Jackeea

Untitled

Jun 21st, 2019
91
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 3.35 KB | None | 0 0
  1. Nunchucks - upgrade is FAR too strong. Maybe if it was "return the difference between the dice", which seems fair - instead of getting about 2x value from your dice, you'd get maybe a bonus 33% return on your investment? Which is a good sweet-spot for upgrades.
  2.  
  3. Master Key - more reliable but restrictive Lockpick. Seems fine!
  4.  
  5. Knitting Needle - Like an easier to play, slightly less powerful, but 3-uses version of Backstab... interesting idea! Made less useful because Nunchucks only counts every 2 dice you put into it, but there's still a lot of potential.
  6.  
  7. Wrecking Ball - a solid Crowbar sidegrade, awesome weapon, 20/10
  8. On a more serious note, a level up reward is an interesting place to have it! Reducing your countdowns by 4 encourages you to have smaller countdowns (Plaster, Cloak, Tetraphobia), making this kind of like a "build a passive for your weapon" item. And I like it!
  9.  
  10. Befuddle - of course you'd add the single dice manipulation item that I haven't tested yet! Anyway, it seems... fine? About on par with Counterfeit in terms of usability (read: not an item I'd ever usually use, but still strong as heck), but with a bit of randomness. Ties in well with Nunchucks and Lucky 7's "return a random dice" functionality.
  11.  
  12. Chisel - Good for turning your 4s into 3s and 1s to get bonus damage from Nunchucks+.
  13.  
  14. Cloak - not a fan. Not many enemies have enough status effects that Reduce? is going to affect them that much... and those that do, this makes the fights absolutely trivial.
  15.  
  16. Plaster - a solid healing option! Stronger than Bandage most of the time (effectively MIN2 instead of ODD, and affected by Wrecking Ball), but Bandage wasn't that strong to begin with.
  17.  
  18. Dramatic Exit - OP. Overpowered as all balls. It's hard to activate, but with some Plaster/Thick Skin for sustain, you can reliably end every fight with this. Maybe it could just increase your max health by 1?
  19.  
  20. Blast Chiller - sure yeah this is fine. Nothing to comment, just a... balanced-ish weapon that's fine. Maybe a bit underpowered, but eh, that's fine!
  21.  
  22. Square Pair/Puppy Paws - Midnight Charm sidegrades, on the class that reeeally doesn't need big dice. Just like Snake Eye for Warrior, they have their uses though (SP + 2x Chisel = funchucks)
  23.  
  24. Paper Lantern - Like Lantern, this is... weird? Really situational, a bit like a delayed Duplicate. At least it's not once per battle at least.
  25.  
  26. Tetraphobia - Haven't had a chance to use this but it seems good for both paths. Upgraded, it deals 16 damage with full Knitting Needle up though...
  27.  
  28. Dramatic Entrance - unless you can instakill the enemy with Fury?, or have a once-per-battle item (you don't), then this is a bit... meh.
  29.  
  30. Raw Ambition - This is what a Curse? effect should be on. Not a "if you roll 6" effect like Flying Skull!
  31.  
  32. Signal Jammer - see Master Key
  33.  
  34. Determination - I'm not usually a fan of strong statuses being part of the "random status" pool, but for this I guess it's fine since there's a largeish cooldown?
  35.  
  36. Secret Weapon - Power Crystal on a countdown? Yeah, seems fine.
  37.  
  38. Barbed Wire - Should the description reflect the bonus damage from Thorns?? Also, how do you end a question with a PU status effect (like Burn?) at the end of it? Do you just leave both of the question marks there? Or do you put a space between them (but that looks weird)? Maybe just put 1 question mark there, but that adds some ambiguity...
Add Comment
Please, Sign In to add comment