Statuses - There's a bit too many of them. You could cut the number in half by combining some or cutting 1 of two similar ones and the game wouldn't really suffer for it. Freeze/stun, they both limit movement and attack. freeze could turn things chilly blue and slow their move/attack speed or stun could knock a creature over where it stands so its rooted in place, it's basically the same function (although in this case I'll admit that the ability to break friendlies out of ice with a sword attack is a neat design that promotes cooperation). Curse/poison, they both limit utility and weaken. A poisoned creature could hurt itself for attacking or a curse could prevent healing, the same general function and you can bet more people would want that resist if it did both. Fire/shock both do damage over time. One does less damage but interrupts the other ticks for more damage more often, I don't feel like we need both. Fire and shock are also the only statuses people feel the need to get resists for because nothing else really hurts a player. All the other weaknesses/resists on gear might as well not exist for all they matter.
Crown distribution throughout tiers / greatly increased payout from boss stratum - I just don't think you should incentivise your players to skip content or ignore large chunks of it in favor of more profitable ones. Of course deeper depths should be more profitable then lower ones but not so much so that people would want to skip floors or ignore 5 of the 6 active gates because the jelly palace isn't in those ones.
Floor hazards - It's not that what we have in spikes or elemental traps is bad it's just every hazard is this same on/off function and it's starting to wear thin. Maybe some jelly palace looking goo can slow or increase movement speed or throw those unique lava obstructions or spiked wheel throwers from fsc into random depth rotation (or at least hazards that function like them if you want fsc to remain a very visually unique environment) or mini jelly cube spawners or buttons that shoot spears from a wall indiana jones style or something.
Devilites - You gatta make the charge on those projectiles take a fraction of a second longer or make the projectiles move slower or something because goddamn you guys. Goddamn. You can't even really get a good sense of the timing for the things if your shield manages to stay intact long enough because they interrupt their own attack cooldowns with the random dodging. People with low pings might as well not even try to avoid getting hit and just rush them before they die. If there's 4 or more t3 devil-ITs you're just going to die, one will shock you and then you'll never unshock. If they're in an arena you're already dead. At least I can hide in a corner from quicksilvers.
The stat bars on items - The stat bars on items. Fo realz. The community shouldn't need to make a google doc to get a clear picture of item functionality.
Statuses - There's a bit too many of them. You could cut the number in half by combining some or cutting 1 of two similar ones and the game wouldn't really suffer for it. Freeze/stun, they both limit movement and attack. freeze could turn things chilly blue and slow their move/attack speed or stun could knock a creature over where it stands so its rooted in place, it's basically the same function (although in this case I'll admit that the ability to break friendlies out of ice with a sword attack is a neat design that promotes cooperation). Curse/poison, they both limit utility and weaken. A poisoned creature could hurt itself for attacking or a curse could prevent healing, the same general function and you can bet more people would want that resist if it did both. Fire/shock both do damage over time. One does less damage but interrupts the other ticks for more damage more often, I don't feel like we need both. Fire and shock are also the only statuses people feel the need to get resists for because nothing else really hurts a player. All the other weaknesses/resists on gear might as well not exist for all they matter.
Crown distribution throughout tiers / greatly increased payout from boss stratum - I just don't think you should incentivise your players to skip content or ignore large chunks of it in favor of more profitable ones. Of course deeper depths should be more profitable then lower ones but not so much so that people would want to skip floors or ignore 5 of the 6 active gates because the jelly palace isn't in those ones.
Floor hazards - It's not that what we have in spikes or elemental traps is bad it's just every hazard is this same on/off function and it's starting to wear thin. Maybe some jelly palace looking goo can slow or increase movement speed or throw those unique lava obstructions or spiked wheel throwers from fsc into random depth rotation (or at least hazards that function like them if you want fsc to remain a very visually unique environment) or mini jelly cube spawners or buttons that shoot spears from a wall indiana jones style or something.
Devilites - You gatta make the charge on those projectiles take a fraction of a second longer or make the projectiles move slower or something because goddamn you guys. Goddamn. You can't even really get a good sense of the timing for the things if your shield manages to stay intact long enough because they interrupt their own attack cooldowns with the random dodging. People with low pings might as well not even try to avoid getting hit and just rush them before they die. If there's 4 or more t3 devil-ITs you're just going to die, one will shock you and then you'll never unshock. If they're in an arena you're already dead. At least I can hide in a corner from quicksilvers.
The stat bars on items - The stat bars on items. Fo realz. The community shouldn't need to make a google doc to get a clear picture of item functionality.