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Posted (edited)

While equipped, the Chilled Amulet lowers the player's body temperature to a set value. It drains 16.7% durability per minute and restores 2 sanity per minute. Whenever the player takes damage, it applies 0.67 freeze stacks to the attacker and consumes an additional 3% durability.


The temperature reduction works well, but the durability depletes far too rapidly. Currently, the item is only viable for harvesting Boulderboughs in the volcanic biome, where the resources obtained can offset its high durability cost.

 

1.I suggest cutting the passive durability consumption by more than half. Crafting this amulet requires a Sapphire, which is quite expensive in the early game. It also occupies an equipment slot, so it should reasonably last for two full in-game days.

 

2.The amulet should not drain durability passively when the player has no need for its cooling effect.

 

Its defensive freeze mechanic sees almost no practical use. The amulet already has poor durability, and continuous passive drain makes it even less practical during combat. This effect only activates when the player gets hit, which means sacrificing health and armor. Its efficiency is also underwhelming: being hit three times only produces the same freeze effect as two strikes from an Ice Staff.

 

3.I recommend reworking this ability: the amulet fully freezes attackers immediately upon the player taking damage. Durability is deducted based on the total freeze stacks required to freeze the target, keeping the original cost of 3% durability per 0.67 freeze stacks.

 

4.Add a new active effect: each basic attack dealt by the player applies 0.67 freeze stacks to enemies, consuming 3% durability per hit.

 

5.An interesting concept: While wearing the amulet, if the player's wetness exceeds a set threshold, the player will be frozen and all wetness will be cleared. The durability consumed scales with the total wetness removed.

 

Additionally, add a Salt Crystal upgrade system for the Chilled Amulet, following the design of the Ice Staff. Each upgrade will increase its total durability and freeze effectiveness.

 

Why I bring up the Chilled Amulet in the Beta branch:

 

In this update, I noticed the development team has adjusted underused magical items including the Telelocator Focus and Night Light. Most of these items were directly ported from the single-player version and have remained untouched for years, falling far behind the current game balance. I believe this is a perfect chance to share the opinions of long-time players and our expectations for further tweaks to these magical items.

Edited by Sofy Happy
  • Like 13
  • Big Ups 2
26 minutes ago, YouKnowWho142 said:

I'm honestly really glad to be seeing so many people drawing attention to the magic tab items. A lot of them are super outdated and would be amazing to see buffed considerably.

Yeah, once they're done with From Beyond, I'd really like if they did a massive QOL update buffing a lot of underused or underpowered items like the chilled amulet, night light, telelocator staff, or the tail o' three cats.

  • Like 3
Posted (edited)
2 hours ago, Sofy Happy said:

3.I recommend reworking this ability: the amulet fully freezes attackers immediately upon the player taking damage. Durability is deducted based on the total freeze stacks required to freeze the target, keeping the original cost of 3% durability per 0.67 freeze stacks.

 

4.Add a new active effect: each basic attack dealt by the player applies 0.67 freeze stacks to enemies, consuming 3% durability per hit.

Imo these would feel too strong, especially when combined, it should be a set amount of freeze. 

Being able to freeze attacks instantly adds insane survivability so it should be like a freeze value of 2, and instead of adding freeze to attacks it increases the efficency of fhe ice staff as like a set bonus.

But yeah it needs buffed.

Most Teir 1 magic items are really bad to mid, the prestohatonator is very skippable.

Edited by Jakepeng99
2 hours ago, Sofy Happy said:

While equipped, the Chilled Amulet lowers the player's body temperature to a set value. It drains 16.7% durability per minute and restores 2 sanity per minute. Whenever the player takes damage, it applies 0.67 freeze stacks to the attacker and consumes an additional 3% durability.


The temperature reduction works well, but the durability depletes far too rapidly. Currently, the item is only viable for harvesting Boulderboughs in the volcanic biome, where the resources obtained can offset its high durability cost.

 

1.I suggest cutting the passive durability consumption by more than half. Crafting this amulet requires a Sapphire, which is quite expensive in the early game. It also occupies an equipment slot, so it should reasonably last for two full in-game days.

 

2.The amulet should not drain durability passively when the player has no need for its cooling effect.

 

Its defensive freeze mechanic sees almost no practical use. The amulet already has poor durability, and continuous passive drain makes it even less practical during combat. This effect only activates when the player gets hit, which means sacrificing health and armor. Its efficiency is also underwhelming: being hit three times only produces the same freeze effect as two strikes from an Ice Staff.

 

3.I recommend reworking this ability: the amulet fully freezes attackers immediately upon the player taking damage. Durability is deducted based on the total freeze stacks required to freeze the target, keeping the original cost of 3% durability per 0.67 freeze stacks.

 

4.Add a new active effect: each basic attack dealt by the player applies 0.67 freeze stacks to enemies, consuming 3% durability per hit.

 

5.An interesting concept: While wearing the amulet, if the player's wetness exceeds a set threshold, the player will be frozen and all wetness will be cleared. The durability consumed scales with the total wetness removed.

 

Additionally, add a Salt Crystal upgrade system for the Chilled Amulet, following the design of the Ice Staff. Each upgrade will increase its total durability and freeze effectiveness.

 

Why I bring up the Chilled Amulet in the Beta branch:

 

In this update, I noticed the development team has adjusted underused magical items including the Telelocator Focus and Night Light. Most of these items were directly ported from the single-player version and have remained untouched for years, falling far behind the current game balance. I believe this is a perfect chance to share the opinions of long-time players and our expectations for further tweaks to these magical items.

This.

It has so much potential but is overlooked by magi, backpacks and body armor slot.

People would never go for this bone armor or magi in body slot with not even niched uses, it's too weak

  • Like 2

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