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
Pros:
+Good if you accidentally pick up an item that would ruin a run.
+Also good to use if you want to keep an item then reroll it later.
Cons:
-Too easy to charge. (Which is why I suggested a 4-room charge, though I know it's just to test it.)
Overall, I think it's pretty neat.
I think a 4 room charge should be good as you aren't rerolling more than one item at a time, and it prevents you from rerolling far too often. It also helps counteract 9 Volt a bit so that you can't just easily break a run with it.
Thanks for everyone who's tried it out!
2-room charge seems a bit overpowered though. I know "overpowered" is kind of a buzzword, but the D0 could be seen as even superior to the D6 in certain circumstances. I mean, basically the only advantage the D6 has over the D0 is that it can reroll multiple item pedestals, right?
This is just my opinion, but I'd say that for balancing purposes, either make it a longer charge (maybe even 6?), or keep the charge as is but have it only erase the last item collected, without rerolling it. I mean, the main draw of being able to ditch the last item you grabbed is to be able to back out of a synergy that didn't work the way you expected, right? Also rerolling the item into something potentially better might be unnecessary.
I dunno though. Like I said, that's just, like... my opinion, man.