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For what it's worth I don't agree with most of it. The flight biome is definitely something that requires some more balance, however it's partly incorrect in that it ognores the fact that only single enemy combats have 4 Flight. Multi enemy combats have 3.
Manasurge event already has the random upside/downside component that's random enough in my opinion.
Beast's Lair is way harder than Mind Bloom, not sure what they misunderstood to even think about making that statement lol.
Also, to the people who disliked the Gremlin Horde fight in Gremlin Town. It was changed up a good bit, please let us know how it feels now.
I ran into them as my first fight as Defect on Ascension 20, and it took me 4 times (save-scumming) to win.
Also I don't think that ethereal + retain should ignore ethereal part. This very fast become unplayable when dazed are retained...
1. (Easier) Nerf Act 1 Gremlin Town Elite
Biome: Gremlin Town (Act 1)
Encounter/Event: Elite Fight
Feedback: This encounter is significantly overtuned. Even extremely strong runs die to it regularly. The hp is too high to burst and the poison stacks up too fast to be manageable for most runs.
Suggestion: Just tune some of the numbers down. I'd reduce the max hp/heal a bit and reduce the amount of poison applied on each attack.
2. (Harder) Nerf Mana Surge Enchantments on Card Rewards & Shop Rewards
Biome: Mana Surge (Act 1)
Feedback: +Str/Dex enchantments on reusable cards are too strong (a single one of these is pretty run breaking).
Suggestion: Should only give the +1 str/dex enchantments to powers or cards that exhaust on play. Allowing these to randomly occur on any card in encounters inside the biome is still fine.
3. (Easier) No Cards Left in Double Junkyard Robot Fight
Biome: Junkyard (Act 1)
Encounter/Event: Robot Hallway Fight
Feedback: An early junkyard encounter that is 2 robots can result in you having an empty deck, this can occur before you have gotten enough card rewards to have enough output to kill a single robot.
Suggestion: Move 2 Robot junkyard to hard pool.
4. (Harder) Nerf Guiding Light
Biome: Divinities Gaze
Feedback: Guiding Light+ is too strong. Its almost like adding an apotheosis to your deck you don't need to pay energy for (at least during act 1/2 when your deck is less upgraded).
Suggestion: Upgraded version should give you 1 extra energy when drawn.
5. (Easier) Map and Pathing issues
Some biomes remove (or signficantly reduce) the number of rest sites. This makes pathing less interesting because it can create more "impossible paths" where there are no rest sites.
Additionally some biomes reduce the number of bridges between paths. These two combined make the pathing less interesting overall (which kinda sucks, cause you really wnat to try to visit the biomes and experience the cool content if you can do it without dying).
6. Custom exploding Enemies attack out of order
Biome: Volatile Faults (Act 3)
Encounter/Event: Custom Exploding Enemies
Feedback: The custom exploder enemies always seem to attack first. No tooltip mentions this.
Suggestion: Make them always attack in order just to keep it consistent with the base game.
The way the map ends up with a different distribution of nodes and paths is harder to change. We'll keep this in mind as something where tweaks might be good, but no immediate plans here.
The issue with Eruptors in Volatile Grounds attacking out of order is a bug that will be fixed in the next update.
I had a simple idea for maybe mitigating this. For reference, I had a run where my act 1 only had a single campfire (in addition to the one that occurs before the boss). I think this is because fogged cannot have rest sites?
I assume what happens here is the biomes simply replace some nodes when spawning a biome (which will sometimes replace a campfire). I think a simple fix this problem might be to have some logic like the following
When replacing nodes with biome nodes
if replaced node is a rest site
then change a random node somewhere else on the map to a rest site.