Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
The sunkeeper's 2x damage 40 times, 'because you can have advantage on 2 different (single-target) attacks and as few as 12 cards in the results deck' is insane though. Assuming you take only perks that lower the number of possible die rolls, you only need 480 attacks to achieve that, on average, or 240 assuming you managed to attack with advantage every single time.
For instance, I'm at level 6 with almost everyone except the Sun and done at least 1 or 2 of everyone's story missions (haven't unlocked 1 class as that one is tough to do and much more of an issue that perk points), and I've gotten almost every good perk.
@scott_smart2000 Yeah, rolling modifiers are counter-intuitive and problematic with advantage (I wish there was a mod to change that so badly, but alas, work with what you have), but if you don't attack with advantage then the more the merrier. As for character unlocks, I guess I don't take as much of an issue with these, as they're all available to be worked on / unlocked the moment you finish the tutorial (rather than being locked behind story progression, like relics are, ugh), but they are definitely super unbalanced (compare Triforce to just about any of the others). Edit: Though I think that's in part by design, as the player probably shouldn't just be given them all at about the same time, hypothetically. No strong opinions here. :x
- The designer responsible for achievements misunderstood the class, thinking the sunkeeper can bless herself, when in fact she only blesses others.
- The designers take the "paladin" concept seriously, and expect the sunkeeper to donate to the church regularly to receive bless before each mission.
I know this can be helped when the music note character is present. Music notes makes everything easier. But a character achievement should be self dependent, not relying on a specific ally to be doable.
There are perks for a lot of classes that are actually useless or decrease the quality of your attack deck. For example, the Cragheart add two +2's and a -2. I don't want that perk. I never want to take that perk. The only way it's even remotely good is if you enhance one of your bottoms with strengthen and then it becomes okay. But ideally, I never want to take it.
The same thing with the Mindthief - I don't need rolling pulls. I don't want rolling pulls. Rolling pulls just increase the likelyhood of drawing a null and a rolling while you're strengthened (which is a mainstay of the Mindthief) and I would get no benefit out of it. Rolling stun is fine, because if I null, at least I have stunned the creature, which is at least passable.
When you are playing tabletop, your first few characters you are super excited to achieve battle goals and get perks and after you play around with those a few times, you see where some of these junk perks are actually making your deck worse. Therefore there comes a time when you are deliberately failing battle goals simply to not get perks. You can't do anything about perks you gain from level - you have to take those, but what you can do something about is the amount of checkmarks you get. This is made significantly worse by the fact that some perks aren't in the game yet (Like Add Target for Triangles/Eclipse).
The current design as is makes it so you have a number of "optional" perk points. You can spend the time cheesing the game in order to do it if you want to be completionist, or you can just ignore them and keep the effectiveness of your perk deck. I think that's a better situation for both parties.
But ultimately, my point is that it just isn't well balanced between the characters. Surely, the Scoundrel is one of the characters who doesn't want plenty of her perks, due to the odds of whiffing huge attacks, yet she gets them oh so effortlessly. Unless you take Brain Leech, Mindthief isn't actually any more Strengthened than the Scoundrel, sans enhancements, which are very easily put on both characters.
The game is in an early release state. For all we know, perks will not be optional at some point in the future. Perks are NOT optional in tabletop, and Isaac has stated this. Perks MUST be chosen on levelup. One would expect this to be implemented at some point.
And, no...Mindthief builds rely heavily on adding a strengthen to Empathetic assault bottom heal. It gets you 2 strengthened attacks every rest cycle and is what turns the Mindthief into the machine she ends up being at higher levels. I actually don't even take brain leech anymore because Silent Scream fills a couple of weaknesses in the rotation, but it doesn't matter, because I am strengthened for a MINIMUM of 40% of the rest cycle. 10 cards = 5 turns. 2 of those are strengthened. Rest, 9 cards (if you brought down your augment) = 4 turns, 2 of those are strengthened. Basically Empathetic Assault becomes your best bottom action and with a 50g enchant it makes you strengthened for 50% or more of the scenario
Perks might not be optional, in Guildmaster, in the future but we can't possibly know that. All I aimed to do was provide commentary on what we have now, giving the developers a finger on the pulse of one of this game's avid fans. (Edit: Which I acknowledge you're doing as well.)
But I have 3 more mercenary perks to unlock - one more chest loot for quartermaster (I plan to use him on the relic quests which have plenty of chests, so NBD), 2 more quests with sawbones not dropping below 50% (when I am actively working towards this, it's not hard), and - you guessed it - sunkeeper needs to draw a ton more 2x cards.
She's only drawn 15 so far for her entire lifetime. I'm to the point of cheesing the game to achieve this, setting it on friendly to gain 3 extra blesses, enhancing one of her heal cards and one of saws heal cards with bless, and donating to the temple before each quest to attempt to stack her deck. Also, skipping attacks for allies to attempt to give her a few more swings at them. It's kind of ridiculous how few times I've managed to draw the 2x card for her, given how many she's dealt out to her allies. Having no AOE attacks means less modifiers drawn. And that single null seems to pop up 3x per scenario, always near the top of the pile.
Of all the perks, this one makes the least sense.