Patreon Poll #5 - Choose A Wand/Ring Rework!
Added 2020-05-11 15:01:03 +0000 UTCHey Patrons!
For this item rework poll we’re focusing on wand and rings! There are fewer items that I have ideas for major design changes in these categories, so I’m doing them in one poll instead of separately. For each option I’ll share the item’s current state and some general ideas I have for improving it. The winning choice will have these ideas developed on and will be reworked in v0.8.1!
Ring of Wealth
The ring of wealth’s current focus is on providing extra loot when enemies are killed or containers are opened. While that works well in theory, that loot just isn’t worthwhile, and wealth is the worst ring by a fair margin as a result.
I think the core design of wealth is good, but I’d like to significantly rework the existing drops and add more items that have high value, especially when the ring is upgraded. A long time ago the ring increased the upgrades the player could find at high levels, I might like to try giving it some of that power back, though with bounds on the RNG and limits on farming.
Wand of Regrowth
Back in 0.3.0 I decided that the wand of regrowth was the game’s dedicated farming item, and in retrospect making the wand all about farming was a mistake. The wand should have significant utility outside of just generating grass and plants in empty boss floors.
Firstly, I’d like to ditch the wand using all charges per shot, so that it could be used in combat more effectively. Probably I’ll have it share shooting mechanics with the wand of fireblast. I’d also like to take another look at the top-end plant the wand can generate, as starflower is no longer unique, and the wand should generate a suitably interesting plant at high levels.
Wand of Magic Missile
The wand of magic missile is both the mage’s starting wand, and a regular wand that can drop in the game, which puts it in an awkward spot. It can’t be strong on its own or the mage becomes too strong/boring (remember the boomerang?), but it’s undoubtedly too weak at the moment.
I’d like to give magic missile a new ability which lets its shots briefly empower other wands. The empowered buff would likely increase wand power and might also do things like conserve charges or let the wand shoot instantly. This way magic missile can have some unique utility, while also not allowing the mage to just win the game with it alone.
I’d want to be careful with how it’s balanced though, so that dumping magic missile with one wand on the side isn’t the most consistent way for the mage to win.
Ring of Might
Might currently lets the player partly circumvent the strength system, plus a mild health boost. This results in an item that falls off hard in the lategame when strength isn’t a concern. Additionally, while getting more strength is fun for newbies, it’s bland for experienced players.
I’d like to make the ring more evenly balanced and interesting, while keeping the theme of playing with the strength system. Rather than boosting the player’s strength, the ring could play with the effects that occur when the player has too much or too little strength. It might reduce the penalties and enhance the boosts, or add something new of its own.
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Please vote for as many options as you like, you don't need to vote for just one! I allow multiple votes as it means that a higher proportion of people will end up voting for the winning choice. It also lets me gauge interest and lets polls be a bit more flexible, I might choose to implement the top 2 choices in some polls for example.
All patrons are encouraged to share their opinion by commenting and voting, but only the votes from Golden+ Supports are counted when determining a poll winner. Votes from Shattered Supporters are worth double!
Comments
I think one of the big mistakes with the most recent wealth changes was trying to focus too much of its power into consumables. Some higher-value consumable drops should be there, of course (bombs and pots are definitely good choices for that), but I don't want the ring to just give even more of what it already gives. I think a good direction for a lot of the ring's power budget is to let it pay back some of the upgrades spent on it by dropping you upgraded equipment, which would naturally replace the current +0 gear. Of course, this would have to go along with some sort of farming-prevention mechanic so as to not let the player just endlessly spawn upgraded loot. One thing to note for might is that this wouldn't be intended as a nerf to anything but the health boost. I'll likely leave the current benefit more or less the same, or only pull it back slightly. It's more about giving a way to scale into the later stages of the game. The general newcomer experience also isn't significantly shaped by individual items.
Shattered Pixel
2020-05-11 17:34:46 +0000 UTCI think a lot of wealth's issues could be alleviated by reducing the amount of kills it takes to get a reward (again) and letting it drop bombs/honey instead of those horrid +0 armor/weapons. Essentially, making it more efficient and all-around useful. I don't really care about high level drops, though they would be a neat addition if implemented properly. They won't be able to carry the ring by itself, however. My sole vote is for wealth. I find the other items more or less fine within their respective niches, and I'm not interested in a ring of might nerf regardless of how mediocre it is late-game. I'm not looking to complicate things even further for newcomers. If it says it makes you stronger, it should make you stronger.
Zrp200
2020-05-11 15:43:01 +0000 UTC