It will count the bonus for curse infusion. The badge will require you to get the pickaxe to as high a level as possible.
00-Evan
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That’s not coming this update but I would like to add more ‘use this specific mechanic well’ badges.
At the moment I just have them grant a higher quantity of regular barrier, but that feels a bit boring so I’m considering giving them a cooldown reduction benefit for the new seal shielding.
One of the things I wanted to move away from is the shield basically just being healing, so no the shield doesn’t persist forever. Once you’re out of combat it’ll fade, but you will get some cooldown refunded based on unused shield.
The shield triggers if the Warrior will be at or below half HP when the incoming damage resolves, even if he was below half health already. It triggers on any damage source that can be absorbed by shielding (i.e. anything but hunger).
All else being equal yes this is absolutely a nerf, which is why the shielding is being made a lot more generous. At base you’ll get 5 shielding with a 100 turn cooldown, which is already 20 turns per shield at best, as opposed to the current Warrior’s static 30. With T5 armor and Iron will this can go up to 15 shielding, effectively meaning 6.7 turns per shield. These numbers aren’t final though, of course, and obviously you are not going to be getting this shield as max effectiveness, but the idea here is if you play around it you’re going to get a lot more effective points of shielding than the old system which had 0 interaction.
I think we simply disagree then. I absolutely understand the possibility for something like this to be more detrimental to the game than fun, but I don’t think it goes against the spirit of a roguelike/lite at all.
Unfortunately the originals for the splash arts aren’t currently available anywhere. I don’t plan to put them in the game (clashes with the pixelated aesthetic) but it is possible that they’ll be used elsewhere in the future.
The censer was changed in v3.0 to be more straightforward, the effect now triggers when an enemy is in sight, and aims quite close to the enemy, regardless of whether that’s in a hallway or shop. The previous logic about not triggering in hallways or shops was removed. I am open to bringing that back if needed though.
As I’ve said multiple times the entire quest would be balanced around itself. Probably the items would not be outright OP and wacky but you’re also definitely not going to have to basically play a second sewers.
Actually I think the Slay the Spire analogy is perfect. It would take too long for a single floor challenge of course, but aside from that imagine a little extra challenge in early act 3 where you get to draft a new deck from a limited selection of more powerful cards, run through a short gauntlet of specially balanced fights with it (maybe drafting a few new cards each fight), and then get a reward (perhaps getting to keep 2 or 3 of the cards you drafted). I think something like that would work pretty well within Slay the Spire’s existing systems.
The quest would be entirely balanced with this sort of thing in mind, it’s not going to put you into an environment that’s balanced around your current build while also taking it from you temporarily.
it does exist in vanilla but is far more accessible in Shattered. Sometimes when issues are lower priority it can take me quite a while to get around to them.
Thanks for reporting this, though the best way to report buts is to email me. I’ll look into getting this fixed.
It’s a visual quirk, as the cloud is part of Tengu’s animation directly, rather than a particle effect.
I do want to reduce the cost of the mossy clump and I think that’s likely to happen in a patch. It’s surprisingly still not weak even after the recent nerf though, but probably another one won’t be needed. Currently the weakest trinket is still the mimic tooth, but people love it for the gameplay it creates. Sundial and Trap mech are middle of the road and blodo vial is surprisingly really strong, it just needs to be played around.
When allies, wands, or some artifacts are used on an illuminated enemy, the debuff is consumed and the enemy is dealt bonus damage equal to the priest’s level.
If the equipment is cursed but unknown, there’s a 15% or 25% chance that your attempt to equip it will be cancelled and you’ll be notified that the item was cursed.
It should already be out everywhere, including the App Store!
no the pickaxe itself needs to be at this level