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Vampire
Does vampire still need the chainsaw? I usually threw it away when I rolled vampire, it felt too strong for me with it, you could easily cut up bodies and get a lot of free healing.
Geomancer
The combination of delayed cast and high gravity often makes the crystals launch out of the ground at high speed once they spawn. It is a bit of a tougher class with the lack of a generic attack wand (which I personally don't mind), but this can make these very unpredictable. Perhaps remove delayed cast so you can still use them to predictably lay traps?
Adventurer
I edited this one to reduce his max starting HP to 50. With 100 starting health, this class was far too strong for me. Starts with useful flasks (health pot and acid), ok starting wand in the crossbow, good utility in the map. Very thematic, but I like the idea of him starting with low hp but you can 'level up' much quicker when you find hearts.
Lukki (note: I was using this with spiderwalk mod which probably makes it stronger)
I feel like this start is interesting with a fun perk but very hard to use - a combination of limited ammo, hard to aim spell with high gravity with possibility of self harm, and lack of water flask to deal with common threats. I'd address one of these points: perhaps modify the wand or give him a weak backup wand?
Crystal Seer
Does the detonate crystals wand need delayed cast? Similar to geomancer - it sometimes makes it very hard to even deal with simple enemies.
Tele-karate
I like the idea of this guy, very thematic, I'm ok with it being different and having you kick everything to death but I'd suggest removing return from his wand so he has a simple teleport wand. I don't ever feel like teleport and return is useful, and just causes me to stand around waiting for return to expire. If it was simply a small teleport bolt, it'd be good for escaping tough enemies to kick like small spiders or closing distance to land kicks.
Ninja
I'm sure you are aware of this, but the knife is fairly weird to land hits with. If that can't realistically be addressed, could the recharge time of fan of shurikens possibly be lowered?
Otherwise, this is an excellent mod and really does hit good theme with the loadouts. I appreciate what you've done so I thought I'd take some time to be critical here.
Unless the map perk has some hidden utility I don't know of.
it's .... hum ... peculiar gameplay
you basically put yourself on fire with a super short main wand
So unless I misunderstood the purpose of this class :
IMHO it either needs oil blood
or maybe more explosives
e.g. make the other wand have like 4 or 5 times as many charges, so that you can use it offensively without worrying about charges or make it an always cast
because its main wand is super hard to use although it gives infinite digging I suppose
you have to close in, and get yourself in range of enemies to get some damage in....
Or alternatively maybe a water trail always cast
or water material always cast
sidenotes: playing with a modified noita experience with "more enemies" and "noitavania", so game is harder that way. (so this may influence my reviews of classes)
Anyways, just my 2 cents
In short this class I didn't like it, main point is to go and take another wand ASAP
then you can start benefiting from your perk
Unless you're like a god of accuracy, you'll miss shots that cost you gold anyway
an always cast short homing or something might be in order
As I understand it, more singlecast projectiles could also be a solution, since it cost gold only once and would increase the damage/chance to hit
also killing barely nets you any more gold than you spend, so basically seems like the purpose is to rework the wand in first holymountain to remove the spell and keep it for lategame
which is IMHO kinda lame
EDIT: unless the purpose of this class is to be a "challenge" class
then yeah I guess it's good then.
unless again it's meant as a challenge run
its wand is okayish so it's not particularly underpowered I suppose...
I guess the extra money is good for a peaceful run
but otherwise the extra starting money & extra item in holy mountain are a bit meh
maybe if it also got extra perk in holy mountain.
I want to keep the loadout perk limit at 1, So what balance there is should be based on that.
Regarding each mentioned:
Demolitionist: Try dousing yourself in water first! I think explosive immunity is very good so the beginning is meant as a bit of a challenge.
Big Spender: The wand still nets above average gold if you have under 200g, and the lucky nugget can be used to kill enemies, but your thoughts on it are mostly correct. Perks that are good early to mid game generally get harder loadouts.
Thrifty shopper is admittedly pretty boring, a gold increase might be warranted. The loadout is more or less a holdover from when I wanted to make a loadout for every perk.
The warp wizard is an unfortunate case where the perk is actually pretty bad, so the loadout gets a very powerful teleport wand and a lot of modifiers as tools. It's probably best to think of any run with teleportitis as a challenge haha.
but for example I got a seed (with my mods) where there's extra water in the mines + lightning wizard, now that's extremely good, even if you need to be careful to not explode yourself with that electricity. gotta love getting trick kills
toxic shaman is super fun to play, if hard against some flying enemies that like to rush you...
or enemies that get above....
also can immediately wash stains with your primary wand & if you're lucky can get trick kills with that poison