TL;DR / Summary before yap:
- Pathfinders being one per account leaves no room for a constant chase/grind, plus it's kinda weak rn. Also, imo that kind of endgame shouldn't be entirely locked behind a secret lore quest.
- Gem balance might be a little off, nobody seems to want to use Reds for anything other than a first throw at a robe (and if it misses, u discard both the robe and the gem u grinded for which kinda feels eh).
- Bosses could use some more moves/mechanics to make them more fun to fight.
now i yap :3
Okay first off, Pathfinders. Love the visual design to this hat!!! but it having 0 inherent stats to it means you need to currently hit seven blue gems just to make it on par with a high roll cloud hat that has 3 blue gems on it. Personally I don't find glow to be useful enough to warrant that kind of stat difference tbh, and is more a nice QoL thing than anything worth sacrificing stats for. If the intention for the one-per-account rule is to make Pathfinders special/rare, I think it'd be fair to make them untradeable/soulbound (only one ever in account inventory wink wink), but also add a way to refund lost upgrades and/or just wipe the hat clean entirely (maybe you get an item through abyss reruns, to still incentivize running it a second time?). Additionally, I think it'd also be fair to include items similar chase items to dungeons (maybe only dungeons that use rare inputs, similar to kmitty dungeon) for people who don't have interest in chasing for secrets/lore. Personally I wouldn't mind if they were the exact same stats as the pathfinder but w/ diff designs, but it's up to you on how much you want to reward secret hunters ig.super important information break!!: i think a blue flower petal SPD aura (hunt for secrets faster!) would be rlly cute as a lore chaser reward ;3c if u kno u kno
Gem balancing is funky. I mentioned it in pathfinder yap, but a way to either wipe items, or refund lost upgrades might be nice even for non pathfinder hats/robes. Also the difference between 2 main stat(blue gems), vs 3 main stat (red gems) doesn't feel worth the 50% drop in success rate. Maybe red main stat gems could be bumped up to 4? 5 Might've been too strong, but 3 just doesn't feel worth it, personally. (tho i never liked main stat gems anyway, so other math-minded min-maxers might wanna check that one)
Bosses!! Love them! But I also wish the fights were more interesting/challenging. Currently my endgame looks like stacking 10-20 def, placing down a campfire, grappling to a wall to avoid knockback, and then just clicking funny buttons while healing/keeping up Ice Charge until the thing dies. Group play doesn't change that very much, and if anything the addition of mages with high lvl healing makes the fights even more mindless (everyone stack together w/ def/con, and repeat solo strat of standing in corner and spamming). I think there are a lot of ways to go about breaking up this gameplay and making it more fun! The struggle definitely lies with keeping bosses soloable, but also making it so ppl can't just mindlessly kill it. One way you could do this is by adding debuffs that need to be cleansed.
Example: After forest reaper does the big scythe swipe, you're "marked for death" w/ a vignette around ur screen to cause FEAR!!!!/ communicate danger to player, and if you get hit by that same move again (or maybe 3 times, w/e feels good) you just die. To get rid of the debuff, you would have to go jump into a cleansing bubble that spawns on random nearby platform on the map. Just an example, but something that forces you to move and feel engaged in the fight rather than just face tank the whole thing. I think puppet does a pretty good job of this actually! (though we still need slightly longer aggro on puppets, or a better aggro system overall if we want to build tanks/more complicated fights) Fish/Forest need the most love imo, and chompy could use just a liiil bit of an extra push perchance.