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About new perks in beta test


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1v1 - A fairly average damage buff, the perk is only good for bosses/mini-bosses (and not all of them). It's very difficult to implement it in rooms due to the large number of mobs and the slow stack of perk damage. It would become useful if, for example, the additional damage stacked separately for each enemy and was only reset upon taking damage.

Aura Aura - An interesting thing, it was fun to play with High Ruler, I hope there will be many more such perks in the future.

Body of Light - The cursed sword from Dead Cells. Because of the metaprogression, this perk makes no sense; you deal huge damage and are practically immortal from the very start of the run. Until there's a proper balance of player/enemy damage, this perk might only be taken for fun.

Destruction Therapy - All skills of this type have the same problem: destruction of an object by another player or enemy does not activate the perk's effect. I would make it so that the perk activates from the destruction of an object by anyone, but it would heal enemies, and twice as effectively as allies. You could make this (and all similar) perks better by generating new objects with waves of enemies.

Deus Ex - A perk for (possible) one-shotting/skipping boss phases, this perk could, for example, activate on a random enemy/enemies upon entering a room (if it's supposed to be useful in regular rooms at all). I found this perk on my very first run in the beta test and one-shotted the boss by activating the perk with the very first hit, lol (for those who will play Rotwood for the first time, this might not be very good).

Flicker, High Ruler - Very cool, nothing more to say.

Hunter’s Rally - It's very good that perks for builds through rare strong attacks are appearing.

Hunter’s Pick-Me-Up - Too weak healing, even with the Surgical perk. Need to increase the healing or maybe add a bonus to the received teffra?

Imposing Presence - Fine, but I would add an increase in the radius or attack speed of the aura instead of damage when upgrading.

Insult to Injury - It's worth increasing the healing by at least 5, or increasing the threshold at which enemies are considered to be on "low health."

Into the Fray - The healing of this skill could also be increased by 5, but overall this perk is fine.

No Contest - Okay.

Phase Out - Does it do the same thing as pants with the same effect? Resource Extraction at least makes sense to take having armor with the same effect.

Property Damage - The same as Destruction Therapy but even worse, you need to lure the enemy to the object which increases the chances that the object will be broken by another player or enemy.

Resting on Laurels - Hit streaks by themselves give nothing, taking this perk at the very beginning of the game you get nothing until you find something that works from streaks. I think it's worth increasing the rarity of this perk.

Resource Extraction - This perk is least affected by the problems of "Destruction Therapy" and similar perks, especially if found at the beginning of the run.

Twist of the Knife - Haven't played much with it, but this perk seems very weak, should do the same as I wrote about "Insult to Injury."
 

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