#Darkana that makes Fleaman very powerful somehow.
6 messages · Page 1 of 1 (latest)
This feels more like a #1282537472844370001 post
Oh no, I'm serious. I like the idea of a joke character being entirely useless, but I know I will never use them as is unless I am forced to. So this'd be a fun Darkana to have for some tof the weakest chars.
Then i’ll say this just… isn’t really a good suggestion. There are only 2 characters this could be useful for, and for an arcana, being literally useless on 163/165 characters isn’t great.
I feel like a better way to do this would be choosing one random weapon every fleaman involving run that, when taken, does what you suggested.
A Darkana that synergizes with 0: Game Killer would accomplish this while simultaneously benefitting other character builds like Suor or Porta. Let's take a shot at that... consider one of these:
(A) Maybe touching experience gems builds an invulnerability duration, like Sammy's pies. This effect would occur before the experience gems become projectiles, for runs where both cards are in play.
(B) Perhaps a second 'level meter' fills red when experience gems are touched. When it's full, a random chest spawns. Opening chests triggers rosaries.
(C) Every two minutes, the character spawns an 'extra guy', a "BatsBatsBats"-esque copy that follows and assists like a familiar [Limit 3?]. Death while there's an extra guy on the screen transfers control to the double instead of ending the run [a kind of lateral Awake Darkana].