Otherwise you're just gambling on faith not probability. 引用自 Blood Flowers:You don't take an act 1 fusion hammer unless you already have apotheosis/some way to upgrade cards/relevant eggs. If you do manage to get a campfire relic like shovel or girya, both of these relics become significantly better. Apotheosis is also a card that almost completely mitigates the drawback of fusion hammer. Fusion hammer is a bit more annoying for me because I often don't need to rest, but then again I usually play ironclad where armaments+ is a thing. The bulk of your deaths should be to bosses. Also, you shouldn't really be taking too much damage by about halfway through act 2 anyway. Sure, dripper can be risky sometimes, but if you are ironclad, or took self repair on defect, you already got sources of heal. The extra energy from dripper/hammer are definitely worth not being able to rest/forge at campfires. ![]() Many players also underrate having extra energy. In fact, you can spin it into an upside in most defect and ironclad decks, as they have quite a few expensive cards worth drafting. Becoming confused is a drawback that is worth it most of the time. Many of you probably underestimate the value of drawing 2 additional cards per turn. Removing an option rather than removing value.Alright I'll give my reasoning. If Sozu were brought up to Fusion Hammer's level, Sozu's drawback would be "regular combats reward more gold instead of potions" or "Potions cannot be used outside of Boss combats". ![]() You get a card pre-upgraded or it's staying unupgraded. No smithing, no event upgrades, not Armaments, nothing. If Fusion Hammer were to be brought down to Sozu's level, Fusion Hammer's drawback would be "You can no longer upgrade cards". Most energy relics with a drawback directly reduce future value (Cursed Key, Ectoplasm, Philosopher's Stone, Runic Dome, Velvet Choker, Mark of Pain) or reduce options (Busted Crown, Coffee Dripper, Fusion Hammer). Something like "Normal combats no longer reward potions" to allow events/alchemize/shop to still work, "Potions work at reduced strength" so that potions still work while maintaining the theme, or even "potions are automatically transmuted into gold" so that potion value isn't directly lost. I feel like Sozu would have to be buffed to make up for the loss of modern potions. It also has negative synergy with ], ], and ], it causes potion-rewarding events to be dead floors, it makes ] a dead draw.there's so many things Sozu removes the value from, and event floors and monster floors can't be routed around like campfires. Sozu removes a lot of future value from potion rewards and removes the option of buying them at shops. ![]() I almost never pass up Fusion Hammer as an Act 2 reward. Most of my smithing happens in Act 1, too, and Act 3 starts giving you upgraded cards as options. ![]() The biggest thing I seem to be passing up is upgrading my gold card from the boss, but that was never guaranteed to happen in the first place. Even if I don't have any of those relics yet, there's still a chance of encountering them later down the run, and even if they aren't encountered, I can still Rest and Recall at campfires and get plenty of value. With Fusion Hammer I can route through more elites (since I'm recovering health at campfires instead of upgrading) and gain synergy with ], ], ], and ]. I'm curious as to why so many people would prefer Sozu over Fusion Hammer even before the potion buff, it seemed like "remove an option from campfires without rendering them useless" was superior to "lose all potion rewards from fights and lose the ability to buy potions in the shop".
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