Hey Cubecrafters, I've finally found some time to work on the feedback threads! so lets start it off with this one:
What are augments even?
Augments are some form of special "bonus enchant" you can apply via runes at the forge. the requirement to add one is a level 3 tool, for a second a level 8 tool, and for the third and final slot a level 20 tool.
General:
Personally, I find the rarity distribution and assignments rather confusing and random here and there. Some augments are just changing everything and are super powerful, but rated at uncommon or rare, some are utterly useless and mythic graded? I'm guessing this is to ensure good augments are accessible at any stage of progression, however some mythics are just ridiculous to even be caaled mythic rarity.
jumping straight into this, my feedback on the augments will be categorised by tool / armor piece:
Rarities:
Common (green), Uncommon (blueish "mlue"), Rare (red), Legendary (yellow/goldish), Mythical (purple). I know this is controversial as theres 2-3 main "ways" to create rarity systems, but as i grew up with and im used to Common (grey) Uncommon (green) Rare (blue) Epic (purple) Legendary (Gold) Mythic (Red, or some form of shiny/animated color/name), I dont like the colorscheming nor that theres an epic rarity missing.
sorry for this cutting off, ive been writing for 2h nonstop now, ill continue this soon but i dont want it to just be gone the next time i open my browser so im hitting send early
What are augments even?
Augments are some form of special "bonus enchant" you can apply via runes at the forge. the requirement to add one is a level 3 tool, for a second a level 8 tool, and for the third and final slot a level 20 tool.
General:
Personally, I find the rarity distribution and assignments rather confusing and random here and there. Some augments are just changing everything and are super powerful, but rated at uncommon or rare, some are utterly useless and mythic graded? I'm guessing this is to ensure good augments are accessible at any stage of progression, however some mythics are just ridiculous to even be caaled mythic rarity.
jumping straight into this, my feedback on the augments will be categorised by tool / armor piece:
Rarities:
Common (green), Uncommon (blueish "mlue"), Rare (red), Legendary (yellow/goldish), Mythical (purple). I know this is controversial as theres 2-3 main "ways" to create rarity systems, but as i grew up with and im used to Common (grey) Uncommon (green) Rare (blue) Epic (purple) Legendary (Gold) Mythic (Red, or some form of shiny/animated color/name), I dont like the colorscheming nor that theres an epic rarity missing.
:
Common:
Overload 1,2,3: great for earlygame, bad for endgame. a cooldown reduction is really useful earlygame for many quests, but i dont see why this had to be split up in 3 tiers that are all in the same rarity. overload 1 is practically useless, overload 2 and 3 are okay and doing a good job due to their higher chance to proc. fairly well put into this rarity.
Well Rested: not very useful. yes, saturation is great, but throughout the entire game we practically have infinite food and most people always keep a stack of whatever food theyre using in their inventory. deservers common, but is a waste of an augment slot imo.
Lucky Pick: Very good. A plain 30% ore fortune bonus might not seem much, but it can be the difference of waiting 1 or even 2 more generator cycles for a quest, even useful in the later stages of the game. could deserver uncommon rarity.
Shatter 1: okayishly but a waste of an augment slot. a 10% chance for just 3 connected ores doesnt make it worth to be used. if it were for 5 ores or smth that would make it considerable, but not really much more than that. common rarity deserved.
Magnet: good. it is useful outside of just mining ores, and is a good augment to have on your pickaxe earlygame. common rarity is a good choice here imo.
Uncommon:
Smelty Pick 1: its alright, depending on what you are using it for. can be put on pickaxes with silktouch to counteract silktouched ores being silktouched and is fairly decent for iron and copper farming. deserves uncommon.
Explosive Spawners: Its good for taiga and desert dungeon, but thats about it. i dont like it but ill acknowledge its use within dungeons for up to midgame. perfectly placed in uncommon rarity.
Rare:
Shatter 2: Very good. Useful throughout the entire progression of orefarming. the only rare one but thats okay as it fits well into rare.
Legendary:
Haste Mining: Yes. it very much depends on if youre playing java or bedrock. for both java and bedrock, it is a great augment for up to when you unlock beacons and a perfect fit for legendary. however as you unlock beacons, things change. on java it has no use whatsoever anymore (if youve covered your map with beacon effects), meanwhile on bedrock it is only still useful due to a bug (the bug being that beacons on cubecraft bedrock are absolute garbage at giving their assigned effects. they rarely give you any effect at all, this hasnt been fixed in years.) Good fit for Legendary.
Mythical:
Spawner Protection: Straight up garbage. resisance 2 for 20 seconds can be useful, but literally only in taiga and desert dungeon. the 2 minute colldown pretty much ruins the augment even further. no use whatsoever once youve achieved prot 5 copper armor (which can be done on jungle, and getting the myth augment before that? very unlikely to straight up impossible if youre not lucky enough to get uncommon+ runes). deserves either deletion, uncommon tier if youre generous or honestly common as its a good fit for the already crowded rarity. i cant express how annoyed id be to get this instead of shatter 3 on my pickaxe.
Shatter 3: S tier, awesome sauce, you name it. literally. its useful on any progression stage and very good. if buffed to 15% chance or even 20%, deserves myth + tier (coming back to the rarity rating, if wed have an epic rarity so 6 instead of 5 rarities, this deserves the highest)
Common:
Overload 1,2,3: great for earlygame, bad for endgame. a cooldown reduction is really useful earlygame for many quests, but i dont see why this had to be split up in 3 tiers that are all in the same rarity. overload 1 is practically useless, overload 2 and 3 are okay and doing a good job due to their higher chance to proc. fairly well put into this rarity.
Well Rested: not very useful. yes, saturation is great, but throughout the entire game we practically have infinite food and most people always keep a stack of whatever food theyre using in their inventory. deservers common, but is a waste of an augment slot imo.
Lucky Pick: Very good. A plain 30% ore fortune bonus might not seem much, but it can be the difference of waiting 1 or even 2 more generator cycles for a quest, even useful in the later stages of the game. could deserver uncommon rarity.
Shatter 1: okayishly but a waste of an augment slot. a 10% chance for just 3 connected ores doesnt make it worth to be used. if it were for 5 ores or smth that would make it considerable, but not really much more than that. common rarity deserved.
Magnet: good. it is useful outside of just mining ores, and is a good augment to have on your pickaxe earlygame. common rarity is a good choice here imo.
Uncommon:
Smelty Pick 1: its alright, depending on what you are using it for. can be put on pickaxes with silktouch to counteract silktouched ores being silktouched and is fairly decent for iron and copper farming. deserves uncommon.
Explosive Spawners: Its good for taiga and desert dungeon, but thats about it. i dont like it but ill acknowledge its use within dungeons for up to midgame. perfectly placed in uncommon rarity.
Rare:
Shatter 2: Very good. Useful throughout the entire progression of orefarming. the only rare one but thats okay as it fits well into rare.
Legendary:
Haste Mining: Yes. it very much depends on if youre playing java or bedrock. for both java and bedrock, it is a great augment for up to when you unlock beacons and a perfect fit for legendary. however as you unlock beacons, things change. on java it has no use whatsoever anymore (if youve covered your map with beacon effects), meanwhile on bedrock it is only still useful due to a bug (the bug being that beacons on cubecraft bedrock are absolute garbage at giving their assigned effects. they rarely give you any effect at all, this hasnt been fixed in years.) Good fit for Legendary.
Mythical:
Spawner Protection: Straight up garbage. resisance 2 for 20 seconds can be useful, but literally only in taiga and desert dungeon. the 2 minute colldown pretty much ruins the augment even further. no use whatsoever once youve achieved prot 5 copper armor (which can be done on jungle, and getting the myth augment before that? very unlikely to straight up impossible if youre not lucky enough to get uncommon+ runes). deserves either deletion, uncommon tier if youre generous or honestly common as its a good fit for the already crowded rarity. i cant express how annoyed id be to get this instead of shatter 3 on my pickaxe.
Shatter 3: S tier, awesome sauce, you name it. literally. its useful on any progression stage and very good. if buffed to 15% chance or even 20%, deserves myth + tier (coming back to the rarity rating, if wed have an epic rarity so 6 instead of 5 rarities, this deserves the highest)
Common:
Battleaxe: alright. can be used on a copper sharpness axe for dungeons, but outside of that not very useful. good fit for common rarity.
Lucky Axe: same as Lucky pick, great augment to have. good for common.
Leaf me Alone: Very good. its a goated augment. doesnt do much on its own on for example oak or birch trees, but using it with fortune is great for harvesting apples from oaktrees, uding it together with total collapse is awesome for all trees, using it on 2x2 spruce and jungle and acacia trees makes your life so much easier as you wont have any pesky leafes flying around youll have to build up for to break. i can see why it might be placed in common rarity but easily deserves rare or uncommon.
Total Collapse 1: Balanced and great. 5% chance is not once in every century but its also not every single tree. comes in handy earlygame. common rarity deserved.
Sapling Harvest: useful for quests and farming trees before you have a moneyfarm to buy saplings. good fit for common rarity.
Magnet: same as pick, common deserved but still handy all around. especially good with total collapse augments.
Uncommon:
Alternative Produce: Garbage. its essentially lucky axe but 4 times worse. only a 10% chance, which would be like fortune 1 or 10% lumber fortune, dropping a log of a lower tier? not worth it at all, only viable as maybe a way to gain logs for a shrine or a low amount og wood you could need in building. needs either a rework or buff to at least 50% chance to proc. i love the idea of bringing in some variation and creativity, but it deservers common as it is now, lucky axe is way better.
Burnt Wood: Similar to Alternative produce, its creative, but as it is now, quite useless. you can just farm coal from a generator. needs also a proc % rework, but due to how unique it is, its okay for uncommon rarity.
Rare:
Top Down: quite alright, very useful for 2x2 spruce and jungle trees, paired with leaf me alone and/or total collapse 2-3 it becomes very very powerful. good fit for rare rarity.
Total Collapse 2: Very strong. procs on almost every tree, paired with leaf me alone or top down its one of the strongest augment combos out there. useful for every player, no matter the progression. good fit for rare rarity but due to the punch it packs might be suited for legendary tier. nerfing the % down to 12 or 10% might make it more suitable for rare rarity while still being insane.
Legendary:
Instant Money: Waste of an augment slot. only has some limited use up to jungle island id say, outside of that no matter how you view it, current moneyfarms and multihit augmented swords just make any "get % of sellprice of x crop or tree" unjustified for existing. deserved deletion, major rework or uncommon rarity, practically useless. (+theres currently a bug which makes this augment multiply your sidebar moneystat VISUALLY, displaying your money 6 times below each other)
Mythical:
Total Collapse 3: Ridiculously overpowered. erases every tree, even when you spam large areas of saplings, you barely need to break any blocks for large volumes just evaporating. easily deserves a higher tier than myyth, but in all honestly together with total collapse 2 this might need a nerf, down to 20% or something, as then itd still be insanely strong but not just straight up godpower (also in comparison to any other mythics, this is like one of the top 3 myth and top 6 overall augments)
Battleaxe: alright. can be used on a copper sharpness axe for dungeons, but outside of that not very useful. good fit for common rarity.
Lucky Axe: same as Lucky pick, great augment to have. good for common.
Leaf me Alone: Very good. its a goated augment. doesnt do much on its own on for example oak or birch trees, but using it with fortune is great for harvesting apples from oaktrees, uding it together with total collapse is awesome for all trees, using it on 2x2 spruce and jungle and acacia trees makes your life so much easier as you wont have any pesky leafes flying around youll have to build up for to break. i can see why it might be placed in common rarity but easily deserves rare or uncommon.
Total Collapse 1: Balanced and great. 5% chance is not once in every century but its also not every single tree. comes in handy earlygame. common rarity deserved.
Sapling Harvest: useful for quests and farming trees before you have a moneyfarm to buy saplings. good fit for common rarity.
Magnet: same as pick, common deserved but still handy all around. especially good with total collapse augments.
Uncommon:
Alternative Produce: Garbage. its essentially lucky axe but 4 times worse. only a 10% chance, which would be like fortune 1 or 10% lumber fortune, dropping a log of a lower tier? not worth it at all, only viable as maybe a way to gain logs for a shrine or a low amount og wood you could need in building. needs either a rework or buff to at least 50% chance to proc. i love the idea of bringing in some variation and creativity, but it deservers common as it is now, lucky axe is way better.
Burnt Wood: Similar to Alternative produce, its creative, but as it is now, quite useless. you can just farm coal from a generator. needs also a proc % rework, but due to how unique it is, its okay for uncommon rarity.
Rare:
Top Down: quite alright, very useful for 2x2 spruce and jungle trees, paired with leaf me alone and/or total collapse 2-3 it becomes very very powerful. good fit for rare rarity.
Total Collapse 2: Very strong. procs on almost every tree, paired with leaf me alone or top down its one of the strongest augment combos out there. useful for every player, no matter the progression. good fit for rare rarity but due to the punch it packs might be suited for legendary tier. nerfing the % down to 12 or 10% might make it more suitable for rare rarity while still being insane.
Legendary:
Instant Money: Waste of an augment slot. only has some limited use up to jungle island id say, outside of that no matter how you view it, current moneyfarms and multihit augmented swords just make any "get % of sellprice of x crop or tree" unjustified for existing. deserved deletion, major rework or uncommon rarity, practically useless. (+theres currently a bug which makes this augment multiply your sidebar moneystat VISUALLY, displaying your money 6 times below each other)
Mythical:
Total Collapse 3: Ridiculously overpowered. erases every tree, even when you spam large areas of saplings, you barely need to break any blocks for large volumes just evaporating. easily deserves a higher tier than myyth, but in all honestly together with total collapse 2 this might need a nerf, down to 20% or something, as then itd still be insanely strong but not just straight up godpower (also in comparison to any other mythics, this is like one of the top 3 myth and top 6 overall augments)
Common:
Unblockable damage: very weak, cool idea but just not practical in any scenarion. needs a huge buff to be viable.
Lifesteal 1: very weak, well outclassed by leech. common rarity but if i could id remove it. or have leech on armor be removed so lifesteal is even worth considering.
Sharp Sword: good. its exactl what i excpect from a common augment, a nice little buff, noticeable but not useless. sits right in common rarity.
Uncommon:
Explosive Hit: the concept is very good, the damage of the tnt scales with moblevel afaik, or at least if it behaves the same way as explosive spawners. in reality, it ruins most farms that want mobdrops, as the explosion deletes items. uncommon tier deserved, potential for rare if it werent to destroy mobdrops. mythical if it scales the damage with the level of the mob youre hitting.
Critical Health: might be controversial, but garbage since leech outclasses every heal augment except medical on legs. if it werent for leech, okayish for uncommon but better in common.
Multihit: Phenomenal. i understand that it is uncommon to give people a chance to start dungeons comfortably, however the augment is so gamechanging and even overpowered for every mobfarm, whether it be xp, money or drops, that it could easily place above mythical rarity. its just THAT overpowered.
Rare:
Arachnophobe: great. really helps with spiders, also has the potential to be used in a ridiculous endgame xpfarm. fits well into rare,
Slayer of the Undead: awesome. super duper useful for most xpfarms and dungeons. also sits well in rare but even tho its a 40% bonus instead of 50 like arach, it could bleed into legendary rarity because it is so versatile and has many common applications.
Gambler 2: great. it certainly is outclassed by arach and undead slayer in specific scenarios, but its a good overall augment. deserves rare rarity.
Legendary:
Lightning: awesome. that is is dealing unblockable damage is very important, otherwise id class it as uncommon, also very good against bosses like lucien or the healthy zoglin. very strong, therefore good for legendary but could be classed as mythical, due to the potential damage output it can achieve.
Mythical:
Lifesteal 3: once again, garbage, completely outclassed by leech, has no usage scenario except very early dungeon days, but way too hard to get for it to be actually used by people. id place this one in common since leech is a bajillion times better.
Precision: Garbage. by the time you get it you have a decent critrate already. very weak for myth. needs a replacement, or huge buff like "every second hit is a guaranteed crit, +150 crit dmg" or "every second crit deals 50% of its damage as unblockable damage". common rarity deserved in its current state.
Unblockable damage: very weak, cool idea but just not practical in any scenarion. needs a huge buff to be viable.
Lifesteal 1: very weak, well outclassed by leech. common rarity but if i could id remove it. or have leech on armor be removed so lifesteal is even worth considering.
Sharp Sword: good. its exactl what i excpect from a common augment, a nice little buff, noticeable but not useless. sits right in common rarity.
Uncommon:
Explosive Hit: the concept is very good, the damage of the tnt scales with moblevel afaik, or at least if it behaves the same way as explosive spawners. in reality, it ruins most farms that want mobdrops, as the explosion deletes items. uncommon tier deserved, potential for rare if it werent to destroy mobdrops. mythical if it scales the damage with the level of the mob youre hitting.
Critical Health: might be controversial, but garbage since leech outclasses every heal augment except medical on legs. if it werent for leech, okayish for uncommon but better in common.
Multihit: Phenomenal. i understand that it is uncommon to give people a chance to start dungeons comfortably, however the augment is so gamechanging and even overpowered for every mobfarm, whether it be xp, money or drops, that it could easily place above mythical rarity. its just THAT overpowered.
Rare:
Arachnophobe: great. really helps with spiders, also has the potential to be used in a ridiculous endgame xpfarm. fits well into rare,
Slayer of the Undead: awesome. super duper useful for most xpfarms and dungeons. also sits well in rare but even tho its a 40% bonus instead of 50 like arach, it could bleed into legendary rarity because it is so versatile and has many common applications.
Gambler 2: great. it certainly is outclassed by arach and undead slayer in specific scenarios, but its a good overall augment. deserves rare rarity.
Legendary:
Lightning: awesome. that is is dealing unblockable damage is very important, otherwise id class it as uncommon, also very good against bosses like lucien or the healthy zoglin. very strong, therefore good for legendary but could be classed as mythical, due to the potential damage output it can achieve.
Mythical:
Lifesteal 3: once again, garbage, completely outclassed by leech, has no usage scenario except very early dungeon days, but way too hard to get for it to be actually used by people. id place this one in common since leech is a bajillion times better.
Precision: Garbage. by the time you get it you have a decent critrate already. very weak for myth. needs a replacement, or huge buff like "every second hit is a guaranteed crit, +150 crit dmg" or "every second crit deals 50% of its damage as unblockable damage". common rarity deserved in its current state.
sorry for this cutting off, ive been writing for 2h nonstop now, ill continue this soon but i dont want it to just be gone the next time i open my browser so im hitting send early
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