molivious Posted June 15, 2024 Share Posted June 15, 2024 tl;dr Hitstreaks and any damage source that comes/benefits from them are just too good...and that's fun! With powers like these, we don't even need high-tier weapon fortifications. I feel like having access to fortifications, too many sources of healing, and high scaling powers makes the current state of progression feel quite overtuned. 1v1 - Comparable to Confidence Building with a catch. By default super strong because see above, but I'm not complaining about this one. Aura Aura - Decent power. Love it. Almost feels specifically targeted for Strikers. Please give strikers more moves (charge/dash) for their H Attacks/balls too. Body of Light - Love it. My only issue with this comes from gear/weapon scaling and not the power itself. Destruction Therapy - This power trivializes Doc's Clearing and the addition of his finger soup in dungeons from playtests, as well as dedicated armor and weapons like the Gourdo set. I think this power along with others needs to be reworked/removed and please stop making it easier to heal—you might as well just give players 2 potions at this point and completely remove/forget about all powers that heal. Rant: There are currently too many ways to "stay healthy" in runs (whether that's by stacking so much damage or healing back lost health) and threats that may end the run for you are quickly getting left behind. When I can stop caring about my health and just prioritize faster clears even at the cost of trading a good portion of my health, knowing how easy it is to bounce back even in the hardest difficulties regardless of how badly I perform and terrible my luck is in the first half, I think that shows there's a problem with the game's balance...if there is any at all. Deus Ex - super fun and super strong, but probably too strong when considering that many hitstreak boosting powers/passives/gear exist (pew pew, imposing presence, high ruler, snortoise/bulbin armor, attack dice, shotgun, multistrike, etc) and make the "very tiny chance" quite "frequent" Flicker - Very nice, but feels kind of useless for the most part. Unskilled players who spam buttons are still going to take hits with improper dodge timings. When you can stack damage so high, the extra frames you save after/during a combo does not really matter. Plus if you're already skilled enough to know when to utilize this power, you're also skilled enough already to just stick to what you know and maximize openings. This power just doesn't give both unskilled and skilled players that much benefit. High Ruler - a more spammable Pew Pew with a cool condition. I like it. Hunter’s Rally - Considering some builds that reduce damage, deal a low amount of damage to self (bloodthirsty, poison pools) or restore health back (Ribbat), this power is pretty broken. See Destruction Therapy's 2nd "note" Hunter’s Pick-Me-Up - See Destruction Therapy's 2nd "note" Imposing Presence - my new favorite power. I am completely biased towards this because i'm lazy and completely support builds that allow me to shut my brain off. Insult to Injury - See Destruction Therapy's 2nd "note" Into the Fray - See Destruction Therapy's 2nd "note" (though I like this one...keep it a secret!) Turning the effect into bonus damage (like 20 or 30%?) or utility (like magnetism vs charged enemies) instead of a heal could make this better IMO. No Contest - Satisfying, but probably not broken especially once higher difficulties with higher HP enemies drop. Almost feels like a useless power at that point. The only concern I have is if (enemy) shields become more common in the future, then equipping the Bulbug set will make this power a spammable AoE Deus Ex. Phase Out - Cool. But kind of a weird option as a dropped dungeon power. I'd pick portals or simply equip the Iriss armor over ever picking this. Property Damage - This I love even if it doesn't make sense for those objects to explode. I also think this is a better and more fun implementation of an explosion power than No Contest is. Resting on Laurels - Good addition. Not sure if it needs any upgrade after the base effect though. And if you'd force players to upgrade (i.e. by nerfing the base value), I don't think it's still even worth an upgrade. Resource Extraction - It's okay, I guess? While upgrading powers IS strong, so is choosing a strong power. Even without the current +teffra powers/gear that we have, the amount of Teffra we get is already plentiful (thanks to Teffra rooms). And if you add more of these powers and passives, then Teffra rooms might become "low-value" or "meh" paths just like Corestone ones. The favor towards choosing between different clearing types is falling further out of balance. On a different but related topic: reaching the boss should feel like a struggle and facing a boss should feel scary...but with stuff like these and guaranteed optional clearings before bosses, reaching them feels more like a relief than a moment of stress and worry because you're now healthier/stronger than before. Forget tryharding, the run is as good as done by then. edit: Upgrades and Teffra rooms are just not good choices until the final boss fight because of how table-turning some base powers are. I'm beginning to think base powers should have less significant effects and the upgrades should come at higher prices (with more in-between upgrades) to increase the value of upgrading and taking teffra rooms over others. This means the runs before reaching upgrade/market rooms could become a bit more challenging and will force players to seriously consider their routes—change the current mindset from "Eh, we'll manage without upgrades so let's go through ALL the power and fabled rooms" to a more situational "this run is going to be so much easier with a few upgrades of our stronger powers and the risk of getting much weaker extra powers is probably not worth it at this point" Twist of the Knife - I liked this power when it was the upgraded Good First Impression, but I understand how broken that was. Now crits when they're low health seems as good as just specifying this bonus works only vs bosses or for the highest frenzied miniboss/elite encounters you can think of. But even then, it feels redundant with the amount of "crit chance" boost powers/passives out there. Either convert this into critical damage instead and/or just rework GFI by replacing "crit" with a fixed damage bonus (e.g. 25%/40%) and make it upgradable again with new hp thresholds (e.g. 80%/60%). GFI is already kind of meh now, especially in coop. I feel like that one needs more attention than this one needs to be added as a separate power. Link to comment https://forums.kleientertainment.com/forums/topic/157136-new-powers-feedback/ Share on other sites More sharing options...
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