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We want relics to be a real part of gameplay and not something you only care about when you find a healing item. Buuuut we also don't really want people spending 3 minutes camping out in boss rooms chugging out of their Canopic Jars.
It's a big change and there's definitely room for things to have been made too good / too bad. Therefore aliens! I mean... Betas!
In case im not annoying, here's some more Qonstrukt'ive (⌐■_■) feedback:
General:
-You shouldnt be able to find two identical Items in the same run, e.g. Starsymbol Idol
(Maybe this should be applied to Steelblade/Crossblade versions aswell)
-There's The Bible: Old Testament and The Bible: Old Testament, both firing Plague Bullets
-Bubbles deal 4 damage without desecreation, and sometimes proc more than once, they killed me with 6 hp in an instant
-When converting damage to health, Poison Potion still does damage instead of health
-When having an attack modifier, Books such as Octillion 2 behave strangely and pick targets in bursts, rather than constantly (Not sure if intended, but would be a more enjoyable experience).
-Walking through a portal heals for 1 hp, which is useful, but makes the "Living on the edge"-achievement unable to unlock
-Unknown Potions rather should have a short "unknown" or "???" text rather than the long "pickup unknown relic"-text, since it can hide bullets
-Starchild emissary doubling himself on Insanity is a cool idea, however both should suffer damage, not only the original one
-I killed the original emissary, upon its death the fighting tune stopped, the portal didnt open and his replica was still alive. Upon attacking it further, it died and the fighting music came back along with the portal
-See my screenshots for a chest costing $1000000 (prior to 1.20 beta) and "Health is more common" and "Health is less common" through advanced insight.
It has also has a problem with the format, e.g. a missing word wrap or text being out of bounds.
The fishstick that makes you spry ice bubbles recklessly has a nice "**TODO**" name, and the miniboss who drops it was no happy fellow, he didnt laugh.
Regarding Starcreep:
-The Vendor sells edible organs to starcreep
-When becoming another and ingesting organs, and then becoming starcreep again, you get to keep the organs (Which is actually cool, when you are lucky to have the possibility)
-When the countdown of a level is over, starcreep shouldnt be teleporting into the death zone
Suggestions:
-It would nice to have unlocks for each character upon defeating the master, e.g. starcreep has none, while the fearful plant has 2
-Even with the manasystem changed, maybe organs can alter cooldownrate, enabling them to slightly get buffed or nerfed, without an factor that makes them unusable
-What about a Potion that makes you throw up, letting you choose ur organs again?
-Secret Passive for the scientist to find more potions
-Scar's damage scaling with gold, or some other money related ability
-Characters still dont have full health in library (Just a reminder, pretty sure you already put it on the list, since its a minor complain)
Also why is Pumpkin Man so spooky?
1. If I'm not mistaken, there are both 1/2 and 1 HP health drops, now? I think vendors previously sold 1 HP items, but it's definitely nice to get the opportunity to find them elsewhere--especially at higher difficulties.
2. I really appreciate that you can see the name of an item before you pick it up. It's useful for identifying those items that otherwise look similar.
3. Love the fact that you applied some suggestions regarding some of the characters (i.e. the Priest resisting temptation, modifications to the Embalmer's power, etc.) These qualities help distinguish each character to a greater extent.
4. I think the changes to MP mechanics are interesting---shorter power/spell cooldowns really DO encourage you to use them more actively and frequently, allowing for "MP-oriented" builds.
5. Some of the additional item variety is pretty novel (and welcome). For example, Saint Victor's Eye now has the whole "Smite three random bystanders" effect that helps give it more personality than it had before; Same thing with the Golden Vajra.
EDIT: I do, however, feel like the "turn damage into health items for x seconds or y hits" class of items could use additional tweaking however, since my experience with them in v1.20 is that they're fairly useless. I think this is because (at D1+) there are so many projectiles that you'll convert the first one or two hits into health and then immediately sustain multiple damaging hits immediately thereafter.
I certainly like the IDEA of the tweaks to these items--that they require a certain degree of skill to use effectively--but I feel like they may be better off with a combination of slightly greater limits tempered with slower cooldowns.
And then, seconds later...I think it MIGHT be changing the layer effects? It just isn't changing the text that expanded insight shows you? My reasoning: I was getting almost no drops, used Anubis' Mask, suddenly get 4+health drops in a row, use it again, suddenly get 2-3 gold drops in a row.
I think it's possible damage-to-heal items were over-nerfed. Maybe instead of cancelling the invincibility effect upon absorbing the "max" amount of health, it just lets you stay invincible but stops taking health. They're tricky items to balance because the line between "not worth the risk" and "best item by FAR" is super thin with them.