#Lights Out effect is weak

1 messages · Page 1 of 1 (latest)

frank birch
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I think the idea behind Lights Out is fine but both times ive used this crimson effect it has been VERY underwhelming. I think the trade off for having no vibrant beacons at all for the rest of the run is a massive downside for only getting +2 pulls per challenge. This is especially true when other crimsons give rerolls and sacrifices which in many cases are more valuable and have less downside imo. I think there is a lot that could be done to make this a more appealing option and I just wanted to spitball a couple ideas I had for it.

Idea 1: Make it so the downside of the beacon is present for a set amount of challenges. The numbers I had in mind would be about 15-20 challenges.

Idea 2: Instead of giving a flat +2 pulls per challenge make it increase the amount of pulls the longer the run goes. Something like every 10 challenges it gives an extra +1 pull. If the effect is too strong the amount of pulls it gives by default could be 1. Example - pick up lights out on challenge 30 -> gives +1 extra pull per challenge until 40 -> gives + 2 extra pulls until 50 etc

Idea 3: Make it so Lights Out would only take away rainbows and the effect of any active rainbow beacons but still allow players to find vibrant beacons if theyre lucky. Probably my least favorite idea but a buff is a buff.

rotund tapir
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yeah Lights Out blows. we'd like to rework it some time in the future, we've got some ideas already, but they'll take some time. For now I think its not too offensive and some people actually like it for its consistency 🤷‍♂️

prime kettle
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tealycraft should be fired for releasing such a mid trial

rotund tapir
buoyant nebula
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LOL

quartz heart
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get his ass cuh

prime kettle
tardy fable
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The 8 elixir card with a 3 second deploy time

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That splits into 2 miniature versions of itself?!?

tardy fable
wise wyvern
covert wharf