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The mystic sword item is very powerful!

A topic by zattez created Feb 17, 2022 Views: 333 Replies: 5
Viewing posts 1 to 3

Hey, awesome mod by the way!
Wanted to point out that i feel that the mystic sword item is extremely powerful for a green item.
It can easily give you a huge boost to damage very quickly, maybe too quickly as it stands. Me and a friend have been finding ourselves dumping every single green item we get into a printer to get more whenever the opportunity comes along as it pays for itself in damage in only a couple minutes. 

I think the item either should be made a red item and have a slight buff ( 10% +5%?) or be nerfed/changed from its current 3% +3% to something like a 5% +1%.  Would encourage you to have at least one but not effectively make your entire build just stacking as many as you can.

If you are just doing the one loop straight to the boss then it might be fine where it is, but if you are doing more then one loop then it sky rockets in strength.

Even without looping this item has high potential if you get one on stage 3. It can be farmed on Combat Shrines or on any shrine with Defiant Gouge. Maybe make it have diminishing returns on enemies that don't qualify as a boss or simply move it to a red item and bump up the stats a bit.

I'm thinking about giving it an internal limit of 3-4 triggers per stage, and a guaranteed trigger on TP bosses.

I do think it needs a limit per stage. or perhaps a flat max% gain you can get per stage.

(2 edits)

Any item that infinitely scales with one stack and no downside is too powerful. That's why Infusion got a cap of 100 HP per stack between RoR 1 and RoR 2. Why not give the Mystic Sword a cap like that, too?

"Killing a teleporter boss or an enemy with at least 1900 base health increases damage by 3% (+3% per stack), up to 24% (+24% per stack)."

If you insist on infinite scaling, I think the Metronome is fair because it's interactive and the bonus can be lost. Also, it doesn't scale past 100% crit chance without a specific red item. You could try something like this:

"Gain 15% more damage. Each time you hit an enemy with your Primary skill, you gain an additional 1% (+0.2% per stack) more damage. Missing an enemy resets this bonus."

or this, if you want to keep the giant slayer theme:

"Gain 15% more damage. Killing the Teleporter boss without being damaged by an enemy grants 15% more damage. Being damaged by an enemy during the Teleporter event resets this bonus."

Yeah, the more I'm thinking about it, the more I agree that it should have some sort of cap. I'll probably make it something ridiculously high like 100% max damage boost per stack, so it's high enough to not really affect the player in early game, but low enough to not give the player 10k% damage from one item.