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I'm thinking about giving it an internal limit of 3-4 triggers per stage, and a guaranteed trigger on TP bosses.

I do think it needs a limit per stage. or perhaps a flat max% gain you can get per stage.

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Any item that infinitely scales with one stack and no downside is too powerful. That's why Infusion got a cap of 100 HP per stack between RoR 1 and RoR 2. Why not give the Mystic Sword a cap like that, too?

"Killing a teleporter boss or an enemy with at least 1900 base health increases damage by 3% (+3% per stack), up to 24% (+24% per stack)."

If you insist on infinite scaling, I think the Metronome is fair because it's interactive and the bonus can be lost. Also, it doesn't scale past 100% crit chance without a specific red item. You could try something like this:

"Gain 15% more damage. Each time you hit an enemy with your Primary skill, you gain an additional 1% (+0.2% per stack) more damage. Missing an enemy resets this bonus."

or this, if you want to keep the giant slayer theme:

"Gain 15% more damage. Killing the Teleporter boss without being damaged by an enemy grants 15% more damage. Being damaged by an enemy during the Teleporter event resets this bonus."

Yeah, the more I'm thinking about it, the more I agree that it should have some sort of cap. I'll probably make it something ridiculously high like 100% max damage boost per stack, so it's high enough to not really affect the player in early game, but low enough to not give the player 10k% damage from one item.