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I see your point, though, regarding balance. My goal is to have a selection of artifacts that make the game more interesting without making the game easier, so I'll always be listening to feedback and try to get as much tested as possible myself.
If you do get SuperCharged Battery working, it's going to need a big balancing pass - I know those numbers are probably pretty placeholder since you haven't gotten to play with it. Just a bit worried that you might be underestimating how strong that'd be, but I'm sure you'll tinker with it once it's working.
DoubleCast is an existing effect, it's just not properly programmed. We have the ability to fix such things with harmony, but I'm not good at harmony whatsoever so it'll be a while until I get around to trying new things, but I appreciate the help!
The Life Steal I'm on board with, too, I fixed that and will be uploading a new version shortly.
I kinda think this artifact is just overly broad. What if it only doublecasted spells that cost 3 or more? Or only doublecasted spells that Consumed themselves.This would make it a lot more niche, but still potentially overpowered like other high quality artifacts. You could probably take out the penalty too.
Might I recommend a couple alternatives? For instance, keep the health thing where its at but you should be able to make it only trigger when Health is less than 25% of max hp and only heal 1. This is probably still a little overpowered for late game, but it leaves you vulnerable to being bursted down. Something similiar could be done for your money gains but only when your cash is less than 150.
Shopkeep? Same thing but she gained 1000 max hp in those two levels. Shopkeep will have more max hp than the wall if she has that artifact for 2, maybe 1 world.
On the opposite hand, I'd buff Armor Plating and Gunpowder up to 15 each as purple quality artifacts. Summons are already pretty meh late game, something like this would help you at least make a summon deck that can beat the wall. Red Sneakers and Coil Spring if you can figure it out, would just be white quality. Not a bad thing, just not terribly good.
Health? You are basically immortal now. Get to mid or late game with a halfway decent deck and you are gaining half your life total per second in spell hits. This is no exaggeration, 90% of decks are trying to reach the point of spamming their spells with impunity.
Or you could just get Ninjutsu and one Kunai and throw Kunai indefiniately.
The money gain is minor and I'd have to see how it plays out, I'm always willing to change the effects to chance rather than guarantee, that should sort them out a bit. Rarity factors in quite a bit, some of the more powerful artifacts you wouldn't see most playthroughs.
Healing or Money Gain on Spellhit basically makes you immortal. Especially with both, as Shopkeeper or Shiso, or anyone.
Doublecast is especially ridiculous as well but actually weaker than health or money gain on hit.
While anything from idleing for 1 second is kinda useless and if its not useless its probably too powerful.
If you figure out something about it, let me know!