Things that I like: Fighting things, treasure boxes, random generation, treasure boxes, weird enemies, danger rooms
Things that I don't like: Loading new maps, running along passageways, finding parties, players with brandishes
How to kill brandish users
Description: 3 minis for the gremlin/construct/fiend family that block bullets/brandish charges like those slimes in RJP.
Appearance: tiny gremlin mender, tiny gun puppy, tiny griever. Possibly tiny trojan as rare spawn cuz it would be so kawaii.
Abilities: Does whatever their larger version would do in tier 1 but is smaller and blocks brandish charges.
Where: Spawns in place of any mini type, implying new and bizarre compound levels. Hooray.
Ultimate Arena
Description: Same as normal arena level but with different enemy spawns regulated by more random generation. Basically just new sets of randomly spawning monsters. Also has more waves and a fourth difficulty arena added on and the chance to spawn danger rooms.
Difficulty: Starts at about danger mission, goes to Dreams and Nightmares, then shadow lairs, then harder on fourth wave/danger room.
Loot: 2x what you get from dreams and nightmares worth of boxes + enemies that drop crowns.
Interesting enemies used during random generation: Toxilargo, phantoms, minis, the collector, bosses
I'm imagining the 4th area to include something truly awful, like 4 of the jelly king, 3 collectors, twins or Vanaduke.
How many toxilargos do I want to fight at once: Fifteen, possibly more.
Will the toxilargos even fit into the space: Barely. No room to walk.
How will the knight cope with this: Winter grave, tortofist, big angry bomb
How much loot will fifteen toxilargos drop: Yes.
Does the knight deserve that much loot: If they can kill them and put up with getting to D28, yes.
How many Vanadukes: One with 6 respawning gremlin menders
How will the player counter the healing done: Plague needle/venom veilor
What if the player doesn't have what is basically required of them for that situation: They'll be told the situation via monitors + arsenal station
What if the player doesn't have what is basically required of them for that situation: Then they'll probably lose, or they can choose to leave.
How do you fit the roarmulus twins: The arena is the same as always, the twins remain in their final form, both shielded while stuff spawns.
What about snarbolax: Yes. Optimally there would be one to three of that with differing bell set ups. Spawn in place of alpha wolvers.
How does this arena make sense, plot-wise: Devilites did it with help from the conjuring kat?
Danger room idea: At the start of the level, enable phantoms and/or grimalkats, give the player(s) free boxes at the end of the level.
Other danger room idea: Respawning devilites that spawn an infinite number of them, three waves of two pit boss each.
Where it spawns: If depth 27 is compounds it spawns on depth 28 no matter what. Also into treasure vault rotations.
How minis are to be used: At least one in every wave. Many waves of just nothing but minis. Many, minis.
Loot: Has special item drops that are regal/prismatic/heavy/whatever versions of existing 5* gear, like valiance, sudaruska, etc.
Drop rate of special loot: Around .5% per level completed = chance per black kat killed to get a black kat cowl
Why does it need other loot: Because seeing merchants get all the cool stuff makes me sad and they just sit there reveling in it.
If the merchants end up buying the special loot: Someone that actually played the game got their precious crowns so it's OK.
What happens if a merchant finds the item: They're cool because they actually did a run and made it through for once.
"How does this arena make sense, plot-wise: Devilites did it with help from the konjuring kat?"
"Devilites did it with help from the konjuring kat?"
"Devilites did it"
I'm telling you, it's a perfect excuse for adding plot elements to the game. In the dwelling of demons, trouble is sure to arise.
But consider this: Four-Way Roarmulus Quadruplets