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Boomerangs feel worse to use after second upgrade, they go so far that half the time they collide with an object and lose what makes them unique. Maybe just remove collisions for it? (I don't know how difficult it would be, but maybe going for the glaive path from the base game? There isn't any lack of fast firing projectiles in the map as is, with 4/6 having crazy firerates when fully upgraded
Ninja still doesn't feel strong enough to be useful.
Heavily reduce souls required for tack shooter upgrades, my group of four failed to reach the final upgrade even at wave 35, and at that point it was effectively useless against the zombies, requiring significant help to secure a single kill.
As many as they may be, these criticisms are still fairly minor and I did enjoy the map and the update to it. Great job overall.
I'd maybe try to make the boss damage limiter a little more obvious or allow some leeway at the beginning of the fight as the first time we got to it, we died almost instantly due to all blasting it with sun avatar.
Hey, I appreciate the feedback. The Tack Shooter and the MOAB AOE attack are gonna be addressed in an update that should go up very soon, but I'll of course keep an eye on things to make sure the changes are enough. I agree about all the fast fire rate weapons, but I decided to not do any more major content for this map so I can start to move onto the next map, which I think will be a lot more exciting. But for the Boomerang specifically, I think reducing its range and making the rebound faster could be a really good change so I'll look into that for a future update. Thanks again :)