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The reason why the potion was nerfed in the first place was because of an infinite loop strategy that the quarter master can do with the potions. Since the quartermaster can refresh one of his small items at level one With "scroll of recall" stamina potions are the best option. You can keep looping the minor stamina potion with this to some great effect but it isn't broken yet because you can still lose out on the loop cuz your only breaking even for the cards you played, 2 cards for 2 cards. so your only getting an extra turn. When you level up and get your perk to refresh any item meaning consumed as well if you get that in a turn you didn't already refresh the minor stamina potion then your getting 2 whole turns your breaking even effectively giving the quartermaster a hand size of 11 instead 9 for that turn. once you hit level 2 and pick up "Reforge" for its bottom to get 2 discards back then this becomes broken. Because you can loop minor stamina potion into "Reforge" and then get minor stamina potion back with "Scroll Of Recall" and if you get you refresh modifier you can get even more value out of this when ever it comes up. Then when you get the major stamina potion you can effectively don't need to rest because you can constantly be netting so many cards and turns on top of you being able to refresh any of these items at will when your modifiers allow. thus you always use potions first then "Reforge" and "Scroll Of Recall" because you will eventually have 3 of the refresh modifiers in your deck and when ever you want to get them back Use one of the Quartermasters Large AOE skills "Catastrophic Bomb" or "Scroll of Blizzards". which almost grantees you hit all 3 of these if not at lest one because you will only have 12 cards that aren't rolling in your modifier deck if you don't get the Extreme Fortitude perk because "Catastrophic Bomb" can hit up to 12 target's and "Scroll Of Blizzard" Can hit 8.But then we get to the head items #17 Empowering Talisman and #45 Pendant of Dark Pacts that allow you to refresh consumed small items for consuming the head item. Small items which are hands down the most power items in the game, empowering talisman allowing you to 1 consumed small item and Pendant of dark pacts allowing you to get 2 but you also curse yourself. Complete Breaking all balance with turn efficiency if it wasn't before. He can refresh those to so it really doesn't matter in my opinion if you nerf the stamina potions because your only really hurt all the other characters in the game not really the quarter master. No matter what he will still get to this point with the nerfed stamina potions it just takes slightly longer because of the harder early game for this strategy. Nerfing an item because one character in the game can break it isn't Good in my opinion because he can break any item in the game because that how he was designed and play tested. The best way to fix this issue is to either Change the quartermaster which I did in my 3 spears mod or make any item that restores discarded cards permanently lost like the quartermasters solo item #141 Utility Belt so they cant be refreshed. These items would be #13 Minor Stamina Potion, #34 Major Stamina Potion, #69 Star Earring, and #95 Scroll of Stamina.
But still. I believe that playing your strongest card 3 times in a row, may be fun, but it is not how Isaac design the game.
And sure, I was so upset when I received my gloomhaven boardgame v2, with stamina nerfed. But it push you to think with all your cards for the futur turns. To plan with your allies to get the element you need etc.
I like a lot some of the change you did.
I am going list all of item which can to my mind
#15 Boots Of Speed initiative initiative changed to 15 from 10.
#43: Boots Of Quickness initiative changed to 30 from 20, Cost reduced to 60.
#22 Heavy Greaves Removed the Minus 1 modifier.
#29 Comfortable Shoes Cost reduced to 20.
#50 Steel Sabatons Removed negative modifiers, cost reduced to 40.
#57 Serene Sandals Cost reduced to 60.
I like what you did with those
#46 Spiked Shield Cost reduced to 35.
#68 Halberd Cost reduced to 65.
I dont see the need to buff it
#61 Wall Shield Changed to a one handed item but shield reduced to 3.
Great, or keep shield 4 and increase cost.
#39 Hooked Chain Changed to a One handed item. I like it, but maybe overpowered now?
Here my thought about items acquirable by properity
Some personal ideas :
#5 - Cloak of Invisibility. This item is too powerfull. You take it at P1 and keep it to P9. Maybe doing invisible until the end of the round, and an other item at higher P with the same effect for more gold.
#6 - Eagle-Eye Goggles.
#9 - Piercing Bow.
Same issue as above. Prosperity 1 -> higher. Price : 30 -> 40 ?
#1 Boots of Striding
#36 - Boots of Dashing. Price : 40 -> 30.
#64 - Boots of Sprinting. Price : 75 -> 50.
Because Boots of Striding are really good, people tend to keep it. But in a party where there are only 2 available, you want to push them to upgrade their boots.
#40 - Versatile Dagger. Price : 25 -> 20.
#67 - Balanced Blade. Price : 60 ->45.
Those were pretty bad, still are :P
#42 - Ring of Haste. Price : 30 -> 50.
#56 - Ring of Brutality. Price 40 -> 60.
#70 - Second Chance Ring. Price : 75 -> 120.
Items that give you extra turn are very powerfull. To me, there cost should be equivalent to an good enhancement
#69 - Star Earring.
#49 - Sun Earring.
#28 - Moon Earring
To me those items, have same issue as above
As pitiflauticus said, some become very powerfull, and others, well it might not be your game plan.
But you had a great idea with the orb : why not adding "rolling infuse element" of there type ?
#76 Chain Hood Changed to having 2 or more enemies gain shield of 1 from 3 or more.
#92 Dampening Ring Changed to spent from consumed.
I like what you did with those. Never had the chance to get the item, but now I would consider to take it
#98 Drake scale Boots also Gives you immunity to immobilize .
For the same price, you can fly. It can even combine with #22 - Heavy Greaves (immunity to move by the enemy/scneario) to get competitive
#103 Drake scale Armor Also grants shield of 1 permanently.
Very/too powerfull. The best armor (#104 Steam Armor) grants 1 Shield 5 times before it spent.
#108 Drake scale Helm also changes Disarm into strengthen.
Or immune to disarm + stun ?
#116 Fueled Falchion Changed to spent from consumed.
Maybe too powerfull? Need its cost increase for sure.
#118Staff of Elements compare to a normal wand, it is bad. -> One hand ?
#120 Staff Of Summoning Changed to unrestricted from spent, cost increased to 75.
That would be too good I believe. One hand, cost less ? The summoner already like it :D
I dont see the point of those items...
#125 Curious Gear Change to a spent item and cost reduced to 40.
Game breaking
#127 Giant Remote Spider Changed to spent from consumed cost reduced to 40.
it seems better and not broken.
I'm glad you like these changes those changes and it helps me feel like I'm not over buffing something
#46 Spiked Shield I don't believe retaliate especially a retaliate that isn't ranged should cost the same amount as #32 Tower Shield. I do see your point with the retaliate of 2 be worth the extra 20 gold from #8 Heater Shield. Maybe it not needed you get #32 Tower Shield at prosperity 4 and #46 Spiked Shield at prosperity level 6 I just think retaliate is weaker.
#68 Halberd it has a really good effect but for the gold cost its not worth it for me it a 2 handed item it doesn't Reach the power level that I would expect for giving up 2 different one handed items. that's why i reduced the cost.
For #64 - Boots of Sprinting in particular I wanted to lower #64 to 60 gold to keep in line with the others but I do see your point here a change will be made ima revisit this later. #36 - Boots of Dashing price 40 ->35.
#40 - Versatile Dagger. is pretty bad I don't think anyone would have a problem if i lowered it to 20 gold. but for #67 - Balanced Blade I'm not sure if dropping the price more would be justified because an attack of 4 when ever you want is pretty good but hen it becomes an attack of 6 with the Mind Thief the "Mind Weakness" augment.
#42 - Ring of Haste, #56 - Ring of Brutality, and #70 - Second Chance Ring are very power full but I don't think increasing there cost is a good move because they get you closer to burning out yes this can be miniated by stamina potions. if you couldn't actually mitigate this with stamina potions these items would be very dangerous to use bring closer to death.
#69 - Star Earring #49 - Sun Earring #28 - Moon Earring for these 3 most spent items aren't amazing except boots and armors so I'm not to sure about increasing the cost. the heal on sun earing is nice but not crazy. I would agree with you that star earing could use an increase.
Lastly with your thought on prosperity those mods don't work in Champaign as of yet but you got some good ideas here.
I was thinking of doing that if these were to powerful I'm not sure if I would making them rolling or not but I will most likely go with this. Maybe plus 1 generate an element. Planning for some different for another item. or might return them to original state.
I'm going to move the immunity immobilize to #103 Drake scale Armor and then probably leave it at that. maybe I could probably come up with some other ideas its just coding it is the hard part.
Then try and do as you suggested with the #98 Drake scale Boots by combining it with #22 - Heavy Greaves.
To better explain dragon scale helm it does this. "Whenever you gain MUDDLE OR Disarm, gain STRENGTHEN instead." so the effect is removed when you get it.
#118Staff of Elements i thought about giving it one rolling modifier of each element to give a boost of power. instead of the elemental blades because it would be more fitting because I cant make to many items one handed even if it a good idea. :D Couldnt do what i mentioned before because of the code.
#121 Orb Of Dawn and #122 Orb Of Twilight I think they are part of a quest line not 100% sure so I just gave them the opposite element so you can actually use the item as a hand slot and be happy the you have the plus 2 modifiers.
#125 Curious Gear I'm going to reduce the range to one to see if that works better then how it works now with being a spent item and reduce the cost to probably 25 maybe. or allow it to remove on trap in the range of 2
i really want to play test this because I love the summoner I think she needs to have a bit of extra control over her summons so using this once every turn on a summon doesn't seem bad to me because you have to resole at least one of the cards you played on your turn in digital to use items like minor stamina for some reason.
I admit, I lack of experience on it. But transforming a melee character to a ranged seemed to me really powerfull.
Yeah you're right. It is a bit weard though, Att3 is meh and 4 great.
I will for sure try this in my next run.
Again, really appreciate your work. I will keep following the mod.
Btw, any chance to make a mod allowing summon/spawn on gold toke as the new Frosthaven rule?
for the ideas of nerfing things in general I believe that a majority of items are some what average and there are just a lot of items that just out shine certain items. But as long as an item has its own niche I don't usually change it.
for making summons spawn on gold I haven't taken a look at it myself but I assume its hard codded into the game. ill take a look though.