I never said that “changes are not deliberate”. I’m only saying that, in my opinion, the original clover’s high rolls to the hero probably shouldn’t happen again.
I never said that “changes are not deliberate”. I’m only saying that, in my opinion, the original clover’s high rolls to the hero probably shouldn’t happen again.
If we think about it, during early floors where parchment is most helpful, it’s very difficult to immediately pay the 51 energy cost unless you throw all your useful scrolls and potions immediately, which is too dangerous especially when playing with challenges. But if you keep it at +0 you’ll end up encountering more curses, which also makes things difficult. By the time you reach the prison’s alchemy room, you could pay the 51 cost, but by then you already have plenty of remove curse scrolls from drops and shops (which guarantee RC scrolls), and you might’ve encountered anti-curse wells too. By the caves, I have my final gear already, so parchment became useless starting from here. So for me personally, the 51 energy is terrible and could be used for many other important things, curses are never an issue in my games but that’s just my personal thinking.
I agree, I suppose this trinket’s very low regen at +3 is supposed to help with that, and you’re supposed to take damage inbetween, but it’s too much of a downside in both energy and gameplay for a mere extra 50% heal. Blood vial is not necessary on normal gameplay as well as challenges that remove waterskin and potion usage.
I know and I’m on the latest version, it’s why I said that it’s probably best for it to never happen again.
I look forward to it~~ The censer’s potential for death and item loss is terrifying, and I don’t know when it will explode. At least with resin trinket, I have full control of the decision to possibly set things on fire. Also, I’m unsure if rat skull itself is the reason for winning… If I can farm floors sustainably, rat skull is nice as I’ll eventually find those powerful rare mobs for the badge, but this only makes already-winning runs better. If I play normally, the 5% rare chance never triggers much to break-even on the 36 energy. I feel most of these trinkets have harmful tradeoffs, and the massive energy commitment could’ve been placed on actual win-conditions, especially when getting the 1M score badge. That would be my personal perspective I suppose…? I only take the C and D trinkets if I play casually, and I take them knowing full well that it will be a neutral-challenge rather than a benefit.
(But having said that, it’s still nice that trinkets are dungeon tools instead of obscure game settings. I feel shattered is lacking in the variety of items that can be dropped from mobs and chests, they’re always the same scrolls and potions. Dungeon runs are nice with more loot variety, maybe poison spells from cave spiders, or hidden shops with weird items, with the journal overhaul finding items becomes fun~)
The patches made them better, but maybe it can still be improved~ For this tierlist, it’s less about personal preferences, but whether the tradeoffs help or hinder the hero and comparing the costs against other things. Like… I prefer to use torches than newt eye, but I admit that it’s somewhat useful in certain playstyles, so I put it higher. Conversely, even though parchment is hyped up as a powerful anti-curse trinket, in practice it often hinders runs. Some trinkets like sundial will only make already-winning runs better, instead of giving win conditions. I suppose when we consider that obtaining these trinkets use up puzzle room items, food, and a lot of energy… it’s inevitable to think about these. They’re costly dungeon tools, instead of optional game settings, so I usually only take the beneficial trinkets and avoid the C and D trinkets which often hinders the hero, unless I want to have fun.
EDIT: Thinking about this, I think I’ll put mimic tooth at B-tier, it’s both a win condition and a lose condition and it feels situational.
I agree. Personally I can’t find a use for parchment even at low challenges, as arcane stylus enchanting feels better. Curse negation doesn’t seem like it’s worth 51 energy, RC scroll and wells are common enough to make curses trivial.
Hmm I think for Vial of Blood, it just needs a little bit more heals than +50%, and cheaper than 36 energy. It’s fine if the downside is severe, it creates an interesting new way to heal, but it just needs more bang for the buck. It sits in an awkward spot where it’s not worth taking with challenges like pharmacophobia, and also not worth it for normal gameplay.
By the way, does anyone know if Trap Mechanism replaces naturally-occuring grassy floors? If so, I think it becomes D-tier as grassy floors give useful dew and seeds.
So the tome is an artifact, and you use talent points to learn new spells for it? That’s very RPG-like and I love it, seems like it’s going to be a fun and creative class like duelist collecting weapons and switching abilities.