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i will NEVER shut up about this for as long as the beta goes on: alpha tinkering II is just.. really meh...

Gastrogain: I dont actually care about this one that much, it's already a solid circuit and increasing the hunger drain more than it already is doesnt really resonate for me. 

Sanity: Why was dapperness halved? I haven't seen a good argument why should come back other than "it didnt matter anyways". people liked it! my friends liked it! it was 3 extra Sanity with a tam and 5 extra with enlightened crown. additionally, it acted as a downside, as insanity was ALSO affected, like from dark swords or dreadstone. I dont care for dapperness that much though, and I can see that maybe the halved dapperness was more of a buff so you're not getting like -30/min from dreadstone

Beanbooster: I just... don't like how it's a once per encounter overheal? We already have a health circuit, what's the point? Id prefer if it still increased in combat, just slower than if outside of it. incentives kiting compared to what it is rn

 

Health: The worse offender, imo. 2.5% damage reduction per slot of health, meaning you get 17.5% at the very most. If I dedicate my entire alpha line; which means loss of hunger, hunger drain reductions, sanity, insanity resistances, and beanbooster shield; i am getting 3.5% more damage reduction from log armor, and 2.75% dr with dreadstone. it's pitiful!! I feel like it should be at the very least around 30% dr if im dedicating all my slots into it, an inbetween of Wigfrid and Warly. Either you could make it 10% per super and 5% for smalls, or diminishing returns of 15% -> 10% -> 5% for each super. Alternatively, increased healing from food or less armor durability loss could be considered, but tweaking the tuning numbers is the simplest answer here, albeit less creative.

 

I obviously still am quite fond of the tree despite it's flaws, but this specific skill ticks me off just enough. i hate to be the person asking for more after all of this, but it is genuinely just number tweaks

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14 minutes ago, Fishgirl said:

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Health: The worse offender, imo. 2.5% damage reduction per slot of health, meaning you get 17.5% at the very most.

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tweaking the tuning numbers is the simplest answer here, albeit less creative.

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Or just delete it and find something to instead. Keep nerfing it until nobody use it doesn't make sense.

19 minutes ago, Fishgirl said:

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Alternatively, increased healing from food or less armor durability loss could be considered.

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I like this idea.

Keep fighting the fight!!! Klei, skills actually being worthwhile means that there’s MORE customization, especially when people have to pick between skills they want instead of just not taking some because they are unimpactful

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Maybe they could revert the numbers from alpha hp circuits damage reduction first release BUT they only work to reduce your armor's damage taken. not your own?

That sounds nice in paper! (i don't know about balance though)

Gastro circuit is the most meh, for me. I happen to have a single circuit on me in the chassi I use to walk around, but it feels more like a cozy walk, than strategy.

I suggested in  another post that alpha tinker 2 could buff the numbers you take from food (including negative effects), sanity and health included.

That could change the way we heal in battle. 

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4 hours ago, TioKaien said:

Maybe they could revert the numbers from alpha hp circuits damage reduction first release BUT they only work to reduce your armor's damage taken. not your own?

That sounds nice in paper! (i don't know about balance though)

Gastro circuit is the most meh, for me. I happen to have a single circuit on me in the chassi I use to walk around, but it feels more like a cozy walk, than strategy.

I suggested in  another post that alpha tinker 2 could buff the numbers you take from food (including negative effects), sanity and health included.

That could change the way we heal in battle. 

yeah i like these

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