The dev has been on point for years but I’m definitely not a fan of repurposing the Stone of Disarming to help ID items.

The exploding trap item ID “exploit” is way overblown IMHO. It came at the cost of losing and not using or selling non-upgraded items in shops. It was also plausible that higher quality upgraded items are built better to withstand the explosion.

I’ve never had to rely on it as there’s lots of ways to ID items and don’t care if others use the trap as the game is all about having multiple ways to accomplish goals. If it bugs most players then ok fine… nerf it… but not at the cost of other very useful items. It’s not like the trap is that common where it’s game breaking though. You might not even encounter one before slotting the items you want to use for the rest of the game.

The change came at the cost of providing much fewer ways… and in some case the only way… to deal with traps. The biggest one is being forced to duke it out in summon trap rooms if you don’t have a potion of levitation which mainly only drops to fly over other trap rooms. Another is running from a mob on low health and being stopped by a nasty undiscovered trap in a hallway with no other item or skill to leap over it. It also uses up items that players use to do and craft other things.

Also, I saw that bombs don’t work on wood walls in the stone of enchantment room anymore? Items that make fire are easier to get but it’s annoying when you don’t have something earlier in the game so you have to keep going until you find one then trudge back at the cost of satiety… and it may have dropped for a wood walled up door so you have to repeat the process.

Anyway, no complaints to add a new stone of detection rather than replacing a useful one which reduces the interesting and plausible ways to do things.

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2 points

You should try out the new bombs.

A single upgraded bomb absolutely demolishes those summoning trap rooms. They now have more range and more damage.

This imo balances things out

Also, disarming, is really not that necessary on most runs . Traps are never in the way of important stuff

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1 point

Keeping in mind that different players have different play-styles, the issue is changing a commonly found solution for encountering certain challenges that don’t have a special drop to solve them on the same level. This is especially true earlier in the game before you’ve collected the items needed to craft alternate solutions. You may also want to use some items to craft other more useful items rather than making up for the deficit left by changing a useful one. So additive features like a new ID stone along with the ones you mentioned are the way to go rather than reducing limited options IMHO.

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2 points

The game is constantly changing, it’s better to just adapt to change.

This specific change, really isn’t as bad as you are making it out to be. But we’ll have to wait and see I guess. I trust Evan’s judgement

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1 point

This specific change, really isn’t as bad as you are making it out to be.

The reason for the change wasn’t nearly as bad as some made it out to be either.

The change isn’t considered ideal on the PD sub-reddit so I suppose it depends on which bubble you (and the dev) are in.

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