Noita
D2D Content Pack
Dani2D  [developer] 14 Sep @ 11:29am
Borrowed Time balancing
Originally posted by Armach:
The perk keeps you alive even at 1hp because it keeps removing 2(overkill-1) from your max hp. That's a good trade-off on paper but the heart mage trick makes regaining that lost hp trivial, so I think it should be tuned to be more in line with saving grace so it doesn't activate while you're at 1hp.

It would make it overlap with saving grace and having both at the same time would be redundant but there are already many redundancies within the perk pool in vanilla, like with the immunity perks, so it all works out.

hmm, I see your point about the heart mage trick, though not all players (me included) can pull off the trick on a regular basis. and even for players who can, I still don't see how Borrowed Time would be any better than Extra Health + Stronger Hearts, especially since with those you don't even have to do the heart mage trick to restore your max health.
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Armach 15 Sep @ 7:06am 
I was kind of "tunnel-visioned" by my recent godrun into believing that the heartmage trick is guaranteed every run. You need like 4 uncontrollable factors to be in your favor to perform it.

Thinking again after that realization, the perk is balanced enough in it's current state. It only does the "immortality at 1hp" thing when you rapidly take small amount of damage, like from plasma spells. If you take 2k damage at 1k hp, you're as toast as you'd be with saving grace.
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