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Αναφορά προβλήματος μετάφρασης
Loving the unique feel of the Combo and Elemental effects, they're surprisingly well planned and implemented. Usually when people have made Combo systems for characters they end up being an incomprehensible, unplayable mess.
I liked that the elemental effects feel distinct from one another, although the combined elements don't feel AS unique. I found myself losing track of which ones combine for what effect, I'm assuming they're based on the system in Warframe but having never played it I didn't exactly find them intuitive.
Toxin inflicting Poison is pretty standard, Cold and Slow was a little unexpected as devs don't tend to use Slow much. Electric dealing only 3 damage per hit is a little underwhelming. Burn is surprisingly effective, given its damage seems to increase exponentially with higher stacks.
It's not that difficult to get 10 stacks of an element and load enemies up with debuffs, Slow and Electric can't really keep up with Poison and Burn. Slow doesn't stack and damage from Electric doesn't increase at all.
The combined elements are a bit of a mixed bag too, Magnet is a good one for certain enemies, but I mostly found myself using Irradiate and Gas, both having comparable effects If I remember right. Intoxicate that makes enemies 'deal damage to each other' and Blast are both seriously underwhelming, neither feel particularly better than their component elements.
Hm.. I can't immediately think of the other one, I'm sure there's a 6th though.
Anyway, I can see alot of thought went into making this character work in Slay the Spire, I just wish he had a few more element-specific attacks besides the Rare ones, as they're the only way to inflict basic elemental effects if you've got one of the combined ones active.
Which reminds me, I was a little confused as to why elemental stacks can go above 10 and 100% proc rate. I mean, I got past 20 stacks with some and the descriptions say 200% chance to apply.
I would like some way to have normal and combined elements at the same time, not exactly sure how it might work, but I imagine you'd be able to figure something out if you wanted to allow that.
One weird issue I came across, would technically be a soft-lock if I didn't have the Quick Restart mod on: if you activate the Power that adds 1 to debuffs applied to enemies and then the card that increases Strength until the end of turn and grants some Heat, the power continuously triggers on the 'lose Strength at end of turn' debuff on the PLAYER, causing it to keep increasing indefinitely.
Other than that, I like the use of Flight, but his Attack that deals damage based on stacks of flight seems ridiculously overpowered. That card also has the only description where it isn't clear exactly how much damage it will do, as it only has static values, rather than calculated one like other cards.
Overall he does feel stronger than the base characters, but I think that's mainly because of things like that Flight attack and stronger on-hit effects.
Second of all, sorry for that bug with Intensify, turns out I didn't add to the code for it to check for Debuffs you apply on enemies, so it checks for ANY debuff you apply (even in yourself). I'm fixing that inmediately.
Let's see. Elemental effects are, as you said, based on Warframe's elemental effects, as well as the fact that they combine with each other in the way they do. I want to keep mainly loyal to that concept, but some adjustments can be done. Regarding going above 100%, that just means you can apply the effect several times in a single attack (so stacking electricity means you deal 3 damage several times), this makes Blast and Electricity a bit stronger than you may think at first. Magnetic is pretty niche, but can be very strong on specific fights (like the Time Eater), it's also a very niche effect on Warframe. I agree that cold may be a bit underwhelming though, so I may increase the amount of slow you apply with each attack, but keep in mind that it will still increase the damage by an additional 10% for each card you play, so it's like a stronger version of vulnerable.
And yes, the character is currently pretty strong. I decided to default to the stronger version of my ideas at first, and then take some steps back to balance things out, rather than making the character too weak and having people drop it before really trying it. I don't thinkg that the card that uses flight is THAT strong, though. Ironclad's Fiend Fire, with the many ways the Ironclad has to gain strength, will deal more damage than that card on average, unless you use up your 3 Flight from Archwing (having a recovering 3 flight is pretty good) or you use Patagium to stack it higher (which then means you are hoping to get both cards together).
By The Way, I think I'll add an small explanation of elemental powers and how they combine on the mod's frontpage, for people that, like you, don't have experience with Warframe. I think that may be better than cluttering the card's with extra information.
I sometimes found I wanted to switch elements partway through a battle as I'd made a combined one that wasn't particularly useful. Is there any mechanic in Wareframe that lets you remove or switch active elements?
Im considering adding an upgrade to the starter relic (like the black blood from the ironclad) to maybe recover the "draw when power is drawn" effect and alleviate that starting hand issue in a more rewarding way than just having that possibility for free.
I am really enjoying this mod though, it's probably my favorite character mod and the only one that I've actively been grinding the ascension for but the higher ascensions you go the harder it is to justify having a garbage opening draw without the correct relics
I actually dabbled in the idea of having some mods that you'd make use of out of combat, like what you said (along other things like having a shield that recharges), but the concept ended up straying too far off what Slay the Spire is and I didn't want that. Nevertheless, I'm working on adding some relics and I'm definitely adding some sort of "Gain X element at the start of combat" or maybe a "Bottled Whatever" relic that will let you select a power card and have it activate at the start of combat. I know it's not the same, but I think it works better for the kind of game Slay the Spire is.