying to build max hp. They can only be used very early on, if you know you can try to get that max hp back. Epic loot does not warrant such huge hp loss, maybe a legendary but not Epic
Recovering your hp, especially with big max hp build can become very hard unless you have Ring of Healing that will heal you fully at shops but when you have 10k max hp no amount of Grim Reapers or Health Shots managed to bring me back after taking double Spiked Chests so I feel like the tradeoff with the old system was at least fair, but only when regeneration is an issue because of huge maxHP. Early on you can definitely cheest
I think there needs to be some better compromise. One that doesn't cut your hp down by 45% (that is how much HP you lose by taking two spiked chests each losing 25% of your max hp). You shouldn't be able to cheese early game with Double Spiked Chest reward getting your hp back up very fast but you also should be allowed to pick them up deeper into the run without gutting your hp completely
I suggest scaling regeneration. You will have thousands of hp after 1 loop, at the end of Loop1, before getting your "Diamond". Regeneration perks as they are right now are far too weak to be dealing with that much HP unless you somehow get way too many levels of them or pick Amber Resin which is basically a MUST right now. Regeneration should be exponentially increasing after a couple of waves pass and should affects all types. Also, Amber Resin shouldn't be this powerful. It was almost a useless perk in the current live version with its 25% bonus and the way regeneration was handled with Bigger Hearts perk and Hearts in general. Because Hearts, unlike Mango, actually healed you somewhat, so you didn't need to regenerate that much back to get to maxHP as right now. Right now without Amber Resin at the end of Loop 1, if I don't have any armor on me, I don't know how to possibly heal myself having thousands of HP. Amber Resin, being only a common rarity feels too powerful AND it's taking a slot. They are all taking so many slots, these HP perks. Banana in 1 slot, Amber Resin in another, and then V.Customer/Fortitude/Mango, and those are just maxHP, and then you will have plethora of regeneration perks. Maybe that's why Crystal Combo and Bigger Crystal got buffed
Please try to find the right balance
I feel like we should be able to drop perks for each other outside of shops. I'm more concerned about making the run happen, so if I get something from a chest and it doesn't benefit me, but may benefit the other player, I don't want to hang on to it and mess my build up. I think if we aren't trying to help each others build as well as our own, we should just remove the drop feature and add a button to salvage within the players item menu, preventing any help and making us focus on our own builds more.
I've done two runs with Driller since update.
First run was found at the first elite, it proc'd about 7-10 times the whole game ( I didn't find any luck enhancements)
Second run was found 2nd biome after first loop, didn't help at all.
Maybe return driller to uncommon and have it only proc blue drops, that would be more fair imo
Also my thoughts on the beta update, as a whole It's good the health feels more like something you try and go for instead of just something you don't pay attention to, and I like the Katana its my main melee choice now, speed in general is kinda slow though.
1) Find an enhanceable mod
2) Slam as many enhancements as possible on it
3) Level up this enhanceable mod, adding damage and trigger chance each time
4) Win
While I want this strategy to be viable, it did diminish the effectiveness of many other builds especially with how easy it was to apply enhancements. I’ve made a few changes here
banana is quite strong. It tends to be one of the four max health options I ever touch (in order, valued customer, which is amazingly powerful, then fortitude, banana, then the one that gives max health for close range kills). Nothing else feels terribly worth it.
Have you considered, with how spiked chests work, making mangos alone consumable, and they simply boost your base max health. That number is already being affected by transient effects from the new spiked chests functionality (and now loot totems), which seemed to be the "problem" that was supposed to be being solved by making base max health and global health % "trackable" with the perks directly affecting them.
You could make Mango boost base max health by 25% instead of flat 200 so that it starts weak, but becomes a viable health strategy, since right now the go-to options are overwhelmingly valued customer and fortitude.
It might also make sense to tie the max health of valued customer, fortitude, bullseye, and the close range one to the perk itself, like mango has currently, so that if you ditch them, you lose the benefit (since, at least as of the PREVIOUS update, spiked chests didn't seem to affect health gained from valued customer, meaning that my 20,000 max health dropped to like 19200 when I used a spike chest, instead of the expected 15000). That would also make ditching those perks a bit more of a tactical decision if you already reaped a big benefit from them.
I haven't used the enhancements as much as has been implied. I found them a bit lacking because they didn't increase the spawn chance, and relied one only a couple enhancements and then trying to find copies of the enhanceable stuff to make them trigger more and increase the damage.
Personally, I feel like ability damage has historically been much much less viable because of how intensely much harder it was to scale ability damage than weapon damage (or even melee damage). The things that have increased ability damage were always pretty sizeable obstacles (you aren't landing ANY long range grenade throws with chaotic ability...). As such, the abilities' lack of scaling was a massive obstacle, encouraging pivots to weapon/melee in almost all cases.
I think that with the change in this last update to make enhanceable chance based mods no longer scale damage, that the same thing will happen here. With enhancement slots limited (8 or 9 slots only, right?) there is a hard cap on enhanceable mod damage that absolutely doesn't scale with the changes in enemy health over 56 islands. No other form of damage has that hard cap (at least at that level). I can get 255 stacks of time and damage shot for weapon damage, 255 stacks of sharp claws for melee damage, and even get 255 stacks of time ability and damaging ability if they show up, for abilities, but I'm limited to 9 stacks of damaging enhancement, so even if I get my thorn shot to 100% fire rate, that's it, that's the limit. And yes, I'm aware that global damage affects it, but it still reaches the limit on HALF of its scaling potential scarily fast.
Some sort of check to prevent fire/ice mixing unless you already have items that apply both, or just making them not remove each other....or any other solution I can't think of, just to have it stop feeling like the enhancement totem just trashed my build or functionally deleted one of my items.
Also, ants continue to be the silent assassins of the game in groups. No islands scare me nearly as much as an island that mass-spawns ants. Their shot pattern is brutal with like 5 sequential aimed shots. And since their "enemy cost" is so much lower than other enemies, you can face bunches of them for the same spawn "value" as something like an enraged grub. meaning shots from so many more angles. As of the elemental update, moving their firing sound from before their attack to DURING their attack means that by the time you hear and react, it's often too late to avoid.
Also, the fact I have to toss all the stuff on the ground to be left with one mod that I want to enhance meants extra legwork for such a puny reward I'd say
I have no clue who exactly, like Noise described, skips shop completely only to run to enhancement totem only to get themselves in a run-ruining situation where a mod you've been focusing on has its 6th enhancement ruined by smth that you can't control
I only use Anvil Islands and that's all
Hopefully in the distant future Enhancement totem acts as a mini-shop with a choice of 3 enhancements you get to choose which to pick up, or roll the dice again
Right now it's unusable for me personally
To be fair, Sturdy Totems is great, especially after another totem-enhancing perk was completely removed from the game, the one that made chance-based totems give you better odds. That thing could have been a relic I'd be always picking up to get better odds at Gamble/HP totem but no
As it is, just singular Sturdy Totem means that I get double the reward of Fuse and Glass totem and possibly more Loot Totem/Shop totem. With how randomized Shop totem is, the fact that it sometimes explodes after a singular use is absurd in economy builds I'm running so I do utilize Sturdy Totems a lot and pick it up in many, if not all cases
The problem is that I play a LOT of 2p multiplayer with a buddy. MANY of the anvil update changes make multiplayer a lot rougher....
- anvil islands are a choice. Noise talked about enhancements as a POSSIBLE strategy to win....no other island type except crit is as focused on one specific strategy, meaning that if one person wants anvil and one doesn't, well, there isn't any compromise. In any other island type (except crit), there are OPTIONS for a wide variety of strategies and builds, but anvil says "this is for enhancements ONLY. If you're not using them, F*** you." Offering a regenerator chest as an OPTION - INSTEAD of taking an anvil enhancement might help a bit....but it's still small consolation.
- anvil islands have NO synergy with chest enhancements. Bonus chests from a huge variety of sources, and extra chest options have no interaction (and I'm pretty sure that I've had my bonus chest from "Care package" eaten by an anvil island once). They really need to.
- the latest change to chance based enhanceable mods not scaling with damage makes multiplayer runs even harder, since it means that to take full advantage of anvil islands, both players have to be investing SIGNIFICANTLY into enhancements. Since it's so much harder to scale those chance based mods on their own, they're less attractive.
On a positive note, I love the health changes, with healing being more dynamic and health scaling feeling more balanced (except valued customer, that still feels crazy). I love the spiked chest/loot totem changes, with being able to actually open as many as you want, and it feeling like more of a long term choice (gold totems too). I love the changes to Link and drill shot (and spinning blade?) to work more consistently, and firework and pumpkin to track enemies, and thorn shot to track better and more quickly.
Many of the enhanceable abilities feel so so much better as a BASELINE, without even worrying about the actual enhancements (part of why I'm a bit salty about the "no more scaling" on them, cuz I liked them just as-is).