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I think this mod looks really cool, but the recipes for its items seem rather forced. It feels like the items were (correctly) identified as overpowered and had expensive items shoved into their recipes in order to balance them.
Instead, more immersive methods of obtaining or crafting the items should be implemented. For example, rather than balancing via an expensive recipe you could make the item require a charge for each use. Once a soul catcher is crafted the player must somehow strike the item with lightning to charge it. This would make the soul catcher active, allowing it to capture a mob. Upon releasing the mob the soul catcher loses its charge and must be recharged,
This implementation would avoid common design traps while still preventing mob transport from becoming trivialized.
The text was updated successfully, but these errors were encountered:
I think this mod looks really cool, but the recipes for its items seem rather forced. It feels like the items were (correctly) identified as overpowered and had expensive items shoved into their recipes in order to balance them.
Instead, more immersive methods of obtaining or crafting the items should be implemented. For example, rather than balancing via an expensive recipe you could make the item require a charge for each use. Once a soul catcher is crafted the player must somehow strike the item with lightning to charge it. This would make the soul catcher active, allowing it to capture a mob. Upon releasing the mob the soul catcher loses its charge and must be recharged,
This implementation would avoid common design traps while still preventing mob transport from becoming trivialized.
The text was updated successfully, but these errors were encountered: