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Pixel Dungeon
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Hmm, that sounds kind of like the huntress bow
I wonder, will the huntress bow also get reworked to have something unique to it?
I really don't think this is going to invalidate the bow. It's just going to make thrown weapons useful in more contexts, but 3 shots with more overall durability is not the same as infinite shots with 0 needed investment.
Are you planning to adjust damage and upgrade scaling for throwing weapons? Right now a highly upgraded throwing weapon is ultra powerful. Having 3 of the same one for the same investment would be a significant buff to that play style.
There’s a diminishing returns effect with throwing weapons where having a lot of them isn’t that useful unless your enemy is immobilized somehow. But having 3 that you can throw while an enemy is closing would be very strong with upgrades. You could potentially just be using a stack of upgraded throwing weapons for the majority of your fights and only need to worry about large numbers of enemies.
a few of them are selectively getting damage nerfs, but no overall nerfs planned yet. I agree this is something to keep an eye on.
I think I agree, infinite bow shots are still powerful and can kill piranhas etc easier compared to throwns that need to be picked up after use (often wasting turns in dungeons). The only way for throwns to powercreep bow is if each thrown stack is like 15+ pieces. I think 6-10 per stack is enough?
However, I also agree with others that telekinesis is too expensive. The energy costs are high and it could've been used for powerful scrolls and potions. When thrown weapons scatter, like force cube dropping everywhere as I need to target multiple foes, we'd need telekinesis to target multiple tiles and rooms and the "thrown weapon build" becomes too expensive to be worth it. I think telekinesis needs to be cheaper to allow thrown SoUs to shine. The only other use for telekinesis is grabbing the 4 chasm keys, but we still need float and that hidden room is rarely worth it.
The only mild success I had with thrown builds is probably boomerangs as they return to you without telekinesis. I think there's another big problem with thrown + telekinesis, I'd waste turns in combat picking up weapons with tele. If telekinesis usage is instant, then other thrown weapons could come close to boomerang's turn economy/dps. Wands and other weapons also don't have this slowness problem, which is why it's never enticing to upgrade thrown weapons.
Thrown weapons getting really awkward to use once you've thrown them all is sort of the point, and I don't want to let the player totally circumvent that with telekinesis. Wands are similarly awkward when out of charges, as recharging happens slowly over time.
It's entirely possible to buff the spell a bit of course, but I don't want it to end up as an instant cast that hits an AOE, as then it's just totally invalidating one of thrown weapon's major drawbacks.
I hope telekinetic grab becomes cheaper at least 👍 I've learned new tricks and I can see some alchemy recipes are not worth crafting, like it seems there's many ways to drop down safely to the blue key room without feather fall elixir's crazy cost
Feather Fall is so expensive partly because it's very popular. I agree that the cost is high but it's that or a heath potion if you've not got a mageroyal.
Yes sir it's definitely popular and I also used it when I was learning. But now I learned that the healing seed or mageroyal is most optimal... 16 energy vs 2 energy >.> There's also hero skills, and lullaby, and I learned meat pie can solve both hunger and the damage. Maybe it's only popular as it seemed like the only solution at first eheheh.. but I think I never use feather fall anymore 😅 that price is huge
Sniper will definitely need a mini-rework. The ability of any character to enchant a stack of throwing weapons takes away the purpose of the Shared Enchantment talent.