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If is possible, glowing modifier can make the delay between Charlie's attacks bigger, the better is stat. Or, it can give some defense from it's damage.
Not necessarily in this form i suggest. Just somehow to make the glowing stat more usefull the bigger it is. Cause now, there is no difference between it's rarity levels.
Anyway is up to you.
The stat itself is not too op in my opinion, i would say, he could have some "strategic" influence, not just 100% immunity.
Thanks for the feedback!
How about make a modifier that can give you chance to get struck by lightning?
It can be for example an item with 80% chance to be struck by lightning, so let say you don't have lightning rod on your way, you have less chance to be struck when is raining/thundering.
And for example if you have the modifier with 130%, then the chance to get struck is more likely to happen. It could be sometimes funny, sometimes dangerous, and sometimes helpfull for WX-78 =)
1. To over come the color grading for 2 buffs. You can change the naming to eg:
- Junk
- Common
- Magic
- Rare
- Epic
- Legend
- Artifact
2. To make things more exciting, you can add RNG element into the rolling of the buffs. You need to have 2 ingredients to roll instead just 1 for that particular.
eg : I got a cloth with Buff A at Epic level and Buff B at Junk level. I cannot just add the ingredient to reroll Buff B only. I need both ingredients to reroll A and B.
3. With both Buffs the naming will be the taking the middle between the 2 buff. eg: Buff A Legend and Buff B is Magic so the naming of the item will be Epic(round up).
4. Item with Legend status will not perish after 0 durability, instead it can repair with the main ingredient of the item made.
5. With this it will be fun in harvesting mats to play with the RNG and make players to keep hunting for mats and will be able to keep the legendary items.
These are just some ideas for your kind consideration.
I think I solved the issue with 2 attributes in a good way, but if oyu have more feedback, please let me know!
As for you point 4, I like it, normally you would want to keep a nice weapon, I will perhaps add a configuration options that they don't get destroyed, as for the repairing, I could add something like this, but there are multiple mods that already do something like, so you can just use one of these. Just search for repair in the workshop and you will find plenty.
Thanks a lot for you suggestions!
The problem with more reforge slots would be that then everything gets way more OP if you can add so many attributes, I would say two is the limit like it is now. It will probably also get confusing with so many attributes on one item :D
Maybe an interesting mechanic that an item can have "slots for gems", like in a mmorpg-game, so if an item have for example 1-2 socket for gems, you can insert it, and get some little buff for that item, for example i insert a blue gem into a weapon and it gets the ability to slow down enemy's moving speed by 10% on hit or something like that.
Just some kind of buffs but not big enough to be OP
Maybe you can create a different type of catalysts to this game for different additional enchant effect, like fully repair(yes, I think that it is too cheap when one has an unbreakable hammer and other ingredients. And yet not repairing seem a little be weird to me.), disable negative modifiers, slight increase high-rank modifiers...etc (maybe more base on your imagine).
Do you mean if you forge an item with a certain catalyst, the item will get an additional effect which is not a modifier? What do you mean exactly with the effect fully repair?
This seems like a good idea, I will see if I will do it after update 1.4.
Well, fully repaired is the current fully restore durable config.
In my opinion, the catalyst will be in an optional slot in the anvil (other slots are still needed to be filled).
And if it is added, this time of forge will have different forging behavior rather than giving an additional effect which is not a modifier.