PisiWasTaken Posted March 21 Share Posted March 21 The Beanbooster Circuit feels kinda akward. Its not bad, but its not really worth using either. Right now it gives 10 HP every 30 seconds (or 20 while using two). While its almost on par with jelly beans, you can heal 60 hp instantly by just eating gears, or just healing food. Because of that, the circuit doesn't feel that impactfull. its just slow, passive sustain that doesn’t meaningfully change how you play. Also, its hard to justify sacrificing 200 max health and ~10% damage reduction (from a small health circuit and a big one) for 100 sanity and a half of a jelly bean. It would feel much better if the Beanbooster Circuit was reworked into something more active: My idea is that instead of slow passive regen, it could provide a burst heal on a cooldown (similary to how it did when it was bugged). Im not talking about a full heal, but an effect similar to the Nanomachines from terraria's Calamity mod. Not a full heal, but something like: every 30 seconds, you gain a healing effect that restores 2 HP per second up to 50 HP, then goes on cooldown again. It adds game feel and whould have an effective healing rate of ~0.9 health per second (on par with Wigfrid, when fighting). Considering its obtained from one of the harder bosses, bee queen, it should feel like a meaningful upgrade. Right now it doesn’t quite get there, but shifting it toward a more active, burst-based mechanic could make it feel much more rewarding to use. Link to comment https://forums.kleientertainment.com/forums/topic/170183-my-sugestion-for-a-beanbooster-circuit-rework/ Share on other sites More sharing options...
ShadowDuelist Posted March 21 Share Posted March 21 I’ve been playing around with this circuit exclusively since the last hotfix, and it seems to be in the right spot. You trade off having more HP, but you get a strong passive regen plus a shield. Paired with some damage-resistance circuits and armor, your regeneration + shield effectively become the same as (or better than) having more HP, making you both tanky and very cheap to sustain (as long as you’re not just tanking every hit). It also lets you go around eating crappy food (like raw monster meat) without any consequences, saving your gears for longer or harder battles. 4 Link to comment https://forums.kleientertainment.com/forums/topic/170183-my-sugestion-for-a-beanbooster-circuit-rework/#findComment-1855128 Share on other sites More sharing options...
Jakepeng99 Posted March 21 Share Posted March 21 I’d argue all the alpha circuits including bean booster are too strong if anything. I mean you get a sheild, 10 Hp every 30 seconds (strong enough on its own), 100 extra Sainity points, 50% reduced insanity auras and 25% increased Sainity auras, and finally some Sainity regeneration. its way more than strong enough and probably gives too much value. I feel like the Sainity stuff could be half as effective for the Beanbooster circuit. Link to comment https://forums.kleientertainment.com/forums/topic/170183-my-sugestion-for-a-beanbooster-circuit-rework/#findComment-1855131 Share on other sites More sharing options...
PisiWasTaken Posted March 21 Author Share Posted March 21 tested both setups: max health circuits and one Beanbooster with two health circuits and health came out on top. With perfect kiting neither matter, but by tanking or kiting decently (getting hit now and then) max health came on top for most bosses (tested on klaus, nightmare werepig, dfly and bearger, with an infinite suply of suply of football helms on the ground). On top of that, WX can realistically get an almost infinite supply of gears as early as the second full moon, which makes reliable healing very accessible. Because of this, passive healing doesn't really make a diffrence. A burst-healing version of the Beanbooster would still keep the benefits of passive healing, while also being much more useful in actual combat. As it stands, the trade-off just isn’t worth it, both in practice and based on the numbers. Link to comment https://forums.kleientertainment.com/forums/topic/170183-my-sugestion-for-a-beanbooster-circuit-rework/#findComment-1855136 Share on other sites More sharing options...
ShadowDuelist Posted March 21 Share Posted March 21 10 minutes ago, PisiWasTaken said: tested both setups: max health circuits and one Beanbooster with two health circuits and health came out on top. With perfect kiting neither matter, but by tanking or kiting decently (getting hit now and then) max health came on top for most bosses (tested on klaus, nightmare werepig, dfly and bearger, with an infinite suply of suply of football helms on the ground). On top of that, WX can realistically get an almost infinite supply of gears as early as the second full moon, which makes reliable healing very accessible. Because of this, passive healing doesn't really make a diffrence. A burst-healing version of the Beanbooster would still keep the benefits of passive healing, while also being much more useful in actual combat. As it stands, the trade-off just isn’t worth it, both in practice and based on the numbers. The thing is, I believe the Beanbooster isn’t just for bosses, it covers all the dumb mistakes and constant damage you take in everyday gameplay. It lets you play much more carelessly against both trash mobs and bosses. Paired with electric circuits, you can make short work of most trash mobs, and even when you’re tanking, you recover all the damage and sanity you might have lost afterward without spending a single gear or healing item. For boss fights, you can still eat gears, and you have so much base health that it doesn’t really matter. The longer you keep the Beanbooster active, the greater the benefit you get from it. If you want to play in a min-max way, you can still have an alternative body with full health and damage resistance, if that’s your thing. I think, as it is, it’s pretty good—especially if you manage to rush BQ and get it early game Link to comment https://forums.kleientertainment.com/forums/topic/170183-my-sugestion-for-a-beanbooster-circuit-rework/#findComment-1855140 Share on other sites More sharing options...
PisiWasTaken Posted March 21 Author Share Posted March 21 Just now, ShadowDuelist said: The thing is, I believe the Beanbooster isn’t just for bosses, it covers all the dumb mistakes and constant damage you take in everyday gameplay. It lets you play much more carelessly against both trash mobs and bosses. Paired with electric circuits, you can make short work of most trash mobs, and even when you’re tanking, you recover all the damage and sanity you might have lost afterward without spending a single gear or healing item. For boss fights, you can still eat gears, and you have so much base health that it doesn’t really matter. The longer you keep the Beanbooster active, the greater the benefit you get from it. If you want to play in a min-max way, you can still have an alternative body with full health and damage resistance, if that’s your thing. I think, as it is, it’s pretty good—especially if you manage to rush BQ and get it early game it still covers the cases you presented. my suggestion basicly makes it more viable for fights, and still keeps it as strong as it normally is outside of em. i just personally believe that the circuit that you get for fighting bee queen shouldn't be worse than the circuits you fought her with. 2 Link to comment https://forums.kleientertainment.com/forums/topic/170183-my-sugestion-for-a-beanbooster-circuit-rework/#findComment-1855142 Share on other sites More sharing options...
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