Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Please do adding more OP items wont do this though unless you plan on buffing the bosses like ALOT or add new difficulties/ ascension mode (kind of what this game needs imo)
Right now the items you get are insanely OP and make the bosses super easy and can be quite unsatisfying.
I feel like the game has no mid game atm . Early game is always super fun as you need to be careful and stay on beat. But then if you find ANY heavy weapon, Health regen, shield regen, infinite ammo, skeleton key, health ult, drumrole ult and many more the game just gets waay too easy way too quick and looses what makes it special.
Now I get that ppl want OP runs sometimes but I think there are way too many items that are just "best in slot" and if you find them its just over and it doesnt encourage actual builds it just means you become completely OP. i havent died to any boss past the 3rd in 15 hours which I think says alot . Havent played as Odr but getting 1 tapped doesnt really interest me either.
Just my 2 cents
I think the game desperately needs an item overhaul. Specifically, most items in this game are "straight up positive", giving you benefits with no drawbacks almost all the time.
If we compare the item design of this game with, say, Binding of Isaac, you can notice how most items in Isaac are either stat upgrades (which we already have via the Shrines), or items that alter the behavior of your character or abilities. This will sometimes be positive, but other times it will be negative.
The trick for great item design and synergy is to make it so some of those drawbacks are, under the right circumstances, actually positives (think Soymilk, an item that almost always will make your run worse, but when the planets align, and you find one of the other items that synergize, you get a god-tier run thanks to it)
BPM currently has almost exclusively items that only give benefits, and every time you find a new item for a slot its almost always a no-brainer "this item is just straight up better than this one".
For example, lets imagine for a moment that the shot echoes crown and double-tap gloves were both glove items. (This is mostly because I can't think of two specific items that share a slot right now)
Right now Double-tap fires two bullets *instantly at the same time*, with the only minor drawback that you have to reload "twice as often", however your increased rate of fire offsets this, specially with magazine weaponry.
If, instead, Double-tap would *force* you to fire a second time at double speed (half-beat for large weapons, quarter-beat for pistols), it would still increase your damage output the same amount, but make you *unable* to dash while sustaining fire (because your half-beat is occupied by the gun firing), making it less of a "strictly good" item.
This would make it so you have to decide on which item to keep, as the echoing shots item would only give you slightly more damage, but double-tap would make you a lot more vulnerable. You could just take double-tap if you're using a pistol, since you already can't dodge in quarter-beat, but then should you switch over to a large weapon, you would now have the burden of double-tapping forcibly.
As a bonus, this change would also fix the janky animation the Magic weapon has when using double-tap ;)
Another example would be the Double Damage shield. Right now this is *the best* damage item you can use in that slot. If it were rebalanced as to double *all damage*, including damage received, it would be a much tougher choice to decide between it and the Solar Flares shield.
Unlimited Ammo, another item that's just straight up good. The only reason to not take this is because you already have an unlimited ammo weapon, or one with such fast reload it would seldom matter. This item would be a lot more interesting, and less of a no-brainer pick, if it woulkd instead grant you unlimited ammo *as long as you keep firing on beat*, but *force you perform a reload* if you stop firing. You could offset the overall nerf by having it grant increasing damage (pair it up with increasing loudness of your gun, for extra satisfaction), and its now, once more, an interesting choice, and not just a "gimme"
I really like this infinte ammo idea, very cool and 100% agree that having no drawbacks really does reduce all decision making. I said that their is no decision making in this game at all on another discussion page and was told that I can "decide" not to use the OP stuff if I want...... kind of missing the point I think.
On the plus side I have seen on their twitter them speaking about harder difficulties and Boss buffs coming soon so thats something I guess.
I guess I would say, however, that sometimes it doesn't feel like you earned it, which can make winning feel a bit "cheap".
If you do re-balance, I would recommend at least keeping a small chance to get crazy good loot (maybe from killing a boss or some other hard-but-manageable task) so that less-good players can have a chance at having fun with OP gear and not just the expert players because they are all locked behind some crazy challenge.
If people feel like getting OP gear randomly is too unbalanced, they don't have to pick the gear up. This let's the player choose their own difficulty, if they want it easier they can pickup the "free" OP gear and if not they can pass.
and we need chinese please!!!!!!!!!