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The axe circuit looks really cool, but I don't really get what it's meant to do? It doesn't seem to save durability, it doesn't have any AoE properties, and it's only a little bit faster than cutting normally (probably about equal with normal cutting + animation cancelling). It definitely can be fun though, just making it AoE would do wonders for it. Plus, it works with the Shadow Maul, I imagine it could get a larger AoE with some shadow fire effect or something.

Block circuit is weird, it's not like Wigfrid's shield where you can parry an attack for some damage, it just gives you a hefty damage reduction bonus. I'm sure there's uses for it that I'm not thinking of, but that fact you can't do anything while blocking makes it seem like it might just be a facetank circuit meant for multiplayer. If that's the case, then that's fine, albeit a bit boring.

Sound wave circuit seems niche, and even then I don't see it being all that good. I guess you could use it while being chased by a group of enemies, but the fact you can get hit out of the animation really makes it seem like it won't be that useful outside of bee queen.

The rot circuit uh... definitely exists! From what I've seen it can be used as a large fuel item (think boards, saplings, grass tufts) in items that accept fuel, which is pretty underwhelming and honestly kinda insulting for 2 circuit slots (granted all of the gamma circuits are pretty mediocre so it's not like youre losing much).

I'm not a big fan of the illuminant circuit nerfs, the range seems really small now, to the point where you might as well just carry a lantern and free up those beta slots for more speed. I also still dislike the cone, since if you try to kite away from a mob, you'll lose sight of them, meaning you'll be unable to press f to turn around. Instead you have to turn around, wait for the light to move over, then press f, which is all time the enemy can use to run up on you. That can really disorienting, especially during tough combat encounters. The light is pretty awful at 1 circuit, pitiful at 2 circuits, and just barely passable at 3 circuits. Using 4 or more is a complete waste, since at that point you might as well just the night vision circuit.

Hopefully the gamma circuits get improved, I really want to see the Shadow Maul get something special with the axe circuit because I think that'd be fun, also a 1 notch gamma circuit would be nice for filling in that one empty slot (such as when you use axe circuit + sound waves circuit).

Edit: Right to modify should be a base character thing and not something you have to spend a skill point on. Watts up and Energy-Efficient should also probably be combined to be 1 skill, since they're both really uninteresting QoL perks (honestly even with this change I'd still never take it, unless some other skills elsewhere are combined into each other). Also I'm pretty sure theres a small grammatical error in the backup chassis crafting description, there should be a comma instead of a period after "hardware". It reads better like that, at least to me it does.

Edited by Baark0
  • Like 3

I came to a lot of similar conclusions, but I think the only thing you forgot is where in progression you get each of the gamma circuits. I think you can give redigestion circuits a bit of a pass since it's super early game and extremely cheap (definitely needs more activation conditions than letting food basically intentionally rot), but the spinning circuit and blocking circuit are much later stage. Block circuit is not something you'll get early due to requiring a fairly rare item, so for its price it feels really not great. Meanwhile, the spinning circuit needs down feathers, meaning you're time gated out of them for a while. The effect in a vacuum isn't bad, but a slight axe upgrade that you can only unlock after beating a boss in spring is       not a good feeling.

  • Like 3
12 minutes ago, Baark0 said:

The axe circuit looks really cool, but I don't really get what it's meant to do? It doesn't seem to save durability

I was testing it and you can kill deerclops with gold axe for just 18 durability.
With classic axe you do save a little durability while chopping trees with this circuit.

28 minutes ago, Kvetevk said:

I was testing it and you can kill deerclops with gold axe for just 18 durability.
With classic axe you do save a little durability while chopping trees with this circuit.

yeah if you double up on chop circuits, It's cool but even it's intended effect is a little underwhelming. You can just chorus box and get a bunch of pigs to help chop, it's day time limited but still, it could stand to be a little bitty bit faster.

  • Like 1
  • Sanity 1
1 hour ago, YouKnowWho142 said:

I came to a lot of similar conclusions, but I think the only thing you forgot is where in progression you get each of the gamma circuits. I think you can give redigestion circuits a bit of a pass since it's super early game and extremely cheap (definitely needs more activation conditions than letting food basically intentionally rot), but the spinning circuit and blocking circuit are much later stage. Block circuit is not something you'll get early due to requiring a fairly rare item, so for its price it feels really not great. Meanwhile, the spinning circuit needs down feathers, meaning you're time gated out of them for a while. The effect in a vacuum isn't bad, but a slight axe upgrade that you can only unlock after beating a boss in spring is       not a good feeling.

I completely forgot about the recipes, and wow yeah those are pretty bad. Shelmets are already really uncommon and annoying items to get due to slurtles having an absurd amount of hp for an enemy that hides and gains immense damage reduction. The sound waves circuit requiring a naked nostril is really out of the way, though it's not the worst considering you're probably going to be visiting the lunar mushtree grotto to scan a lightbug anyways. I agree with you about the axe circuit, a mediocre axe upgrade that's locked behind moose/goose of all things makes it even more underwhelming than it already is.

  • Like 1
15 hours ago, Baark0 said:

I completely forgot about the recipes, and wow yeah those are pretty bad. Shelmets are already really uncommon and annoying items to get due to slurtles having an absurd amount of hp for an enemy that hides and gains immense damage reduction. The sound waves circuit requiring a naked nostril is really out of the way, though it's not the worst considering you're probably going to be visiting the lunar mushtree grotto to scan a lightbug anyways. I agree with you about the axe circuit, a mediocre axe upgrade that's locked behind moose/goose of all things makes it even more underwhelming than it already is.

using a mix of fire, watering cans, electrical stun and electrical damage can help make farming feel better, also the luck system helps with the drop rates but I can see why some one wouldn't be interested in all that.

Edited by ZeRoboButler
2 hours ago, Baark0 said:

free up those beta slots for more speed.

likely the next item to be nerfed into mediocrity with everything else.

2 hours ago, Baark0 said:

Edit: Right to modify should be a base character thing and not something you have to spend a skill point on. Watts up and Energy-Efficient should also probably be combined to be 1 skill, since they're both really uninteresting QoL perks (honestly even with this change I'd still never take it, unless some other skills elsewhere are combined into each other). 

to be honest they should be baseline now that we have 3x the bars. no amount of energy cost reduction is going to leave with more than 0 if you swap out everything. maybe the charge gain can be combined somewhere else

Edited by Soul7k

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