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Some further feedback after the latest two patches:

First of all, it seems like a few of my changes were used in the latest patches. Thanks! I'm not sure whether they were directly inspired by me or not, but I'm glad I could help. I have a few more points of feedback to make after even further testing.

DISABLED
  • Choc Chip
    • Re-enabled after fixes.
  • Mystic Sword
    • Re-enabled to try out the nerfed version.
  • Treasure Map
    • Re-enabled after fixes.
CHANGED

I changed a few items to fit with RiskyMod's balance philosophy of removing area scaling and proc coefficients, so I won't list those changes here, since they are outside of the default scope of the mod. (Thank you for the granular config options, by the way!)

  • Nuclear Accelerator
    • Damage% per 1% of speed decreased to 0.4, down from 0.5.
    • Damage% per 1% of speed per stack decreased to 0.2, down from 0.25.
      • I actually think the balance of this item is a lot better now, but I'm going to keep trying it at this balance point for a while and see if it needs a bump back
  • Treasure Map
    • Had a chance to try this out on a run. It's definitely powerful, but I think at this balance point it feels about right. Your design notes from the patches were about where I was at with the balance, and I like the reduced range (I was considering it myself).
  • Contraband Gunpowder
    • Damage reduced to 250%, down from 500%.
    • Damage per stack reduced to 200%, down from 400%.
    • Radius stacking and proc coefficient removed (these are RiskyMod compatibility changes, not balance notes).
      • This item actually ends up being furiously powerful with just a couple extra pickup items, especially on melee survivors. While it's actually fine for an item to be especially good on certain survivors, especially when it requires other items to make it that way, this damage point should still allow the it em to be exceptional in these situations. Another idea I had was to bump the damage back up a bit and just severely reduce the drop chance of the item's flasks, but I'm going to try this out first.
  • Thought Processor
    • Attack Speed increase per 1% missing health increased to 2%, up from 1% (max 200%).
    • Attack Speed increase per stack increased to 1%, up from 0.5%.
      • This item is good, don't get me wrong, but even at this value it was just "pretty good" in my testing. In the early game you can hover at lower health values for longer, but you also have fewer supporting items. In the later game, it's rare to be below max health for very long (you'll either heal or die) unless you're Rex, who the item is an obvious natural synergy on. Still, this change should help the item feel more like a proper red item, transforming the way you play and giving you a big power spike.

By the way, my favorite item is the Cutesy Bow because I love how it looks on Acrid... my second is Marwan's because it's a really unique and interesting scaling item that works well on survivors I tend to play!