Anyone9999
Newbie
- Jul 11, 2021
- 32
- 9
- 131
Nice to come back to this and see all the improvements to the game so quickly. The game is a lot better at displaying info now, especially dig the stuff on the side in combat and the warning that the girls will flee after their grab.
Some thoughts on the item balance:
I feel like there's a pretty clear best item for your first run, Inferno Pepper that returns 1 EE for every item you have when using a commander. That gives you a free 1 cost commander immediately or a constant EE refund that helps too much early game and for the whole first run really compared to the rest of the items. The one time use 10k attacks seem pretty underwhelming in comparison. Balancing one time use items against items that are always useful is extremely difficult, maybe those items should be modified to be smaller continuous bonuses? New items is always a possibility too.
Unicorn Lard probably seems really questionable to new players, even I don't really understand it's usefulness compared to some other options. Skipping a day and getting almost no EE generation seems pretty useless. It definitely seems like a late loop item. The only kind of useful function for early loops feels like the part where it makes girls attack sooner so you can pick up their EE generation sooner, but even that requires you to have some extra bonuses to build up the girls quicker than usual. If you get to the point where you're so strong you can skip days, it's not like it takes that long to enter a battle and leave immediately, so wasting all that EE for a bit of saved time is meh. In comparison, Inferno Pepper and Tomorrow's Newspaper's usefulness are pretty clear, and even the one time use stuff can seem useful to new players.
Inevitability seems like it's in an odd place and a bit of a trap. Early game you need the EE generation, and most of mid/late game you pretty much keep girls surrounded 24/7, so it's often just a waste of EE. It might be a bit too niche compared to most options atm, it seems like there's a pretty small window mid game where you may want to use it. Maybe instead of costing EE to use, it could make your first attack every fight stronger or something? Well the 10x attack might need to be decreased then.
I think the items available in the first run should be things that are obviously useful to use even for new players or people will just skip over them even if they'd be useful later. Unicorn Lard in particular should maybe be locked until later runs.
I disagree. Inferno pepper is probably the worst early run item alongside Inevitability because fielding a commander before the standardised 5EE is useless. That is why it was buffed too. Meanwhile, using schwerer Gusion or Barrier Jammer lets you soften up potential tough dual Core Confidence/morality Chosen which are a pain the ass to make progress against, especially if you go up against a Superior/Beastkin Chosen. That alone makes those two top tier to me. Personally not a great fan of the other two (For the life of me, I can't figure out the use for Orgasm in the can, and the expo one at least makes it easier to go through the defenses of the other chosen.) but you can use them to get immediate tier 2 core breaks.
Unicorn lard is a matter of execution. You only lose EE Generation if you made bad choices during your first fight. Otherwise you get what you earned +1 when you skip a day. Really, it is probably the easiest one to use. I have no idea where you got the idea from that it is useless. especially because it lets you get so much sooner to the 5EE commander. For fucks sake, Unicorn lard is the only starting Item that can get tier 1 core breaks on day 10 while still having uses for the rest of the run. (I.E. Negotiation chosen forbidding combat or training forsaken, or just waiting for networked consciousness to come online.)
Meanwhile, Inferno Pepper's use doesn't come apparent until the midgame, where all the 1 saved on commander deployments allows you to get to networked consciousness sooner, probably, whereas unicorn lard doesn't get enough skipped days to make use of it's boni past the early game. However that doesn't help you with breaking cores or gaining more EE early game, where almost all the other items shine. And the 1EE for the first loop becomes a drop in the water when you start deploying your 15EE+ Commander. The same is true for Unicorn lard, of course, but it's main use is to get to the 5EE commander sooner. +1 EE when you generate 1, 2 or 3, and generating 3 sooner at all, is much more useful when compared to regain 1EE when you start to generate 5.
Not gonna lie, never looked at the buffed tommorrows newspaper, but I have doubt's about it's usefulness past loop 1. Certainly better than the original, but Forsaken are usually how you go then. Meanwhile, a new player might get tricked by all those options. Though I admit some of these options early game seem incredibly juicy and I might need to try, and that item can do orgies probably the quickest of all starting items simply because it can skip past going up the upgrade tree to get the third capture.
And yeah, inevitability is in a weird spot. Probably for use to get surround turns for orgy attempts, when the -1 stops to matter? Because I believe you need a tier 2 break to get to the 2EE generation events anyway. I mean, if you can use it to get to the 2EE events in a single battle, it is probably the best EE generation item. Still big fan of the one use items.
Really, if you are going to balance, inevitability needs a buff, if at all. Otherwise the balance is fine.