Rixuel
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Post by Rixuel on Jul 21, 2019 0:58:20 GMT -6
What do you think about the nerf? Are you with it or against it?
Since no one made a poll yet, I'm curious to know about the community decision o.o
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gradius
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Post by gradius on Jul 21, 2019 1:06:24 GMT -6
NO! Of course, not! What the actual hell? DAMN IT!
A vocal minority b!tching around and we all get b!tchslapped, for having fun! Even i found the game "easy" on Normal, but i didn't nag and i certainly, never asked for dumbing down any tool in Miriam's disposal!
What the actual F happened here? This is a Single-Player game! An Igavania, too! With things like Duplicator, Power of the Sire, Crissaegrim and stuff! Most of us, especially backers, are old timers, to whom all this modern, autistic nonsense about "balance", is a miserable little pile of secrets! This is dung. Millenial MMO no-life peasantry, has invaded good old games now; what next?
IF there is a chance to avoid such idiotic and particularly irritating alterations to the game, please, by the gods, give it a second thought, before implementation!!! And learn to prioritize stuff correctly! Whatever happened to bug-fixing, delivering the already promised content, which by the way isn't FREE DLCs, but upfront PAID FOR, WITH-HELD CONTENT and most importantly? Offering a proper Switch version to those poor people... And stop ruining mercilessly, selling points of the game (things that work well and are OP, are actually a selling point in such games).
Damn.
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Post by iggyg85 on Jul 21, 2019 1:13:22 GMT -6
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Post by anonthemouse on Jul 21, 2019 6:03:21 GMT -6
I'm pretty firmly against the nerfs...with a qualifier. I think that some nerfs are okay, but that the real problem is that, out of all the tools in the developers' arsenal, making things weaker is the only one getting used, and it's being wielded fairly heavy-handedly. For example, Dullahammer Head getting nerfed I understand - though I also think that it served as a good tool for "I chose Hard on a new file and I'm having trouble". Nerfing familiars as a whole seems excessive, and making their power more heavily reliant on Level is punishing to Nightmare players. Welcome Company might have needed toning down, as there's nothing else that really fills its niche, and pretty much everyone uses it, but I disagree with their solution. It's currently the only Conjure (red) shard to last indefinitely until it hits something. Make it a Manipulate (blue) shard with a cost over time as long as it's out. That would be enough.
On the other hand, some nerfs seem completely arbitrary, like Craftwork. From my own testing, I determined that, if anything, Craftwork is currently too slow and too weak to be a viable source of damage-dealing. Literally all of the weapon adjustments make no sense to me. Rhava Búral and Rhava Velar are based on Crissaegrim/Valmanway, which was one of the most - if not the most - powerful sword in every game in which it appeared. People expect a powerful sword that does a lot of quick slashes. These swords were what they were supposed to be. If anything, I'd call them too balanced, but on the whole I think they were fine. Neither had DPS as high as the weapon they were paying homage to, and I found their numbers to be well balanced for where they were in the game. Rhava Búral is better than the Spiral Sword, which also trades lower attack for multiple hits, but it's found much later, so that makes sense. Rhava Búral is a good sword when you get it, but I've compared it with other weapons. It's good, not great, and not the best. Other weapons you'll have access to at the same time can outclass it. It just takes less skill to use due to the ability to use it while moving, and its "cone of hurt" property. In other words, it's fun to use compared to other, better weapons. Rhava Velar is in a similar boat. You don't get it until very late into the game, and you have to beat an optional boss to get it. There were weapons I had access before I got it that I found myself favouring for damage output and not having to get quite as in an enemy's face to hit them (so I had more room to dodge attacks). Weapons that came after it in the progression were even better. What I mainly used it for was farming drops with Pickpocket and not having to break my stride for fast traversal - a utility weapon, but not a main weapon. So again, although an endgame weapon, it was good, but not the best. It was situationally useful, and just fun. I didn't really use the Flying Edge much, but I strongly suspect that similar principles apply there. These weapon changes honestly feel more like the weapons are getting nerfed not because they're too strong, but because compared to other options, they're too fun to use. Fun doesn't need to be nerfed.
Again, though, the biggest problem I have here is that things people liked to use are getting nerfed, but nothing that players commonly passed up is getting buffed. You know what would be a great alternative to always using Welcome Company in boss fights (even though I honestly never did, and in fact barely touched it in my playthrough)? Make some other shards better. Make Flytrap slow enemies that walk on it, introducing that status effect sooner and increasing its currently abysmal chance to hit. I'd use that for sure in some boss fights. Heck, you could even give a slowing attack to the weeds for consistency. Make Summon Rat smarter, faster, poisonous, or some combination of the three. Have the "critical mode" for the summon shards - where they put out a huge version of what they're summoning and do a screen attack - be something that you charge up for, costing additional time and mana, but with a guaranteed cast. Currently, it's random, and I don't even know if all summon shards can do it, or just Summon Bat and Summon Shovel Armor, but if "hold the button to use more mana and do a bigger attack" was something that all of the Summon X abilities did, I'm pretty sure that they'd see more use. The same goes for Manipulate shards. Why do so many people only equip Craftwork, Bunnymorphasis, and Accelerator? It's not that those three are overpowered, it's that the other options suck. Sacred Shade is expensive and requires you crab claw your controller because it doesn't toggle. Healing has to be pretty much maxed out before it gives you a decent recovery rate for the cost. Beast Guardian is pretty much just a less helpful Directed Shield. Standstill is only available once you've pretty much beaten the game, so it's only really good for screwing around. Shadow Tracer is okay-ish for gunslinger builds, but due to positioning and not copying shards, pretty much useless to everyone else (you could maybe set up a good damage chain with the Penetrate spear technique, but that's a fringe case and would use a lot of MP). Feral Claws might be good, but the attack rate is slow, and again, only Bunnymorphasis is toggled. There's only nine Manipulate shards in the entire game, but Conjure and Directional (purple) get more than double that amount. Of those paltry options, most eat MP too fast, and don't give much benefit. So of course most people limit themselves to the one you need for puzzles, the one that actually works how they all should, and arguably the best movement ability in the entire game.
99% of the problems with balance aren't that players have too good of options, but that they don't have enough good options.
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Post by phantasos on Jul 21, 2019 7:27:50 GMT -6
Literally made an account to say how extremely fucking lame it is to nerf a bunch of spells/end game items in a single player game. If the idea was to invoke a SotN feeling, I have no fucking idea how making you less OP is working towards that.
The game's already harder and better designed than your usual IGA metroidvania, why fuck with their original vision? And I barely use most of the shit they nerfed but when I pull my Crissaegrim, I damn well expect to destroy everything.
I love the game but you guys need to get out of your own way. No one complained about this, people are literally filling the game with praise, except the poor saps who bough it on the Switch. Just fucking fix the Switch version and work on the DLC.
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Post by Nezuto on Jul 21, 2019 11:11:34 GMT -6
I'm in a neutral stance about the actual nerfing, as some abilities were kinda overpowered. But, them dishing out that in a patch, while not truly addressing those that have been patiently awaiting the Switch patch and even going so far as to pull their survey for the cosmetics, instead of addressing it are what has gotten me upset. Sure, I can just play my PC version more, even after I've 100% it, achievements and all, but that doesn't mean that Switch owners aren't suffering at the moment.
Wonder if they got tips from the pachinko overlords in this matter....
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XombieMike
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Post by XombieMike on Jul 21, 2019 11:18:31 GMT -6
So many had said the game was too easy and now difficulty adjustments in response to "broken" weapons and shards is causing more constructive yet negative feedback. Pleasing everyone will be impossible in this case. Am I the only one feeling that actual release is feels like the beta we expected (but just got demos instead)?
I'm no game developer, but if I would have had you all as a resource for testing, I would have used to more.
I voted "I don't know" because I kind of like the broken stuff, but it's called broken for a good reason.
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Post by Nezuto on Jul 21, 2019 11:24:21 GMT -6
So many had said the game was too easy and now difficulty adjustments in response to "broken" weapons and shards is causing more constructive yet negative feedback. Pleasing everyone will be impossible in this case. Am I the only one feeling that actual release is feels like the beta we expected (but just got demos instead)? I'm no game developer, but if I would have had you all as a resource for testing, I would have used to more. I voted "I don't know" because I kind of like the broken stuff, but it's called broken for a good reason. Glad I'm not alone in the sentiment in regards to the whole 'beta' thing. Last time I backed a project was Shadowgate, due to growing up with that game and when it listed being a beta tester, I helped work on that game for 2 months, not a short lived demo. Also, that beta demo we did, I believe we had all mentioned the 'items stuck in wall' issue back then and was rather disappointing to see it still in game honestly. I will vote IDK, as well, namely from being in a neutral stance.
Oh and the one main thing that needed a bit of a nerf was Welcome Company, simply because you get it so early in the game and it can wreck everything from then on. Personally, I stopped using it until late game, due to that.
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Post by LordKaiser on Jul 21, 2019 12:23:58 GMT -6
I don't care either way but I think that this was unnecessary work on their part. Anyway I already beaten the game and got it's Platinum so at this point it's a waste of time.
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Post by EBBenjy on Jul 21, 2019 12:33:22 GMT -6
Immediately after the nerfs were announced, I was extremely against them. I didn't articulate myself properly until I had a chance to think about it a bit later though. I realised that I was actually more against the idea that, suddenly out of the blue, the game balance and progression is no longer considered a concrete entity any more. The actual number changes probably make sense, especially for some of the more broken stuff like Welcome Company. But I just wish this game had done this balancing during testing, and not after the fans have already gotten used to everything.
Before the nerf announcement, things were certain. The game was a known entity. But just the very idea that it's POSSIBLE this game will receive balance changes now makes everything feel a little meaningless. All of the numbers will be in this amorphous state of flux from now until whenever the heck the final DLC is supposed to come out in a bajillion years' time. I can't sit down and experiment with the tools this game provides and be happy with my strategies and accomplishments, because it could all change at a moment's notice.
So at the end of the day, the nerfs were probably good to make the end product more balanced. But they didn't go about it very well. I feel like the communication has been quite bad as of late. The timing of these nerfs couldn't have been worse, with the stability patches being much more anticipated at the current moment.
I think nerfs like this make much more sense to come out with content updates. You have to give a little bit of good with the bad, otherwise it feels like you're doing nothing but unfairly removing things.
I think that, if there are future nerfs to be had, they should only release them when we've got one of our promised "13 free DLCs" ready to roll too.
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Cale
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Post by Cale on Jul 21, 2019 13:56:15 GMT -6
It's a hard balance. Most people think adding difficulty requires making you 1-hit KO and dropping your damage to 1. I prefer changing timing and adding additional mechanics.
In this case I don't feel the nerf was significant. It doesn't change the nature of the game, but rather it slows it down. That being said, I don't understand the point of some of the nerfs. I will explain my thoughts on each nerf.
Familiars: Grade nerf. Understandable. Farming for power is what they want, but I feel this was aimed at Dullahammer Head specifically. Nightmare mode has them placed on the ship. I maxed them out and killed Vepar without attacking. Increased strength based on level. An actual buff. And one that makes sense, I need to do tests but I felt that levelling Familiars was pointless. Dullahammer Head has been nerfed. Doesn't really explain much. Was it a flat damage nerf, %, less heads? Needs testing.
Shard Adjustments (Decreased Power): Riga Storaema - No opinion. Craftwork - My guess is low MP free damage essentially early on. Bunnymorphosis - Kinda broken. Speed run tactic. Not sure if they are targeting to slow down speed runs or if it was just a way to bypass most other abilities. Flame Cannon - Early cheap powerhouse. Either slow down speed runs or they realized that it had a lot of bang for it's buck. Straight Arrow - OP. I basically got through the first half of the game spamming this. Chase Arrow - Genuinely surprised. I feel it has low damage and poor tracking. Heretical Grinder - Again, either the glitches make it OP or that any Shard that does rapid spam damage for low MP. Might need to rewrite code for sustained shards. Circle Ripper - Need to test more. In all my playthroughs I found it underwhelming, but maybe it was better than I thought. Shooting Dagger - Early version of Chisel Barrage? Riga Dohin - I'll admit it was better than Tis Rozain and Void Ray in some instances. The DoT aspect combined with the element type made it extremely useful against a lot of enemies. The fact that it stacked and had cheap upgrades probably also influenced the decision. Welcome Company (nerfed significantly - starting from 3 portraits instead of 5) - Major nerf. It is all around useful, cheap, and necessary for speed running. I am glad I haven't devoted time to speed running yet.
Weapon Adjustments (Decreased Power): Flying Edge - A must have weapon early game. No recoil, high range makes it great to fight with while moving. I didn't find the damage too high, but I relied on Shards for my damage. Maybe with a physical damage build it was OP. I liked it for candle breaking. Rhava Bural - Doesn't hold a candle to Shards for damage. My guess is yet again their problem was that it had so much utility attached to it. They won't nerf the idea behind it (Fast, multihit, no recoil, early weapon) so they nerf the damage. Rhava Velar - Same as above. But this one is late game. I feel this one needs to not be nerfed. It's a costly, late game weapon to craft, you want a moment of feeling OP (even though it doesn't do thousands of damage like certain shards).
Enemy HP Increases: I am going to critique both at once. My guess is that since any attack could kill these enemies that you just picked the fastest or biggest AoE attack and made them trivial. If they buffed it so Welcome Company, or Spiked Breastplate doesn't kill them one hit, I feel their decision was to make them an in game obstacle more than an enemy. OR it goes back to the Familiar Dullahammer Head being a go to for Nightmare, and they wanted to make Vepar an actual challenge. Dullahammer Head Malediction
Overall I feel other items and abilities warranted nerfs more than these (except Welcome Company and Bunnymorphosis). We will have to see how this plays out.
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Post by EBBenjy on Jul 21, 2019 17:33:35 GMT -6
^ Cale You are the first person I've seen to actually consider the implications of each nerf and how it will actually affect the game, rather than just seeing a list of nerfs and going berserk over it. Honestly, it doesn't seem too terrible. It just feels more terrible than it is due to the unexpectedness of it all, and the poor timing.
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Post by mourningxsun on Jul 21, 2019 19:44:20 GMT -6
Am I the only one feeling that actual release is feels like the beta we expected (but just got demos instead)? Nope. Strictly speaking I'd put Bloodstained in my top 3 of Iga's games. Not sure on exact placement yet. But that still doesn't change the feeling that the game is half baked. There's a lot to do in it, but it fundamentally just feels small. I'll chalk that up to a piss poor end game and severely limited enemy types.
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Post by rjpolar on Jul 21, 2019 23:57:13 GMT -6
In terms of the stability and performance of the game, this is not necessary and meaningless now. At present, this is a single-player game. If the multiplayer mode is released in the future, balance will be the adjustment policy.
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Post by DSLevantine on Jul 22, 2019 0:41:17 GMT -6
Nerf is wasted effort by the dev to piss off their fans. Not every game requires balancing and Igavania is not a game for it. Those who love nerf cycle can go play path of nerf, I mean path of exile. Different game for different audience, introduce nerf in this game is like the dev is trying to divide and alienate the fanbase.
There is nothing wrong with the game being easy, even though I don't think bloodstained is easy by castlevania standard. Those hard mode gamers will never satisfy until you nerf the game to hell, so when will you stop? As the saying goes “If you try to please everyone, you'll end up pleasing no one.” Make up your mind which side you want to stand, who is your target audience. If you want to target the hard mode gamers, that's fine. Please at least tell the fans that you are making a sekiro, dark soul version of bloodstained, so the fans can make well-informed decision instead of buying the game purely based on nostalgic.
What saddened me most is the game was originally marketed as successor of castlevania and was targeted to players like me where nerf has no place in the game. In the end, they switch their target audience to hard mode gamer, I can't help but feel being lied to. Well, at least they announced the nerf before the cosmetic micro-transaction, allowing those who don't agree with them to cut loss instead of sinking deeper.
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gradius
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Post by gradius on Jul 22, 2019 1:55:50 GMT -6
Nerf is wasted effort by the dev to piss off their fans. Not every game requires balancing and Igavania is not a game for it. Those who love nerf cycle can go play path of nerf, I mean path of exile. Different game for different audience, introduce nerf in this game is like the dev is trying to divide and alienate the fanbase. There is nothing wrong with the game being easy, even though I don't think bloodstained is easy by castlevania standard. Those hard mode gamers will never satisfy until you nerf the game to hell, so when will you stop? As the saying goes “If you try to please everyone, you'll end up pleasing no one.” Make up your mind which side you want to stand, who is your target audience. If you want to target the hard mode gamers, that's fine. Please at least tell the fans that you are making a sekiro, dark soul version of bloodstained, so the fans can make well-informed decision instead of buying the game purely based on nostalgic. What saddened me most is the game was originally marketed as successor of castlevania and was targeted to players like me where nerf has no place in the game. In the end, they switch their target audience to hard mode gamer, I can't help but feel being lied to. Well, at least they announced the nerf before the cosmetic micro-transaction, allowing those who don't agree with them to cut loss instead of sinking deeper. Exactly this! Nerfing is going to have a domino effect, unavoidably and inadvertedly. They simply won't know when to stop. Besides, EVERY (maxed) shard works wonders in higher difficulties anyway and boss fights, are ~1 second long. At least at 1/3 hard. If they want more of a challenge, self-imposed rules can easily cut it. In other games, such as pokemon for example, there are many famous methods invented by the players themselves, such as "Nuzlocke" and they abide strictly by the rules. But they are miserable hypocrites; they cannot even resist abusing the very same items that they hate so much! Those miserable, walking bags of salt, end up hating the very same things, that carry them easily throughout the game! One solution, temporary at least, would be for a new mode, with the only difference that items/skills don't carry over. Gebel's glasses and Standstill for instance, can dominate anything that isn't immune to timestop. I am actually surprised that nobody whined for that "cheat", yet they bash good old portraits and craftworks (!), of all things! Have those "hardcore" whinies, actually played past Normal???
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Post by third on Jul 22, 2019 7:11:15 GMT -6
A lot of people here are confusing balance and difficulty. Nerfs are about balance: if some shards are substantially more powerful then this means that only those shards are actually useful and the rest are just trash. So the point of the nerfs is to increase the number of viable shards. In other words, it adds variety to gameplay and increases the number of viable strategies.
It does also increase the difficulty, since the previously OP stuff is no longer OP. But if that makes things too hard, or if you just like being OP, then you can always play on a lower difficulty setting. That's not a problem.
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gradius
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Post by gradius on Jul 22, 2019 8:00:37 GMT -6
No "balance", please. Please, keep out from good old, single player games, with that MMO/competitive/dark-souls mentality. Or, go play Hard and Nightmare. Or, use other shards, too. Or both.
If devs take into account everybody nagging for x shard, y item and z mechanism, then the game will be dumbened down, watered down, to an unrecognizable state... Believe me, once the nerfs start, they never know where or when to stop. So, get a life and try different things. And stop demanding to ruin other gamers' fun, so as you can have your own; you can refrain from using something broken, but if you smash that broken thing altogether, those who want/need it cannot use it anymore. End result should leave every side happy, not a select few, entitled ones.
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purifyweirdshard
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Post by purifyweirdshard on Jul 22, 2019 8:37:21 GMT -6
I don't feel strongly enough about it to vote one way or the other. We don't know the severity of the nerfs yet except that you start with 3 paintings in Welcome Company instead of 5. It probably won't make much of a difference at all except to hopefully encourage variety ever slightly, as seems to be the idea. I would be disappointed though if they decided to go against their plans of making the game what they want.
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Post by Astaroth on Jul 22, 2019 10:37:26 GMT -6
i think the game is fine as is with a caveat, if an item is too powerful/not powerful enough because of a coding or math error, then fix it cause thats a bug. if a weapon is too powerful/not powerful enough because its supposed to sit in a particular place on the shelf of power tiers and PLAYERS think its op/weaksauce, that is intentional and shouldnt need to be messed with
i will say though to the devs that some of the awesome movement tech ive seen in speedruns coupled with the different ways you can customize miriam for luck, or attack speed, or movement speed, etc is a beautiful way to bring longevity to the community and allows for some off the wall speedrun/challenge categories like initial equipment or paper flash runs (no equipment, all speed boosts by the end of the game type thing)
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