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The problem of having strong items early in the game.


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The post concerns a situation where a character with a strong item related to Shadow Affinity is able to have it before the first winter thanks to Nightmare Werepig.
This is quite a major disruption of the game's balance, so I want to provide an idea for solving this problem.

Thus, Walter is now able to prototype his unique items in special stations. So if he has this ability, then all other characters should have it too.
All character items that require a resource associated with a special stations in their crafting would need to be unlocked at these stations, i.e. time pieces, jembells at the pseudo science station. Mudslingers, affinity elixirs at brightsmithy and shadowcraft plinth.
Then a character who obtained pure horror and dreadstone from Nightmare Werepig would not be able to immediately craft their items for Shadow Affinity.

But it wouldn't solve the problem yet, because the shadowcraft plinth can be crafted without activating the shadow rift anyway.
Therefore, in order to completely block the acquisition of strong items in the early stages of the game, the shadowcraft plinth recipe would have to be changed.
Shadowcraft plinth, in addition to the current items such as nightmare fuel, pure horror and dreadstone, should also require one piece of dark tatters. Similarly, crafting brightsmithy would then require one piece of brightshade husk, so as to maintain parallels between these items. Then their graphics could be slightly modified to include dark tatters and brightshade husk elements.

33 minutes ago, Kacpert25 said:

The post concerns a situation where a character with a strong item related to Shadow Affinity is able to have it before the first winter thanks to Nightmare Werepig.
This is quite a major disruption of the game's balance, so I want to provide an idea for solving this problem.

Thus, Walter is now able to prototype his unique items in special stations. So if he has this ability, then all other characters should have it too.
All character items that require a resource associated with a special stations in their crafting would need to be unlocked at these stations, i.e. time pieces, jembells at the pseudo science station. Mudslingers, affinity elixirs at brightsmithy and shadowcraft plinth.
Then a character who obtained pure horror and dreadstone from Nightmare Werepig would not be able to immediately craft their items for Shadow Affinity.

But it wouldn't solve the problem yet, because the shadowcraft plinth can be crafted without activating the shadow rift anyway.
Therefore, in order to completely block the acquisition of strong items in the early stages of the game, the shadowcraft plinth recipe would have to be changed.
Shadowcraft plinth, in addition to the current items such as nightmare fuel, pure horror and dreadstone, should also require one piece of dark tatters. Similarly, crafting brightsmithy would then require one piece of brightshade husk, so as to maintain parallels between these items. Then their graphics could be slightly modified to include dark tatters and brightshade husk elements.

This idea is very nice but to add more

characters like Wolfgang or woodie or wurt that can use their affinity without any cost I think it will be a nice idea if the affinity only activities in these characters if rifts are opened in their world

9 minutes ago, dst_lover said:

This idea is very nice but to add more

characters like Wolfgang or woodie or wurt that can use their affinity without any cost I think it will be a nice idea if the affinity only activities in these characters if rifts are opened in their world

This shouldn't be applied for Woodie however since his lunar affinity is meant to help him on repeated playthroughs during the moonstorms

26 minutes ago, dst_lover said:

characters like Wolfgang or woodie or wurt that can use their affinity without any cost I think it will be a nice idea if the affinity only activities in these characters if rifts are opened in their world

This sounds too restrictive to me. Moreover, in practice it could be irritating. You want to use such a mudslinger in the boss fight, but you can't because rift has just closed.

3 minutes ago, Kacpert25 said:

This sounds too restrictive to me. Moreover, in practice it could be irritating. You want to use such a mudslinger in the boss fight, but you can't because rift has just closed.

I think they meant after you open the rift content for that world not the rifts themselves being opened.

5 minutes ago, Kacpert25 said:

This sounds too restrictive to me. Moreover, in practice it could be irritating. You want to use such a mudslinger in the boss fight, but you can't because rift has just closed.

 what I meant is if you start the rifts those power will be permanent 

3 minutes ago, Steorra said:

 

Have to say no about this. Since we could easily stop the rifts generation by planting massive grass walls all around the map.

What I ment is all those abilities will be forever even if the rift closed the ability will remain if you start your rifts in your world

7 minutes ago, dst_lover said:

What I ment is all those abilities will be forever even if the rift closed the ability will remain if you start your rifts in your world

Still have some point have to argue, those two affinity line for woodie is seems like more meaningful for pre-rift, after we step into post-rift many ppls prefer to switch other character than woodie. If the change work for woodie as well it may just making his affinity become meaningless.

1 hour ago, Steorra said:

Still have some point have to argue, those two affinity line for woodie is seems like more meaningful for pre-rift, after we step into post-rift many ppls choose to switch other character than woodie. If the change work for woodie as well it may just making his affinity become meaningless.

Somebody already told me that and I agree with both of you but if he can get his lunar affinity only after the 3 pieces are gathered I think this will be fine too

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