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that part is just unappealing as it stands right now.
because of the connection between the moon and lunar
normal money wouldn't make no sense. also I love to farm lunar coins
The only solution is mods, for now.
Have the jump pads available from the very beginning, making pillars optional.
Then, make doing the pillars give you a buff for the mithrix fight. An example is an interactable which summons wisps (on a cooldown) that rush at Mithrix and proc on-kill effects when they ram him.
I saw your post a while ago.
I think there are 2 problems on commencement
1 unlike teleporters and cells doing it will not reward you. While time goes up.
2 if you are poorly equipped to face them but you stll want to try the boss you will probabily die there.
Make it skippable would be nice. But I think being rewarded for your time is probabily most important. Have lunars or lunar items as treat could be a good start.
Having something like pearls but blue could be a nice idea. Something that boost one of your stat at random but maybe with a downside lunar style
I don't think lunar coins are a good idea for it though. I know they fit aesthetically but realistically they're more of a prestiege system. You shouldn't have to pay those for normal upgrades.
Maybe something made specifically.
At that point of the run one single items will not do. Maybe some scrap for the fountains to use
The holdouts aren't that bad, but they are extremely unbalanced in my opinion. Blood is super easy, Design and Mass are easy, and Soul ranges from hard to brutally hard unless you specifically do a tank build, which isn't viable without command or repeated looping to get the right items. So basically you will randomly be given either next to no challenge or an insanely difficult time with the holdouts, based entirely on whether or not you have to charge a pillar of soul. To make matters worse, the pillar of soul penalizes mercenary much more than other survivors because, without specific items, he will have to leave the circle to attack enemies at all.
Of course, you can skip the holdouts entirely by grabbing an eccentric vase.
I do think mithrix isn't the greatest boss though. He has moves that aren't hard to dodge individually, but has a massive HP pool and will instakill you if you make 2 consecutive failed dodges without very specific item combinations. The result is a fight that isn't that hard, though it isn't necessarily easy either, but is annoying because you have to spend a long time performing easy repetitive actions that have a severe punishment for any mistake. I would much rather the fight were shorter and had more challenging/complex attack patterns, as well as more ranged attacks from the boss.
He is also kind of easy to cheese, as most survivors. 4-5 hopoo feathers means only the pinwheel attack can ever hit you. Artificer doesn't need ANY items to avoid everything but the pinwheel, and only has to deal 70% of his HP in damage to kill him. And acrid can just poison him and repeatedly run to the opposite side of the map, assuming he has a few movement speed items - this even cheeses the last phase because mithrix gets so much speed reduction. I haven't tested but I believe the eccentric vase can also be used to cheese his pinwheel attack if you just go into the portal and travel to the opposite side of the stage while he's doing it. It should be long enough that he finishes all five pinwheels before you get out at the other end.
Anyway, I don't think the solution is to make the stage give more lunar coins. It's to make the stage (and the boss fight) more fun to play, and more well-balanced.
yeah. I can agree on that. I mean I came with lunar Idea because i personally love to farm by speedrunning in easy mode.
also still on the idea that pillars should treat you some rewards after you finish them.