Just wanted to say thanks to the team. You guys have done a great job with keeping us informed! Keep up the good work! You have made me a happy customer in the past couple weeks =) That is all.
Hey OOO
Three cheers for you and the team, nick! Rounds for everyone! Hip Hip!
When I saw the Status Trap / Elemental Slime change, I thought, "It's great that this will make the fire/shock slimes less binary (that is, either they don't get activated or they're activated forever), and there are definitely areas where it will be really cool to have to carefully reposition based on where the status traps are, but this will just make danger rooms impossible. I hope they tone down the ability of slimes to activate each other, so one mistake doesn't so dramatically change the flow of battle."
And then bam! It happened! And Shock spasm time was reduced too! And... I didn't even know about the defense debuff, but good riddance!
I'm really glad to see some of the really nasty difficulty spikes blunted, while also giving poor ol' slimes some actual difficulty spikes of their own. This is just my opinion, but it feels like you understand the difference between "challenging" and merely "difficult", and that's an awesome skill. Great job!
Thank you very much for your kind words!