the dlc looks awesome! Seems the dev really wanted to steer you away from the usual "6 weapons of a kind asap" approach most base game characters have! Really nice!
Well it's a healthy mix i must say, some characters are still better with certain weapons which mean you will focus on a single type load out as usual while other's really want you to mix a bit more. Like when i cleared the builder i ended up with one gun(for the tower) then for some reason i found that the walking stick just fit the character extremely well as a back-up weapon considering it scales by itself increasing range every x amount of steps while scaling dmg with range. Sure it becomes slower as time progress but given most of the dmg come from the builders mechanics, having a slow but relatively hard hitting melee weapon really helped during boss fights etc. Why i chose the stick boiled down to dmg attributes being reduced by 75%... range isn't a dmg stat so it kinda worked.
I like the bounty hunter thing as well, since the cursed version both have increased chance of critical-kills giving material and when cursed the item itself give crit. Found one with 11% Crit, 48% chance to get a material, which means it jump starts it's own mechanic. Another funky cursed item is the healing turret, sure increasing the % of engineering = healing is kinda basic, but bringing it up to 50-75% is just nuts... I've had a turret who heals for over 100 hp per shot.
My understanding of the machines changing colour is that the slow blobby guys move towards them and then get inside, which triggers the colour change, and then you have a limited time to destroy the machine before the thing inside mutates into the scarier tough enemy. I might be mistaken, I haven't played all that much of this beta but that's consistent with what I've seen.
I sure hope they fix the issue with them being considered tree's since if you have the lumberjack shirt you one shot them. Perhaps it's by design considering some characters wouldn't be able to deal with them otherwise, but i personally think such a design could be made on a character basis instead of linking it to a item which don't specifically state this specific interaction.
I think the idea with Captain Scabbard is for you to just sell everything, but still keep buying more Captain Scabbards, Given the curse scaling, This seems like a really good weapon at a base. maybe it's not? But on paper it seems good with an upside that is meant to make the fact that you can only get it at Epic a little bit more bearable. I'm pretty sure the intent is not just to have one, because that upside is not enough to be able to sustain itself with only one weapon
Well the power of the Scabbard ain't exactly apparent, It's a flavor item. If you play with the fish-hooks properly chances are you won't have 6/6 weapons least of all 6/6 scabbards. The Sword by itself even at max load-out have immense damage scaling for players who like to stack curse, it's Curse=Dmg at epic quality and it increase further when legendary. I've had a Scabbard with about 190% Melee scaling and 290% curse scaling. I wasn't even playing Melee that run since i started out playing ranged I even had -10 or so melee dmg when the first scabbard appeared, but the curse scaling by itself made it overpower even some of my cursed ranged weapons. After that i just kept on fishing for more weapons sharing it's tag, the +15 flat dmg per empty weapon slot is just flavor text compared to it's real power which is it's base curse scaling... when cursed it just shoot to the roof.
1 weapon get staff for xp role b4 round 5 max it super fast b4 9, only take attack spd , your glass cannon but u can corner camp everyhing but boss rounds, shadow ax works good 2
There's a new gun which is essentially a flintlock, can't remember the real name for it but it's one of those gimmick weapons. It have a 5.5 second reload time, but reloads instantly when you pick up materials... which sort of fits a scabbard + gun build fairly well, as long as you are close enough to pick up materials at a steady rate it's a hard hitting, relatively fast shooting gun, which also scale with curse. The gun itself works best when combined with other weapons anyway, since if you have multiple you can get stuck reloading if you are overwhelmed leading to even more hardship.
It's to be fair not that strong... sometimes it makes you eat all recovery items even if you are about to heal to full HP anyway. It's powerful on characters which interact with food however, like the new chef character, he explodes causing burn to nearby enemies when he pick up a food item and that is his mechanic. He deals more dmg to burning enemies but can't scale his elemental damage, so having the healing stretched out over a longer duration means he can use pick up range to get more fruits and thus more consistently explode... At the same time it interacts horribly with characters who get stats when eating fruits at full HP, ending a run with less then full hp means you get no stats at all from the remaining fruits, even if you would heal to full even from one left over fruit under normal circumstances.
The downside is way to rough also the xp gain should be plus 50% for every weapon you have instead of every free slot since enemies scale higher than usual What were they thinking here anti endless bro
Nah the downside is just a gimmick. Most DLC characters are meant to be played with curse in mind aka. you re-roll often or if you have fish-hooks you let them be locked in the shop. The problem is really that early on you don't have much curse or any of the items which makes this mechanic function properly. When i cleared the captain i just played him "backwards" i ignored his mechanic but instead of just upgrading weapons equally I chose to bring one weapon at a time up to legendary even if it meant i held one of each rarity at times. Forcing his mechanic aka. using only one weapon, mean you don't get much experience regardless since you don't get much material. It's better to sweep the field and eat the exp reduction then compensate it by getting exp items, he's tagged for them anyway so it's less rare to find exp items in the shop. In endless he's pretty decent if you have some +exp items, especially the tea, even more so a cursed tea. Heck even a cursed bean teacher with 100+% exp gain goes a long way.
"Trying to focus one, and I guess I picked the whale"
Yeah, a real Captain Ahab moment
the dlc looks awesome! Seems the dev really wanted to steer you away from the usual "6 weapons of a kind asap" approach most base game characters have! Really nice!
Well it's a healthy mix i must say, some characters are still better with certain weapons which mean you will focus on a single type load out as usual while other's really want you to mix a bit more. Like when i cleared the builder i ended up with one gun(for the tower) then for some reason i found that the walking stick just fit the character extremely well as a back-up weapon considering it scales by itself increasing range every x amount of steps while scaling dmg with range. Sure it becomes slower as time progress but given most of the dmg come from the builders mechanics, having a slow but relatively hard hitting melee weapon really helped during boss fights etc. Why i chose the stick boiled down to dmg attributes being reduced by 75%... range isn't a dmg stat so it kinda worked.
Ngl, I was wondering how they were going to handle stuff like Lumberjack Shirt being cursed honestly and I like how they handled it.
I like the bounty hunter thing as well, since the cursed version both have increased chance of critical-kills giving material and when cursed the item itself give crit. Found one with 11% Crit, 48% chance to get a material, which means it jump starts it's own mechanic. Another funky cursed item is the healing turret, sure increasing the % of engineering = healing is kinda basic, but bringing it up to 50-75% is just nuts... I've had a turret who heals for over 100 hp per shot.
Still loving this series, it's as good as the early days figuring it out
My understanding of the machines changing colour is that the slow blobby guys move towards them and then get inside, which triggers the colour change, and then you have a limited time to destroy the machine before the thing inside mutates into the scarier tough enemy. I might be mistaken, I haven't played all that much of this beta but that's consistent with what I've seen.
That's it, yeah :)
I sure hope they fix the issue with them being considered tree's since if you have the lumberjack shirt you one shot them. Perhaps it's by design considering some characters wouldn't be able to deal with them otherwise, but i personally think such a design could be made on a character basis instead of linking it to a item which don't specifically state this specific interaction.
@@magnuscarlsson9969 Oh, good to know. That seems to be a bug
Perfect timing, I i just finished watching today's Cat God Ranch!
this dlc's announcement kicked a fire in me to try and actually unlock all the characters on brotato and try to beat it with every character as well
Always fun to watch you play Brotato!!
I'm sad to see the series go!!
I think the idea with Captain Scabbard is for you to just sell everything, but still keep buying more Captain Scabbards, Given the curse scaling, This seems like a really good weapon at a base. maybe it's not? But on paper it seems good with an upside that is meant to make the fact that you can only get it at Epic a little bit more bearable. I'm pretty sure the intent is not just to have one, because that upside is not enough to be able to sustain itself with only one weapon
Well the power of the Scabbard ain't exactly apparent, It's a flavor item. If you play with the fish-hooks properly chances are you won't have 6/6 weapons least of all 6/6 scabbards. The Sword by itself even at max load-out have immense damage scaling for players who like to stack curse, it's Curse=Dmg at epic quality and it increase further when legendary.
I've had a Scabbard with about 190% Melee scaling and 290% curse scaling. I wasn't even playing Melee that run since i started out playing ranged I even had -10 or so melee dmg when the first scabbard appeared, but the curse scaling by itself made it overpower even some of my cursed ranged weapons. After that i just kept on fishing for more weapons sharing it's tag, the +15 flat dmg per empty weapon slot is just flavor text compared to it's real power which is it's base curse scaling... when cursed it just shoot to the roof.
1 weapon get staff for xp role b4 round 5 max it super fast b4 9, only take attack spd , your glass cannon but u can corner camp everyhing but boss rounds, shadow ax works good 2
Multitasker woth this guy in gmo would go crazy with how many weapon slots you have
ill treat "things hurt really bad" as your official review of the DLC
OH Captain My Captain!
Fun run!
Man if you combined this guy with recruiter...
This character taught me how to chase the bag
Hunting trophy and tentacle would go hard with javellin build
Now I want to play turrets and mines, no weapons Captain.
I think Captain's Sword and just one gun (ideally flintlock if it exists) would look cool 😂 It's a cosplay weapon
There's a new gun which is essentially a flintlock, can't remember the real name for it but it's one of those gimmick weapons. It have a 5.5 second reload time, but reloads instantly when you pick up materials... which sort of fits a scabbard + gun build fairly well, as long as you are close enough to pick up materials at a steady rate it's a hard hitting, relatively fast shooting gun, which also scale with curse. The gun itself works best when combined with other weapons anyway, since if you have multiple you can get stuck reloading if you are overwhelmed leading to even more hardship.
Love Brotato!!
Spin Hero is released now!
they fusion mod just got crazier.
We want more abyssal terrors!
When the update coming out struggling with some classes but fun rogelike
wow - i've been really struggling on the new map. Not sure if it's that much harder or i'm just really rusty/bad now???
the new map is a lot harder, yes
+100% stats from Level upgrades. What does that mean? I never saw what it affected.
All lvl upgrade choices give double, melee 2 is a melee 4 spd 3 is spd 6
Seems like 4 would even the xp situation.
It's +200%
So the XP required is tripled
Captain's Sword is ass with captain I can confirm.
God I hope they didn't change the spears infinite piercing
Why would Spear get changed, it is a melee? All melee has infinite pierce.
the level up increase doesnt seem to work right. you tooko 3 +10 harvesting early that should have been a total of 60 if stats are doubled ,right?
it doubles it already, it is supposed to be +5
How come you're always skipping Jerky? It seems really strong, especially when you don't have + hp from consumables already.
It's to be fair not that strong... sometimes it makes you eat all recovery items even if you are about to heal to full HP anyway. It's powerful on characters which interact with food however, like the new chef character, he explodes causing burn to nearby enemies when he pick up a food item and that is his mechanic. He deals more dmg to burning enemies but can't scale his elemental damage, so having the healing stretched out over a longer duration means he can use pick up range to get more fruits and thus more consistently explode... At the same time it interacts horribly with characters who get stats when eating fruits at full HP, ending a run with less then full hp means you get no stats at all from the remaining fruits, even if you would heal to full even from one left over fruit under normal circumstances.
The downside is way to rough also the xp gain should be plus 50% for every weapon you have instead of every free slot since enemies scale higher than usual
What were they thinking here anti endless bro
Nah the downside is just a gimmick. Most DLC characters are meant to be played with curse in mind aka. you re-roll often or if you have fish-hooks you let them be locked in the shop. The problem is really that early on you don't have much curse or any of the items which makes this mechanic function properly. When i cleared the captain i just played him "backwards" i ignored his mechanic but instead of just upgrading weapons equally I chose to bring one weapon at a time up to legendary even if it meant i held one of each rarity at times.
Forcing his mechanic aka. using only one weapon, mean you don't get much experience regardless since you don't get much material. It's better to sweep the field and eat the exp reduction then compensate it by getting exp items, he's tagged for them anyway so it's less rare to find exp items in the shop. In endless he's pretty decent if you have some +exp items, especially the tea, even more so a cursed tea. Heck even a cursed bean teacher with 100+% exp gain goes a long way.