Splitting bow is pretty much mandatory in any arrow focused build.Ĭornucopia's mandatory on every build. Regardless you're going to want a quiver on any arrow-focused build.īoomstick legendary actually does provide protection, so can be used. Feels bad to have to lop off a valuable synergy just to make things work at all. Technically you could use a protect variant of quiver, but then you lose poison speed synergy. Legendary is bad, so this one can be a protect variant. This is the cornerstone of what makes the build good, so you can't really sacrifice it for a magic variant.Ĭan be a protect variety, but that means NOT using the powerful legendary, which is a huge loss. Mother in Law protects nothing, and needs to be protected. But it would be neato if not only were more card variants useful, but if there were some way I could actually choose to use them. It's a symptom of my decision to play a restricted mode, for sure. Just play lower difficulty and you can mess around more. Now for people NOT playing daredevil, this isn't a big problem. It's not until much later that your inventory starts to fill out enough that you could consider it, but by that time you can't consider it anymore because of the need for protection.Īs cool as imposition and curse are, and I do like them, they railroad you into not using any playstyles which require magic variants to function. Also earlier on in the game, before imposition/curse is a problem, you simply don't have the cards to work with. Examples would include shockwave on use, or health/mana drop on use with heartbreaker. I can use at most two cards that don't protect other cards out of 10, which isn't enough to make magic variant based synergies actually work. But if I wanted to make a build out of, say, the shockwave on use mechanic? Well how do I do that without half of it getting disabled if I accidentally trigger two bosses. Cooldown reductions when properly shielded can be REALLY powerful on a lot of cards (like movement skills, and bladestorm). There's a ton of card variety with magical variants, but most are really questionable in the first place, and to use them at the cost of protecting your build's synergy isn't a realistic choice. The end result is, to make a strong card selection, you need to cover a lot of bases, imposition often makes that harder by forcing you into using cards which are NOT synergetic with one another, or your plan, and cursing forces you to take what's left and make sure it doesn't get disabled so you don't have to keep adjusting your build every 2 screens. Synergy forces you into using certain cards to make different strategies viable, with imposition more often than not working against you in the attempt. Imposition forces you to play with many cards which may not mesh. The second and third are closely related, imposition and card synergy. The big problem you have for high difficulties right now with regards to variety comes in three big interconnected forms.įirst and biggest is card cursing, which is prohibitive enough to make left/right wing protection virtually mandatory for a smooth play experience. For everyone else there's a tl dr at the bottom, so scroll away. The cards are the real choices in the game and they are viable throughout the game while variants are there only to add a flavor and a little more edge to the build.Īlright, huge sprawling rant time, sorry in advance Konstanty, I know you actually read this stuff. Designing anything is an art of tradeoffs :-)Īlso, we are talking about variants which were added in order to increase variety and allow for "fine tuning" of builds. It would also lower the number of possible builds unless there would be forking upgrade paths for each card which in turn would require constant downgrading/upgrading as the monster mix in the dungeon would shift or the player would come up with a new strategy. That, however, would be very boring in the long (and probably even medium) run since no new stuff would drop but runes. It could be done if there was a way smaller subset of cards that could be upgraded ad infinitum. So if it really is a bad design, it's present everywhere! Every single game have most viable items and skills, no matter their form. Originally posted by Darkness:Even though the general tone was bad, the utopia that "everything should be viable" sounds marvelous, and no games have done it yet.
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