#Make Darkanas more dangerous to use

11 messages · Page 1 of 1 (latest)

pine sphinx
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I feel like the Darkanas aren't quite "dark" enough, if you know what I mean; the only one with a downside in any capacity is VI - Moonlight Bolero, and it's not really threatening at all. In my opinion, Darkanas would be much more interesting to use if they were like the Curse stat or the Muramasa; very powerful, but very deadly if not used properly.

Here are some ideas I came up with on my own:
XII - Crystal Cries: The special pickups also reduce Move Speed, all the way down to -100%.
XXI - Wandering the Jet Black: Taking damage reduces Max Health by 0.2.

I'm not as confident in my ideas for the remaining three, because they would still be rather easy to avoid:
I - Sapphire Mist: The player takes double damage from all sources.
VI - Moonlight Bolero: The extra boss ignores knockback and all effects, like an Atlantean with less health. The random passive chest is very likely to give Torrona's Box or Skull O' Maniac before anything else, and can give items that have been banished.
X - Hail from the Future: Honestly, I've got nothing. Maybe it has a chance to spawn falling stars, or even Cosmic Egg bosses? That's my best idea.

naive otter
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Hail from the Future triggers too rapidly (needs to be once every two or five levels), but it might be interesting if it triggered the enemy version of Endless Corridor (like the Cosmic Egg, like you suggested, cutting the player's HP in half every time it activates).

I like the idea of the Moonlight Bolero boss being Knockback and Freeze immune. They need to be Defang immune too. Kinda wish there were more variety of bosses in there too.

I don't like the idea of Crystal Cries getting move speed all the way to -100%, though... I feel the floor needs to be a little higher like 10% normal movespeed, so that you can still avoid shooting stars and (try) to outrun Stalker and Drowner. Peppino'ing everybody is a BIG drawback, moreso than the others you've pitched.

Not sure how I feel about the max health reduction you pitched with Jet Black, but I can't think of an alternative.

pine sphinx
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okay, what if the move speed debuff went away gradually, but could still stack to -100% if you collected the pickups too fast? then, when it reaches that point, you get frozen for a time before breaking free and going back to normal speed, at the cost of either a lot of health, or a portion of the other stat bonuses you get from crystal cries

naive otter
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Yeah, if it was a temp debuff pickup that stopped you in place, that'd work a lot better (and make choosing when to pick them up a lot more interesting)

honest quail
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I agree with the fact darkanas arent dark enough so much

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But for darkana XXI should diseable passive regen and drain life by the same amount +0.1 (in case they remove regen from bonus)

sharp wave
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I have only one thing to say tho:
If Darkanas get nerfed to the ground to the point where it's worthless to use them, I recommend adding the possibility of sealing them so I never have to bother about picking them up again.

honest quail
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They wont be nerfed to the ground. Making them dangerous just mean its gonna be a gameplay tweaking instead of insta win cause rn im bannishing almost any darkanas from my gameplay due to them being to "easy wins" and for me they arent feeling really legit for challenges as e30 amounts of eggs, paranornal scan and cheat codes are

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When i say "e30" amounts of eggs it exclude 0e30 and 0,1e30 eggs of cours

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For those who dont know, e30 means "x10xx30" so 0e30 is 0x10xx30 so 0 and 0,1e30 is 0,1x10xx30 so 1x30 so 1. Yes i know im very smart PoeMyGodVS

(actually not lol charSammyVS )