I think you underrated Fuss a bit. Maybe it's just me but most of my runs end up with a lot of enemies on the board (plus vampire mansions, bookeries and battlefield add more to each fight) so having 21, 28 or 35% damage reduction is very nice to have. I'd put it at least in lower half of A. I agree with most of the rest otherwise, good stuff :)
Hey! I'm currently creating a very extensive rebalancing New Game+ mod for Loop Hero. It's going to be very challenging and aims to make every trait, enemy & stat worth considering. If you're interested in seeing a hard but more rewarding experience of this game, maybe tell me which traits you would like to see buffed.
I strongly disagree about god tier trait. It’s necromancer one, for exact reasons you have explained. It’s not only more hp, it is magic hp, every fight deal. Also I disagree about FighterPotionDamage one. It should be a lot higher, maybe even S. It’s infinity damage scaling, combined with a few alchemist shelves and BottomlessBottle - warrior can try out some serious rogue cosplay. It should be at least same tier as Picky (-3 items +quality per loop on rogue), because of early snowball nature, and late pick up uselessness. Any way, most of my warrior runs results in additional weapon worth of damage. Yea, it lacks fancy additional stats, but still a huge deal in my opinion. Disagree with cardsharp, should be a lot lower. It’s usefulness strictly dictated by deck. On some it’s trash tier, in some yeah great. Still - conditionally useful.
Necromancer 3FriendsEveryLoop should consider niche use. It’s brilliant boss fight Kickstarter. Because of activation condition nature - it’s proc guaranteed on classical bosses, right at campfire. And 3 instant summons is not that unconsecutial. It’s what... maybe 2 seconds of windup? I mean time that takes to set up same 3 summons in natural way. While bossfights are longer than that, this perk guarantees fast critical mass summoning. Time that you need to achieve skeletons=maxskeletons. Replenishing dead ones is a lot more damaging, than achieving new positions.
I don't understand what you disagree on the first one, I mean I put it at second place :P Potions = damage one I could agree but the thing is you have to play a bit weird to get the potion drinking going because normally you should not be drinking potions, that's why I put it there. Doubling the cards I would say is preference.
@@Sifd I disagree with second place, in my mind it’s first hands down. Rogue one is not even close. Maybe necromancer one might have its own tier, I think it’s that much better.
According to my calculations, bottomless potions effectively increases your potions by two thirds, that is, +66.6666...% My calculations can be wrong, tho
You're pretty close (slightly overestimating it. It's only +60%. So if you have 9 potions like I do, you would expect to get at least 14 uses out of it, slightly more than 50% of the time. This calculator can let you play around with the numbers. Leave "success probability" at 0.6, and adjust "endpoint" to the number of potions you carry. www.wolframalpha.com/input/?i=binomial+distribution+calculator&assumption=%7B%22F%22%2C+%22BinomialProbabilities%22%2C+%22x%22%7D+-%3E%229%22&assumption=%7B%22F%22%2C+%22BinomialProbabilities%22%2C+%22n%22%7D+-%3E%2215%22&assumption=%7B%22F%22%2C+%22BinomialProbabilities%22%2C+%22p%22%7D+-%3E%220.6%22
@@otobot1 Your calculations are off here. Leonardo is summing the infinite series (1 + .4 + (.4)^2 + ...) produced by repeatedly being able to not consume the potion, while you've capped off your sum at 9 instances, failing to take into account that the same potion can repeatedly not be consume multiple times.
I have NEVER needed faster days, since after placing/spawning enought spawn camps you will ALWAYS fight the max amount every single tile.
I think you underrated Fuss a bit. Maybe it's just me but most of my runs end up with a lot of enemies on the board (plus vampire mansions, bookeries and battlefield add more to each fight) so having 21, 28 or 35% damage reduction is very nice to have. I'd put it at least in lower half of A. I agree with most of the rest otherwise, good stuff :)
You might be right actually! Thanks for the input!
We know 8 xp per building is going to trash tier immediately lol.
Yeap :D
Great job man!
Thanks!
Gj, that has been good work.
Thanks :)
Hey! I'm currently creating a very extensive rebalancing New Game+ mod for Loop Hero. It's going to be very challenging and aims to make every trait, enemy & stat worth considering. If you're interested in seeing a hard but more rewarding experience of this game, maybe tell me which traits you would like to see buffed.
How's this coming along
I strongly disagree about god tier trait. It’s necromancer one, for exact reasons you have explained. It’s not only more hp, it is magic hp, every fight deal.
Also I disagree about FighterPotionDamage one. It should be a lot higher, maybe even S. It’s infinity damage scaling, combined with a few alchemist shelves and BottomlessBottle - warrior can try out some serious rogue cosplay. It should be at least same tier as Picky (-3 items +quality per loop on rogue), because of early snowball nature, and late pick up uselessness. Any way, most of my warrior runs results in additional weapon worth of damage. Yea, it lacks fancy additional stats, but still a huge deal in my opinion.
Disagree with cardsharp, should be a lot lower. It’s usefulness strictly dictated by deck. On some it’s trash tier, in some yeah great. Still - conditionally useful.
Necromancer 3FriendsEveryLoop should consider niche use. It’s brilliant boss fight Kickstarter. Because of activation condition nature - it’s proc guaranteed on classical bosses, right at campfire. And 3 instant summons is not that unconsecutial. It’s what... maybe 2 seconds of windup? I mean time that takes to set up same 3 summons in natural way. While bossfights are longer than that, this perk guarantees fast critical mass summoning. Time that you need to achieve skeletons=maxskeletons. Replenishing dead ones is a lot more damaging, than achieving new positions.
I don't understand what you disagree on the first one, I mean I put it at second place :P
Potions = damage one I could agree but the thing is you have to play a bit weird to get the potion drinking going because normally you should not be drinking potions, that's why I put it there.
Doubling the cards I would say is preference.
@@Sifd I disagree with second place, in my mind it’s first hands down. Rogue one is not even close. Maybe necromancer one might have its own tier, I think it’s that much better.
@@blackleon1708 I won't disagree, I just don't play Necro enough :P
According to my calculations, bottomless potions effectively increases your potions by two thirds, that is, +66.6666...%
My calculations can be wrong, tho
Well, someone other than me has to confirm that :P
You're pretty close (slightly overestimating it. It's only +60%. So if you have 9 potions like I do, you would expect to get at least 14 uses out of it, slightly more than 50% of the time. This calculator can let you play around with the numbers. Leave "success probability" at 0.6, and adjust "endpoint" to the number of potions you carry. www.wolframalpha.com/input/?i=binomial+distribution+calculator&assumption=%7B%22F%22%2C+%22BinomialProbabilities%22%2C+%22x%22%7D+-%3E%229%22&assumption=%7B%22F%22%2C+%22BinomialProbabilities%22%2C+%22n%22%7D+-%3E%2215%22&assumption=%7B%22F%22%2C+%22BinomialProbabilities%22%2C+%22p%22%7D+-%3E%220.6%22
@@otobot1 Your calculations are off here. Leonardo is summing the infinite series (1 + .4 + (.4)^2 + ...) produced by repeatedly being able to not consume the potion, while you've capped off your sum at 9 instances, failing to take into account that the same potion can repeatedly not be consume multiple times.
#buffarchitect
#buffArchitect #remakeArchitect