• 69 Posts
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Joined 1 year ago
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Cake day: July 16th, 2023

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  • I mainly wanted trinkets to accomplish two goals:

    • provide a bit more run to run variance by being a sort of utiltiy item that modifies game properties or adds light new mechanics, rather than being a direct buff like other equipment.
    • Encourage more use of the alchemy system via their crafting and upgrade mechanics.

    I’m still not 100% happy with where trinkets are, there are still a few balance outliers and I would like to add more of them, but I do think they’re doing this job fairly well. Alchemy system usage is up across the board, and players are definitely not dieing a lot more or less with trinkets overall. It’s worth noting though that I don’t balance based on gameplay data from new players, as those numbers aren’t particular representative of how actually powerful items are. I look at data from players who have 1+ wins.

    Trinkets are also designed to be flexible, it’s perfectly valid to keep them at 0 or +1 for a milder effect, if you’d prefer to not mix up your run too much.