As far as I see it, the issue people have is that, like it or not, this is a sensitive topic and probably shouldn't be present in a game that has nothing to do with such topics. I understand that sentiment, but at the end of the day, the dev can do whatever they want with the game. That being said, people are justified in voicing concern or frustration with this change (discussing gameplay decisions is one of the reasons this community exists), given it is done so in a non-destructive way. Don't get mad at people for disagreeing with you, but also understand that everyone on here is a person too.
Riversedgeknight1
Thats crazy bro ๐
Perfect exploration is effectively impossible on 9 challenges, into darkness and on diet really curb how much you can search
You probably just want to get heal pots from f11 shop, put your 4 sou into that sword and armor to get them both to +3, so you can wear them both with 16 str. To survive until you get both pos from f11-14, put 2 or 3 sou into your evasion ring to boost your ehp. With t5 weapon and armor and chains, the caves boss should be a breeze, and you can snowball the run to ascension
Having armor penetration as a starting weapon is almost completely useless. You get a slight damage bonus against crabs. Maybe it could do a small amount of the damage dealt to the target at AOE on adjacent tiles? Or maybe just the 3 tiles behind the enemy.
W change making the scythe/sickle ability deal DMG to enemies immune to bleed, it made floors 6-8 annoying if you had a sickle from f 1-5 since the skeletons just ignored your abilities
Unlocking them after a normal run was just a suggestion, anti challenges could be implemented without that restriction, of course. The whole idea was that players who struggle with the game don't have to rely on seed seekers. Even with anti challenges implemented, seed seekers could still do their thing. This isn't trying to replace seed seekers, just help with an underlying issue.
With bandits, which also pathfind away from you, they have a slightly reduced movement speed so that you can catch up every 6 turns or so. I feel something similar should be implemented with the trickster. It would preserve the challenge of the boss and its core mechanics, but make it beatable without requiring specific items to counter.
Or maybe PD just needs a bottom banner of subway surfers gameplay ๐
Except for the silence ๐
So the charges are cool, but, like, I feel that trump deserves a refund from that hooker.
Yeah, but it's pretty fun to use, especially at something like +12