安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题








Neat that it scales exponentially, but this fundamentally undermines the appeal of volatile ink since you can also permanently lower strength by mixing corrupt artifact with chain shot.
I did read your bullet points but even if this card were not currently an issue, it limits design space in that you need to be twice as careful with cards like dark experiment or dark plans, which is a shame since they reward hard work in their own right.
Perhaps you're ok with this, but stalling the heart fight indefinitely is questionable to me:
https://i.imgur.com/e4nwrEU.png
If you feel like addressing this, I'd say a good place to start is to reward the player with ink for doing something well that's unrelated to ink, so at least formula doesn't skyrocket off itself.
2) Lure cards are a cool mechanic, but currently pointless as getting a rare card pick can take a long time, and then you have to give up that pick - just not worth the trouble. Instead how about giving the associated card a 33% chance to appear in normal combat rewards and 50% in elite combat rewards?
Well done on the mod, this character is great. I just finished my very first run with it (note that I have over 830 hours of gameplay, so I know the game pretty well).
Cannon mechanic was very fun, I will try to use it more in my next run. First run always ends up with a messy deck because we don,t know the cards yet.
Ink is nice too. Lure is Awesome!
Balance wise, the cannons or the inks by themselves are strong. Putting them together makes it really bad ass. But then you also have the Storm and Bury mechanic, making the Beach Friends way too powerful in my experience. Now I need to climb up Ascension to see how it will go from there, but I believe there might too many mechanics for the same character. I would suggest you might create another character : The Pirate (or the Corsair) to use the Bury / Dig mechanics, and keep Ink, cannonball and Lure for the Abyssal. We never have too many characters for this game! (I know this is work, loads of it, but I do not know your level of dedication for modding, so, maybe!)
I will try to edit this review when I reach higher Ascension levels to see if new observations arise. I am sure the new relics (I have encountered none in my first run, but I play with many mods, which makes the rotation larger and the odds of having a specific relic go down a bit)
I saw people complaining about the art : I don't care. It would piss me if this was a purchasable product, but it is free for use.
Thank you for the time conceiving this mod and making me add more hours to my favourite game!