#Numskull Re-Work
1 messages · Page 1 of 1 (latest)
a two turn timer on a miniboss is absolutely insane
yeah, that timer is ridiculously short and considering how long it takes to break through five layers of barrier AND THEN 30 health this wouldn't make much change but make numskull deal notably more damage
i despise numskull more than most since he kills every speedrun he shows up in - i think he just needs a ground-up rework to make barrier less miserable to deal with
Block-over-time sounds super frustrating, making long games even longer (for defense-based decks). I think Numskull just needs less block and more damage-over-time.
I like the idea behind the current crabs fight but not the execution, as you mentioned the hogheaded being intended to work with the bursters
but I find hogheaded very rarely is a factor
also it usually ends with just a slow fight against numskull because they're both tanky and not that much of a threat
not sure if this is better though, maybe with a number adjustment
one idea is that numskull has a counter/damage amount that makes them a lot more dangerous but they have an "ability" that says they don't count down on turns that they lose
(or alternatively stall for more than one turn or count in reverse up to their maximum)
even show this working by making the art briefly be numskull retreated into its shell when you do this
this would both give you a reason to hit them whenever you can, as well as make its high
seem like almost a blessing because once it has no more
you can no longer stall them
(could also remove the shell in its art when the
is gone)
I like this because you don’t have to rely on frenzy as much because once his low block is down you can use high damage units to kill him fast and reduce the total block he gains, diversifying the fight beyond frenzy obliterating everything
Really 2cd isn’t bad for a miniboss, you really have to consider it’s damage per turn which is very slightly above muttonhead’s and identical to its old damage per turn
The only thing it changes is clunker tanking and on hit effects which I feel like makes this easier as a result of being a 1/1 input/output on kernel as well as heartmist making it 1 dpt, as well as other on hit effects like fungun going way up
You usually sacrifice clunkers to bursters and krabs in this fight anyways so
I'm mixed because it might have the same issue as before
it can be avoided by hitting numskull earlier, but it might still be optimal not to because there's things more threatening than it
also killing the boss before other things leads to less money as usual
Maybe make it original cooldown and damage but give everything 1 block 
Honestly I like it’s current ability don’t change it
yeah, hogheaded + haze is a really really clever gimmick that synergizes super well with the rest of its allies and i think it should for sure stay
but 12 barrier is the oppressive bit
yeah hogheaded plus haze is cool, I think it could be more oppressive though
in exchange for less block
I think a only single time in all my playtime has the hogheaded become a major factor
trying to think of if enemies having more than one (non keyword) ability is a thing
it's a thing with companions the player has but not sure about enemies