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There are 2 trinkets in the base game that I'm particulary fond of, Bloodthirst Ring and Fasting Seal.
Aside from some minor HP (ring) and DODGE (seal) boosts, they both share the fantastic and largely underestimated bonus of -100% food consumed, a poor thing until one tries a run with 4 of them equipped, allowing camp feasts with 0 food and in general a totally foodless run.
In this times when everybody is so anal about hunger checks I enjoyed the heck out of them and tried several times to spread word of their power in various "random hunger checks complaint forum thread"s (to little extent unfortunately -_-).
I'll get to the point _:-) That bonus comes only in the form of a common (white) and rare (blue) trinket, and beside 0 food needed they are actually pretty poor choices.
I would LOVE to se an orange and (why not? ^^) maybe even an ancestral red trinket with some actually (possibly more than one) powerful bonus.
As for the Backer trinkets with worthy names for the purpose I would suggest:
- Squitten's Survival Guide (Could be a particulary worn and ancient book filled with misteriously forgotten methods and exercises to improve health through starvation)
- The Glass of Milk
- Pepperpot
- Surpisingly lucky satchel (this could be like a magic bag filled with endless supplies of food - bandages - antivenoms and medicinal herbs, represented with -100% food consumed and huge boosts to Bleeding-Blight-Debuff resistances)
- Stones of Gelati Preziosi (this just for pure madness, Gelati Preziosi is an italian brand of ice creams XD absurd)
EDIT: Oh! I just saw that "Pamplemousse" have -50% food consumed and some resistances, adding another orange with -100% could be kinda redundant... Your call!
I could die laughing if you come up with an ancestral trinket using the almighty:
"Papyrus Containing The Spell To Preserve Its Possessor Against Attacks From He Who Is In The Water"
... Really, the person that came up with this one is a savage XD
I think people tend to think at the beggining that damage and combat oriented trinkets are the best, and hunger is just about buying extra supplies. But when you must use food to heal some vital HP and get an unluky number of hunger events, the things change a lot XD.
Pamplemousse was created around these ideas we share. I think that is actually one of the best "very rare" trinkets in the game, it gives you 0 worries about food (u consume some food, but if you haven't , the damage is 0), decent resistance buffs, and the drawback is maybe too small...
I liked the concept about gaining health throught starvation: maybe a trinket that makes hunger heal you some HP instead of the opposite, that's worth a try! I think there are not too many trinkets like them right now, so it won't be redundant in my opinion.
About the crazy names, I'm trying to avoid them as much as I can, for immersion purposes. I like to keep the standard of the vanilla version as much as I can, and that names wouldn't fit in it. But maybe (unlikely in the present but maybe in the future) I create an "extra set" with absurdly OP trinkets with absurd names, just for fun :D. It would be like an Easter egg, not a serious part of this mod.
Haven't tested it yet, starvation usually gives stress damage too, I think your Pamplemousse don't negate it but I might be wrong, and the best thing about a full -100% food consumed instead of only -50% is that 0 food is needed for camp feast.
Thanks for pointing out you crazy names avoidance policy, I'll go along with it on future suggestions ^^ and if your desire is to stick to it then never change your way.
Who knows, maybe the Leper's broken sword is actually him, finally silenced ^^ it's the most annoying magic item ever.
It's a fairly powerful magic sword, famous because a dumb knight is like trapped inside it and often speaks and tell really stupid and annoying things.
But is from another fantasy game, Baldur's gate 2, a bit off-topic _:-)
Have you checked Avalon? ;)
i have 2 good trinkets that i believe would promote different play styles for their respective characters.
The first one would be a houndmaster trinket that gives
1 A small debuff and acc boost to make his mark ability a bit more reliable (+10% and +5ACC)
2 A speed boost so he can mark before anybody else (+2SPD)
3: A substantially higher stress heal as they are not as reliable as others (50%> increase)
4: No bonus damage against marked targets and a damage reduction (-90% damage against marked targets + -20% damage)
I would say a healing recieved and dodge boost would also be welcome but not as necessary since those can be recieved from other trinkets. Additionally, i would also suggest a possible row restriction for these buffs and debuffs so that you could adjust when you would need it
This would make him useful as a sort off 4th row man at arms who marks and protects teamates.
The second trinket is for the jester (which i am much more certain this class needs.). it aims to capitalize on the debuff ability of a jester and less on his bleeds. I would also say as a secondary aim, it would also aim to make jester viable for more boss fights.
buffs
+40% debuff skill chance in row 1 (for his solo skill)
+5-10ACC (for solo and finale)
+10 dodge
debuffs
-10-15% stress healed (to either himself or others)
-100% bleed skill chance (makes slice off less effective without making its high crit rate less effective)
-20% move resist or -20% stun resist (means finale can be disrupted easily)
I would also include (as ideas for buff and debuff balancing would be)
Buffs
Higher health (enough to take a critical hit from full health)
Higher dmg (compensates for bleed)
higher bleed and blight resist (small health pool)
increased Death blow resistance
Debuff
Less health (makes crits all the more deadlier)
Less health healed (harder to recover)
more stress damage taken
Slightly higher chance heroes are suprised/less chance monsters are suprised
less trap disarm
Glory of Ra
Nice! I really like these 2 ideas a lot. I actually think they would be comboable and thats even funnier. Let's comment them:
Houndmaster trinket:
I have to be honest, throught all my game hours (they are a bunch) I have never used the houndmaster as a marker/defender, so I didn't noticed it would be playable this way. I used to play him in warrens (hes specially good here) and maybe weald. I saw him as the kind of charecter that have a very narrow niche but it's good at it. But this idea gives me a little more perspective. I'm thinking in something about this:
+30% debuff chance in row 1.
WHY: I like the concept of making the hound master a sort of "row-4-man-at-arms", but because his natural position is 3-4, it wouldn't be cool if we put him in front instead of the rear? If he is a defender/scapegoat, lets put him in the front XD.
No +SPD
WHY: I also liked the "mark before anithing else" idea. But we already have the dog treats for that (and I think this is the REAL purpose of them) and a trinket that gives him speed would make them useless. We now have a bunch of trinkets that raise speed, too.
+ 30% stress heal in row 2
WHY: The heal is less reliable, but the plain average stress cured is maybe the second best in the game. If we add up his good self heal, he could become a stress heal monster. He is already fairly good at stress healing, so I think this would work enough.
- 60% damage against marked
- 50% bleed chance
WHY: Tha houndmaster's damage is already low in anything that is not a marked beast, so I think that the HUGE DMG debuff you are suggesting would rend him completely damage-useless (I mean, he would have always like 0-1 DMG). this would reduce the viable options for an already unflexible class. With this DMG debuffs, he still packs a little punch vs unmarked enemies (he still has less bleeding DMG), but has to rely on other to kill marked enemies.
FUN!
So we have:
+30% debuff chance in row 1
+30% stress heal in row 2
- 60% damage against marked
- 50% bleed chance
It seems like a pretty solid trinket at first glance to me.
Jester trinket:
Well, we also have a bunch of DMG and CRIT jester trinkets in the mod, so I don't think he need more DMG now. He is, with my mod, much more DMG viable than before. But I like the idea of making it more boss viable, since he is bad in long battles. What about this:
+20% debuff chance in row 1
+20% debuff chance vs non size 1 monsters
+10% DODGE vs non size 1 monsters
WHY: A decent buff vs normal enemies but a big one vs bigger enemies (of course all three can stack)
-40% Bleed chance
WHY: the same reason as houndmaster. Without any trinket, hes actually bad at doing damage. I think that letting a small chance to bleed is not unbalancing.
-50% stress heal
WHY: I'm tired of "inspired tune" jesters, which only sit back and heal stress while others do the damages. So I halve the usefulness of it (it still can be used, tho), to force him to the battle :D.
So we have:
+20% debuff chance in row 1
+20% debuff chance vs non size 1 monsters
+10% DODGE vs non size 1 monsters
-40% Bleed chance
-50% stress heal
I don't know if it balanced enough, for for sure will be fun (as jester is)
Now think about the two trinkets combined: the first 3 battle turns, the row-1-houndmaster marks and debuffs the enemy while the jester stacks Battle ballad. The 4th turn, the jester obliterates the debuffed enemy, while the houndmaster pass to row 2 and becomes a battle-ballad-jester for a turn, just before turning back to row 1.
FUN!!!!
Whoa, what a lot of text. But I like to explain and discuss these things with high detail, because I think its the prper way to do the right stuff.
Thanks for the feedback, this really helps to improve. Have fun!