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I don’t agree with removing the Abigail gamertag, but agree it needs to be adjusted.


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The current skill tree is strong enough, and Abigail still needs preparation before battle and care during battle.
Because of this necessary work, the tree is balanced.
The problem now is that the combat effect after a lot of preparation for potions makes some players feel that they have lost the challenge. (including me)
I don't want to make the game more difficult for some new players just for my own enjoyment.
In order to coordinate and balance two different demands. I think that powerful potions can be balanced by adding a cooling mechanism or a sanity penalty. (The potion requires the heart of redemption, and the heart of redemption requires the character’s blood)
The key to balancing this way is to preserve Abigail's survivability, but you can't let Abigail fight alone just by using potions.

1 minute ago, NINA1917 said:

The potion requires the heart of redemption, and the heart of redemption requires the character’s blood

Reminds you of painful memories while using it.

This could be reasonable fixing method I guess. Though I personal think we shouldn't nerf something which existed before the skill tree. It is weird as "skill tree haven't brings bonus for some point but brings nerf."

But if this is necessary, I have to agree with this with my tears.

14 minutes ago, Steorra said:

This could be reasonable fixing method I guess. Though I personal think we shouldn't nerf something which existed before the skill tree. It is weird as "skill tree haven't brings bonus for some point but brings nerf."

But if this is necessary, I have to agree with this with my tears.

Since other potions are almost useless, adjustments can be made only to the ghost potion to increase the HP restored each time, but shorten the duration of the effect, and the total amount of ghost potion restored remains unchanged.
This would increase the cost of fighting solely with Abigail, while also creating more room for error in critical situations.

26 minutes ago, NINA1917 said:

In order to coordinate and balance two different demands. I think that powerful potions can be balanced by adding a cooling mechanism or a sanity penalty.

Wendy can consume mental power (san) to enhance the effect of the potion, but within a day, if the same potion is used continuously, the effect will decrease and more san will be consumed.
This restriction can have a cooling effect. Added factors that need to be controlled during combat.

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