This is fantastic. I love this form of video going over the patchnotes. A+ for sure. lovin it for the thieves guild and genie, I always saved them until I was to the last hour of the day and the other person showed up to make sure I wasn't losing an hour by selling the item. It definitely felt like it wasn't working properly, so I am very happy to see that getting addressed (along with like everything on this list, truly couldn't have asked for a better patch)
Ya the whole infinite or bust situation that was happening was incredibly boring/annoying, glad they managed to bring in some pretty good looking fixes relatively quickly
for a second i wasnt sure if he was live streaming and reading chat or he was just saying that to himself and then goes to stroke his beard contemplating it.
Thanks for explaining the reasoning behind the changes and keeping us up to date with the vision or what you're looking for feedback on. Keep up the awesome work.
bronze items dont all have to feel useable, however we shouldn't be punished in the shop when we hold onto them and can't upgrade them anymore especially past d10.
Agreed, it would be nice to see a system where either the longer you hold an item the higher the chance to find an upgrade or when bronze item drop chance drops to "0" you have almost a guaranteed chance to still find an upgrade if you just press the appropriate shop
their design is make it difficult to force a build, so even though you're holding on a good bronze item wanting to upgrade it, they want you to be more creative with the items in the stores the last patch was all about finding the infinite charge items and upgrading them, which does not follow their vision for the game, hopefully this patch will allow for more creative builds and more pivoting
@@samon101 with that design in mind it should be hard to find specific parts of a build, not necessarily to find upgrades (imo atleast) and with how the game is going they're just going to keep adding more and more items which ultimately means it will be harder to force builds but also harder to upgrade, and I simply feel that upgrading should feel harder if you got lucky and found key items early
Devs talking through their thought processes and patch notes is one of the best forms of content for any game, love hearing your insight on the state of the game!
I love these update videos! I wish more games did this. It's such a nice feeling to put a face to and hear their feelings about their game. It makes me the player feel at ease when I see bugs or balance issues. Because I can rest assured that it is being noticed and they are TRYING to address the issues, and I can more easily look past it and look forward to seeing how it will finally be fixed. LOVE this game and the developers keep up the good work!!!
I feel like companion core nerf is a good idea but only hasting adjacent items is a poor choice because upgrades to it will still feel useless. What good does 30 second haste on two items really have. Personally I feel haste 1/2/3/4 friends for a flat amount would feel better to play because that way the haste can bounce across more items and you're more incentivesed to actually upgrade it + at diamond it would keep the same identity as the old core. Hope my feedback is appreciated, you're game is great and I hope you keep up the good work ❤
@mati4193 I personally like the idea of the cores cast giving adjacent friends haste for 1/2/3/4 and a passive for when you use friends to left of this haste friends to the right of this (1/1/2/2)
@@ItsLupiz interesting but with that you have no incentive to get companion core to diamond, more haste to adjacent only is useless when they're already perma hasted
"Level up upgrade will add a click" No it won't. It will remove one. Cause often the upgrade reward requires you to move an item to the left then put it back where it was.
I'm really glad this addresses the meta build right now (even though I am sad to lose access to some combos). Other people have said most of my major issues with the game right now, so I'm just gonna say one. There needs to be *some* reward for non-ranked runs that do well. Obviously, they can't be chests, but maybe like a handful of the gems that we buy tickets with. Or a partial ticket that combines when you get a few. Just *something*, because from a gameplay perspective it feels terrible to get a 9-win run (a success by most measures) and get nothing at all for it.
Good work, nice to see the enthusiasm with which new concepts are implemented and then rejected again. You can tell that a lot is being done to continually improve the game
Leftmost item made players do additional clicks in order to shuffle items around so the right one got upgraded, Pedastol system will likely me the same amount of clicks and work smoother.
the youtube algorithm recommended me this video even though ive never heard of this game. i just wanted to say you have a really deep and smooth voice. PEEK asmr. i can fall asleep to this.
Is how shops interact with items you own (ie locking you out of upgrades after a certain day if you own a bronze) likely to be changed at some point? That's the number 1 change I hope to see at some point.
Really exciting for the charge changes, i feel it makes sense with there being haste and slow not to have so many charge loops. Especially when the charge loops can proc scaling skills and items just completely blowing past anything else.
It's really refreshing to actually see the passion and thought possess of a development team like this just upfront. I can't wait for the games full release!
@@Jacob___THE_Jacob he is such a forgiving boss he started to joke that everything will get you fired in his company, so you using "We'll see how that plays" instead of "We'll see how that feels" made me think of that
Reynad’s knowledge/involvement in every aspect of the game is very impressive and the reason I keep playing. Hundreds of hours played already and still hooked.
thank you so much i really love the changes but wish there was still the volatile good or bad of the luck with the 5 choices on level up miss some of the crazy options you dont see anymore but i totally get it for the state of the game, thank you for breaking the patch down much love for the great game, going to play my free ranked for the night
Your changes to item charging are word for word what I would have done. I specifically didn't say anything to you about it since you said that encourages you to do the opposite, so glad they made it in! Changing charge to only 1 or 2 sec, and using cooldown scaling as a metric for faster use was EXACTLY what I wanted. The looping patch really made the game feel bad for me, so I'm looking forward to reinvigorating my interest for the game. I'm not sure how I feel about the skill changes tbh. Having skills give you a burst of power early on and then taper off later seems to be the opposite of the game pacing we want. Also introduces some clarity issues about how your charge engines work (for items like treb and power drill), where skills will still affect their use speed, but not be reliable. I'd honestly prefer consistency in this aspect. Might be better to go with the old system but instead of having "when you x, do y", limit it to "when your leftmost item does x, do y", to bring the balance more in line. Another thing I don't like is the homogeneity in the new skill design, where so many skills become the "charge x when y" type of effect and I really don't get a good feeling for which skill is which at a quick glance. Anyway, just wanted to give some of my thought process rather than just say "skills bad". Hope this helps.
I, for one, am really like the idea of having CD change between tiers. Gives you more levers to balance with and i dont think it effects an item's identity.
Could you incorporate some way of seeing any item's upgrades while hovering over it? I love the frequent updates but I don't know what a lot of items actually do as a result.
Hey Reynad / Devs. Didn't see it said explicitly but I'd like to see more done to address common giga hard counters. If a build is somewhat common it shouldn't absolutely crush with no hope of victory another common build. E.g. currently I think on days 1..5 the best 98% of turtle/barrel builds will beat the worst 98% of weapon builds, and imo that's not good, low skill expression, you just roll the dice and you either get a good matchup or your lose no matter how perfect your build is in it's category.
I like the more item focused idea ur going for. I get Undauting or whatever it is the one thats 40 shields ever time an item is used. Feels like one of those skills that are too good
The bummer thing about new fort is that it penalizes cooldown reduction effects. Would it be better if it said something like "base cooldown" or something.
Having Limited Use Skills just feels Bad, I Skip almost every Skill that Says "the first time you do X" or something similar for that reason. Just not Fun Design.
the way he says get good essentially and then the small section of "this isnt a skill focused game, most of it's supposed to be going on with the items." it just killed me 😂
I think the gumball machine event is good. It may not scale very much on a lot of runs, but when you have certain runs its what enables and scales it directly
Its feels just sooooooooooo bad to loose at 9 normal game wins without getting anything 3 times in a row, like complete waste of time. Try to give at least +1 crytal per Game or something when reaching certain Steps.
Love the game and I appreciate the extra insight on the patch goals. Not loving the extent of the companion core nerf, though. Feels like a Captains Wheel you can't sell.
They Reynad making more items active was really great but some concerns maybe could be fixed with a new category of items that dont have a CD but they get charged by certain effects, and when they are fully charged it activates their effect. For example a Barrel that you fill everytime you use an item, but the Barrel basicly can't fill itself. This would eliminate cheesing CDR on some items etc. And could be a cool effect.
For a second there I thought you were just describing a cooldown item but that actually sounds like an interesting idea, though I imagine it would require new tech to be made so I can't imagine it getting implemented any time soon
I think that would be a very bad idea. It would basically turn it into a completely dead item if you get it and don't have anything to charge with. Especially for example starter items or etc. If you're going for a weapon build but get the chance to add barrel for a little bit of shield early game, you should be allowed to do that. There are a couple of items that feel like what you're describing and they are completely dead items that people never put in their builds. Just look at "Tropical Island" for an example of this. It's a horrible feels-bad item to place it in your main bar. Thankfully it is mostly a passive to get fruits in your stash.
@@BlackMan890 I would say explosive barrel is the closest example to what he's describing. It's a niche item but far from useless, most often you aren't gonna use it but when you find a good situation to slot it into your build it feels great
The change to charge items is kinda necessary, having an item with a 4 second cooldown charge 4 seconds for example just ends up playing bad and killing build diversity, if you weren't building charge items last patch you were fighting an uphill battle and if you weren't playing it in ranked you were throwing away free wins
@@ItsLupiz this also nerfs sheild bash (rightfully so) in this patch the skill felt like a legendary skill not diamond, infact in some builds it felt even stronger than fiery rebirth. That being said it also greatly nerfs the boulder, ice berg, eels, trip wire and other items like that which were practically useless last patch imo and likely will become irrelevant next patch again
@@mati4193 I agree shield bash was a strong skill especially as it was such a spam heavy meta, into more weapon focused builds it's ass, with the change to alot of charge items we should hopefully see less of the same spam so it will probably still be a strong skill but no where near as busted. I also agree that some items will still remain irrelevant but that's just how things go with development it's all just iteration and ultimately I think the game will probably be better off after the patch, also those items you mentioned aren't on the patch notes and as such likely still scale their charge so it would probably make such items more viable in the new patch, also tripwire has been reverted to when an enemy uses an item slow it (_/_/1/2)
I'm excited to see how the charge changes feel. I'm a little bit bummed about the skill changes though, I REALLY liked how impactful and transformative skills felt, I actually thought a lot of them were in a very good place.
Ignition core back on top probably besides core charging builds, good that they nerfed companion core to adjacent only cuz friend build was too easy to haste with companion core.
I do prefer the current patch over the last one, and I agree that the scaling charges by rarity were set too high, but I think they should scale maybe twice. Like Astrolabe should be (1.1.2.2) for instance. I'm excited to learn new builds fs tho. I can't wait to see the next new characters, especially the Chef one. I think a culinary deck sounds sooooo dope!
Trying different things and changing depending on the results is great. Charges were too powerful but atleast they tried it. Looking forward to see how this patch plays out.
Thieves guild was so cool, I hope you add it back either as medallion or something else. I don't really like it to be a random encounter because then you lose an hour, I think it was cool as a pve reward from Thug, so maybe there just is a "drop" chance where you don't get an item but after the fight the portal to the thieves guild spawns instead (and you gain 8 gold).
Thanks for the insight, appreciate the quick changes/iterations. I can't... stop... playing...
Same. I'm pyg-maxxing like a mf these days. lmao Love your long form Bazaar vids.
Fister Mruit
Mrfruuuuuuit I have a challenge for you: upload more of your runs (with love)
Nice to see another degenerate here! Love your videos Fruit
The goat being here showing his love 💪🏽😤 literally the reason why I can not stop playing either
Pedestal system is good. Leftmost system already usually required a lot of extra clicks
Really easy to auto pilot buff the wrong item as well when it's leftmost
Not if the item is in the back pack to begin with. But most of the time, you are right :)
@triplebog Hopefully it will also allow you to see the updated tool tip for the item so you can see what the upgrade actually does as well
It will, that's the main reason they are switching to the pedestal system
@@Dandyphonic He said usually. Why even bother with your useless comment?
This is fantastic. I love this form of video going over the patchnotes. A+ for sure. lovin it
for the thieves guild and genie, I always saved them until I was to the last hour of the day and the other person showed up to make sure I wasn't losing an hour by selling the item. It definitely felt like it wasn't working properly, so I am very happy to see that getting addressed (along with like everything on this list, truly couldn't have asked for a better patch)
omg, thank you for the companion core change! that was so overpowered for so long and I think part of what has made dooley so oppressive
although bag of jewels wouldve been the better replacement i feel like
@@korylemon8911agreed but it’s way over nerfed, especially if the condition is still “when you use a friend”
I legit thought that the genie and the thieves guild were supposed to be used as a reroll option if you didn't like the shops.
@TheRoonie222 i once desperately needed Money for a Skill i wanted to buy. Sold the Lamp..... Gone
The abundance of charging items was really taking a toll on how much I was enjoying my time, I almost wanna say thank you for this patch!
Ya the whole infinite or bust situation that was happening was incredibly boring/annoying, glad they managed to bring in some pretty good looking fixes relatively quickly
Almost?
The loop dominant era comes to a close, thanks for getting this done so fast
this patch note presentation is top notch, the extra insight is always appreciated
i loved how many more chances there were for enchanted items this patch, the charge meta was the only thing draining about it
Yeah more enchantment diversity would go nuts
him staring at the screen saying "What are weapons but tools for murder" with the blankest face actually made me belly laugh
Was looking for this comment shit was hilarious😂😂
Yeah like you could argue every item is a tool... even friends 👹
for a second i wasnt sure if he was live streaming and reading chat
or he was just saying that to himself and then goes to stroke his beard contemplating it.
Thanks for explaining the reasoning behind the changes and keeping us up to date with the vision or what you're looking for feedback on. Keep up the awesome work.
Now THIS is a way to do patch notes!
Reminds me of phreak and mortdog from riot. I love this
dead game
bronze items dont all have to feel useable, however we shouldn't be punished in the shop when we hold onto them and can't upgrade them anymore especially past d10.
Agreed, it would be nice to see a system where either the longer you hold an item the higher the chance to find an upgrade or when bronze item drop chance drops to "0" you have almost a guaranteed chance to still find an upgrade if you just press the appropriate shop
Yeah I never understood what they were going for with that system tbh it's like their punishing you for having bad rng
@@101lwx the system is OK in theory but in practice it just fell short hence the need to get it changed I think
their design is make it difficult to force a build, so even though you're holding on a good bronze item wanting to upgrade it, they want you to be more creative with the items in the stores
the last patch was all about finding the infinite charge items and upgrading them, which does not follow their vision for the game, hopefully this patch will allow for more creative builds and more pivoting
@@samon101 with that design in mind it should be hard to find specific parts of a build, not necessarily to find upgrades (imo atleast) and with how the game is going they're just going to keep adding more and more items which ultimately means it will be harder to force builds but also harder to upgrade, and I simply feel that upgrading should feel harder if you got lucky and found key items early
Devs talking through their thought processes and patch notes is one of the best forms of content for any game, love hearing your insight on the state of the game!
Feels like so much of what people are complaining about and more is addressed every single patch, keep up the great work!
I really love these patch videos. It gives confidence as a player to see a dev talk about changes with far more insight than I could muster.
Oh God Reynad whisper sweet nothings into my ear
🤨📸
He does have a great voice for this though lol
I love these update videos! I wish more games did this. It's such a nice feeling to put a face to and hear their feelings about their game. It makes me the player feel at ease when I see bugs or balance issues. Because I can rest assured that it is being noticed and they are TRYING to address the issues, and I can more easily look past it and look forward to seeing how it will finally be fixed. LOVE this game and the developers keep up the good work!!!
Hi, wanted to know if there was an update for the release of the open beta, thank you!
I feel like companion core nerf is a good idea but only hasting adjacent items is a poor choice because upgrades to it will still feel useless. What good does 30 second haste on two items really have.
Personally I feel haste 1/2/3/4 friends for a flat amount would feel better to play because that way the haste can bounce across more items and you're more incentivesed to actually upgrade it + at diamond it would keep the same identity as the old core.
Hope my feedback is appreciated, you're game is great and I hope you keep up the good work ❤
Good point sometimes now getting it past gold or silver does not even seem worth it if your triggering friends regularly.
@mati4193 I personally like the idea of the cores cast giving adjacent friends haste for 1/2/3/4 and a passive for when you use friends to left of this haste friends to the right of this (1/1/2/2)
My immediate thought on seeing the companion core nerf was, "Well, that's no longer usable." I like your plan significantly better.
@@ItsLupiz interesting but with that you have no incentive to get companion core to diamond, more haste to adjacent only is useless when they're already perma hasted
@mati4193 you could swap the scaling tbf, haste adjacent friends 1/1/2/2 haste friends to the right 1/2/3/4
"Level up upgrade will add a click"
No it won't. It will remove one. Cause often the upgrade reward requires you to move an item to the left then put it back where it was.
This is important - "Illusoray and Sharkray gain the Ray type"
They already were considered as Rays. But now "Ray" is an official type like "friends" or "tool"
well they trigger dooley's rays now
@@b3tuki they always did, but now the tag makes it more explicit rather than just capitalizing the R in the item name
@@nwhk1364they didn't always but they did last patch
@@nwhk1364Whaaat? I totally missed that…
Commentary on the patchnotes like this is GREAT. Thanks! also, exciting changes. am very excited to see what you do with the tags. and for more items!
Looking forward to release!
Loving how frequent these patches are coming and also loving these breakdowns! The Bazaar is like crack man keep it up
Please keep these coming - they're really helpful! I very much appreciate the insights and transparency.
Thanks for taking the time to explain your decision process :)
This was awesome! I love the sharing of insight into WHY changes are made, so fascinating!
These videos are very informative and greatly appreciated. I like to hear insight behind the changes and updates.
Thank you for going over the patches in an audio format!!!
Thanks for the vid Reynad, always cool to see some of the thought process behind changes for testing
I'm really glad this addresses the meta build right now (even though I am sad to lose access to some combos). Other people have said most of my major issues with the game right now, so I'm just gonna say one. There needs to be *some* reward for non-ranked runs that do well. Obviously, they can't be chests, but maybe like a handful of the gems that we buy tickets with. Or a partial ticket that combines when you get a few. Just *something*, because from a gameplay perspective it feels terrible to get a 9-win run (a success by most measures) and get nothing at all for it.
Good work, nice to see the enthusiasm with which new concepts are implemented and then rejected again. You can tell that a lot is being done to continually improve the game
Leftmost item made players do additional clicks in order to shuffle items around so the right one got upgraded, Pedastol system will likely me the same amount of clicks and work smoother.
Really appreciate these videos and your work overall! Thanks!❤
the youtube algorithm recommended me this video even though ive never heard of this game. i just wanted to say you have a really deep and smooth voice. PEEK asmr. i can fall asleep to this.
its a sign you need to play the game, obviously
Thanks for the video Reynad much appreciated to get some more context with the notes
This is very good. I am at work now and can just have Reynad read into my ear while squeezing in some work. Very convenient. Thank you Ray-Noodle!
Is how shops interact with items you own (ie locking you out of upgrades after a certain day if you own a bronze) likely to be changed at some point?
That's the number 1 change I hope to see at some point.
Keep it up with these videos, they are great and having the insight for the changes is really appreciated!
Really exciting for the charge changes, i feel it makes sense with there being haste and slow not to have so many charge loops.
Especially when the charge loops can proc scaling skills and items just completely blowing past anything else.
It's really refreshing to actually see the passion and thought possess of a development team like this just upfront. I can't wait for the games full release!
new t-shirt idea/slogan of the dev team
"We'll see how that plays"
FEELS HOW THAT FEELS THATS HIS COINED QUOTE AND YOU MESS IT UP? ON HIS COMMENTS? YOURE FIRED
@whizthesugoi I'm new here, what did I do wrong?
@@Jacob___THE_Jacob he is such a forgiving boss he started to joke that everything will get you fired in his company, so you using "We'll see how that plays" instead of "We'll see how that feels" made me think of that
you're doing a great job so far, keep up the good work!
Every time I see these I get so hyped to play. Great work dude you're an inspiration.
Reynad’s knowledge/involvement in every aspect of the game is very impressive and the reason I keep playing. Hundreds of hours played already and still hooked.
Thanks reynad, great game you’ve made here, keeps me coming back every day for my ranked run
thank you so much i really love the changes but wish there was still the volatile good or bad of the luck with the 5 choices on level up miss some of the crazy options you dont see anymore but i totally get it for the state of the game, thank you for breaking the patch down much love for the great game, going to play my free ranked for the night
PLEASE KEEP DOING THIS! ITS ONE OF MY FAV THINGS FROM LOL! DEV TALK ABOUT PATCH AND STUFF
Setting new standards for dev-player interaction. Thanks a lot for the insight!
love this format. keep it up!
Love this style video reynad!!! Please keep doing it 😊
love the patch coverage! keep it coming
Love the charge changes, hopefully we see more build variety now - thank you Reynad for a great game
Great video. Feels better than reading patch notes and I can do something else while listening
Love these explanation videos!
great changes, great video! please do more like these!
I will say this past meta was pretty fun. The crazy combos made it feel like you got a perfect roguelike run.
I'm looking forward to additional tags and seeing new and interesting interactions for them in the future.
Big fan of these videos, hope to see them going forward
these videos are awesome, thanks for the communication :)
Thank you for addressing the meta and shaking things up! Game is great and has so much potential!
I love the thoughts behind the changes.
Oh damn Bananabol stonks are up!
man I can't wait to see how all these changes play
Your changes to item charging are word for word what I would have done. I specifically didn't say anything to you about it since you said that encourages you to do the opposite, so glad they made it in! Changing charge to only 1 or 2 sec, and using cooldown scaling as a metric for faster use was EXACTLY what I wanted. The looping patch really made the game feel bad for me, so I'm looking forward to reinvigorating my interest for the game. I'm not sure how I feel about the skill changes tbh. Having skills give you a burst of power early on and then taper off later seems to be the opposite of the game pacing we want. Also introduces some clarity issues about how your charge engines work (for items like treb and power drill), where skills will still affect their use speed, but not be reliable. I'd honestly prefer consistency in this aspect. Might be better to go with the old system but instead of having "when you x, do y", limit it to "when your leftmost item does x, do y", to bring the balance more in line. Another thing I don't like is the homogeneity in the new skill design, where so many skills become the "charge x when y" type of effect and I really don't get a good feeling for which skill is which at a quick glance. Anyway, just wanted to give some of my thought process rather than just say "skills bad". Hope this helps.
I, for one, am really like the idea of having CD change between tiers. Gives you more levers to balance with and i dont think it effects an item's identity.
Thanks for another video
Could you incorporate some way of seeing any item's upgrades while hovering over it? I love the frequent updates but I don't know what a lot of items actually do as a result.
Great simple change to dock lines
This patch looks exciting! The fact that nothing seems out of tune makes for a fun exploration once the patch releases!
Hey Reynad / Devs. Didn't see it said explicitly but I'd like to see more done to address common giga hard counters. If a build is somewhat common it shouldn't absolutely crush with no hope of victory another common build. E.g. currently I think on days 1..5 the best 98% of turtle/barrel builds will beat the worst 98% of weapon builds, and imo that's not good, low skill expression, you just roll the dice and you either get a good matchup or your lose no matter how perfect your build is in it's category.
I like the more item focused idea ur going for. I get Undauting or whatever it is the one thats 40 shields ever time an item is used. Feels like one of those skills that are too good
Thanks Reynad
Thank you boss reynaud!!
Game is awesome. These review videos are super good. Keep up the good work! :D
Woah I’m early. Thanks for the hard work guys. Loving the game
WHERE IS THE OPEN BETA
The bummer thing about new fort is that it penalizes cooldown reduction effects. Would it be better if it said something like "base cooldown" or something.
I think it's intended to be this way, so you don't end up with instant triple whammy or something like this
Looks good, thanks!
Having Limited Use Skills just feels Bad, I Skip almost every Skill that Says "the first time you do X" or something similar for that reason. Just not Fun Design.
the way he says get good essentially and then the small section of "this isnt a skill focused game, most of it's supposed to be going on with the items." it just killed me 😂
I think the gumball machine event is good. It may not scale very much on a lot of runs, but when you have certain runs its what enables and scales it directly
Its feels just sooooooooooo bad to loose at 9 normal game wins without getting anything 3 times in a row, like complete waste of time. Try to give at least +1 crytal per Game or something when reaching certain Steps.
Thank you Reynad
Every dev should do exactly this for their patches.
Daimyo Reynad was unexpected but glorious. Hope this game winds up being the mega success that you deserve it to be
Unironically sounds like a great patch
Great day to be a bazaar enjoyer
Love the game and I appreciate the extra insight on the patch goals. Not loving the extent of the companion core nerf, though. Feels like a Captains Wheel you can't sell.
They Reynad making more items active was really great but some concerns maybe could be fixed with a new category of items that dont have a CD but they get charged by certain effects, and when they are fully charged it activates their effect.
For example a Barrel that you fill everytime you use an item, but the Barrel basicly can't fill itself.
This would eliminate cheesing CDR on some items etc. And could be a cool effect.
For a second there I thought you were just describing a cooldown item but that actually sounds like an interesting idea, though I imagine it would require new tech to be made so I can't imagine it getting implemented any time soon
Like reverse ammo basically?
I think that would be a very bad idea. It would basically turn it into a completely dead item if you get it and don't have anything to charge with. Especially for example starter items or etc.
If you're going for a weapon build but get the chance to add barrel for a little bit of shield early game, you should be allowed to do that.
There are a couple of items that feel like what you're describing and they are completely dead items that people never put in their builds.
Just look at "Tropical Island" for an example of this. It's a horrible feels-bad item to place it in your main bar. Thankfully it is mostly a passive to get fruits in your stash.
@@BlackMan890 I would say explosive barrel is the closest example to what he's describing. It's a niche item but far from useless, most often you aren't gonna use it but when you find a good situation to slot it into your build it feels great
The gumball machine 5 at a time legit sent chills down my spine why am i like this
Super cool to see a new patch... but I honestly hadn't gotten bored of or "cracked" the previous one so this might be a bigger shakeup then it seems.
The change to charge items is kinda necessary, having an item with a 4 second cooldown charge 4 seconds for example just ends up playing bad and killing build diversity, if you weren't building charge items last patch you were fighting an uphill battle and if you weren't playing it in ranked you were throwing away free wins
@@ItsLupiz Probuscus isn't mentioned so there will still be this stuff happening.
@@ItsLupiz this also nerfs sheild bash (rightfully so) in this patch the skill felt like a legendary skill not diamond, infact in some builds it felt even stronger than fiery rebirth.
That being said it also greatly nerfs the boulder, ice berg, eels, trip wire and other items like that which were practically useless last patch imo and likely will become irrelevant next patch again
@@mati4193 I agree shield bash was a strong skill especially as it was such a spam heavy meta, into more weapon focused builds it's ass, with the change to alot of charge items we should hopefully see less of the same spam so it will probably still be a strong skill but no where near as busted. I also agree that some items will still remain irrelevant but that's just how things go with development it's all just iteration and ultimately I think the game will probably be better off after the patch, also those items you mentioned aren't on the patch notes and as such likely still scale their charge so it would probably make such items more viable in the new patch, also tripwire has been reverted to when an enemy uses an item slow it (_/_/1/2)
@Shira_H yes it is, it's proboscis and they reverted it to when you slow deal (4/8/12/16) damage
I'm excited to see how the charge changes feel. I'm a little bit bummed about the skill changes though, I REALLY liked how impactful and transformative skills felt, I actually thought a lot of them were in a very good place.
Ignition core back on top probably besides core charging builds, good that they nerfed companion core to adjacent only cuz friend build was too easy to haste with companion core.
I do prefer the current patch over the last one, and I agree that the scaling charges by rarity were set too high, but I think they should scale maybe twice. Like Astrolabe should be (1.1.2.2) for instance. I'm excited to learn new builds fs tho. I can't wait to see the next new characters, especially the Chef one. I think a culinary deck sounds sooooo dope!
damn Reynad went full viking I love it
Trying different things and changing depending on the results is great. Charges were too powerful but atleast they tried it.
Looking forward to see how this patch plays out.
Looking great, can't wait to play
Thieves guild was so cool, I hope you add it back either as medallion or something else. I don't really like it to be a random encounter because then you lose an hour, I think it was cool as a pve reward from Thug, so maybe there just is a "drop" chance where you don't get an item but after the fight the portal to the thieves guild spawns instead (and you gain 8 gold).
Keep up the good work boys! This game rocks already!
The fort change is really interesting, if it works hope we see that change continue