Bugged hp when starting the T3 prestige compound mission: begins with 7 pipes of hp; may increase to 14 / 15 pipes over the course of the first / second level. Increases come in empty hp pipes.
Levels, I enjoy some of the new trap rooms. Some of the designs I particularly enjoy includes the slightly delayed three waves of consecutive spawning of the new mobs, the blinking red lights beside the spike trap, and, the mystery of three empty cages with two sleeping bags.
Difficulty wise, I feel that most of the rooms excluding the final rooms were easier / not as annoying as some of the clockworks rooms. I liked how spawn pads are integrated into the environment, and, that the soon to respawn indication is not visible. I feel that the barb wire room with only knockers and healers is a bit too easy.
One of the final rooms that is also present in the first round of testing involves first stepping on a party button, then going in the path of C and a mirrored C to obtain the left and right keys. As you pick up the key, a gate connected to central area housing several spawn pads is opened. There are two to three minis in the central area. Most of the time, they seem either uninterested in attacking, or too slow to chase the knight. I feel that the number of minis in the central area could be increase to nine or ten.
Payout wise, a full T3 run yields around 6.5k, and, that’s with D24 being a level instead of Basil’s level. I feel that this is on the low side; and, mini crown drop / drop rate can be increased.
Glop Drops.
Piercing color attack ring while dealing normal damage.
This could be due to lag, but, sometimes, deals damage before physical contact with knight.
With the movement speed increase, they are slightly better. But, I feel they are still a bit slow, as I can still strafe around them in tight spaces. I find it a bit ridiculous that I can simply put down an ash of agni continuously without moving a step to avoid damages from them, as they cannot survive through the fire cloud with their low hp and slow movement speed, ie, they cannot deal any damage to the knight at all.
I feel that they could have an additional attack in which, they roll / circle towards and around the knight, and, attack the back of the knight, similar to how greavers behave. The roll attack will be faster than their spike pancake attack.
Grave Scarab.
The only mini with a "long" range attack. It is somewhat awkward to see a scarab trying to run away from the knight in close quarters / tight hallways, as it seems to require a certain distance away from the knight to perform its attack. I feel that it could use an attack in close range, such as simply jumping up and falling down in the distance of 1 or 2 tiles, like a pounce.
Their "long" range attack is easy to avoid / sidestep. Sometimes, they miscalculate by a huge amount which makes them a bit too easy / dull. I feel that they could have a 75% chance of readjusting their flight paths once they reach a third or half of their flight. They don’t have to all be homing missiles, and I feel there is a need for variety.
As the mini with the "long" range attack, they are sometimes unavoidable if they are approaching from the bottom of the screen. The only way to avoid is to use the minimap or by intuition. I feel that a centered transparent zoom-able minimap will be beneficial.
Dust Bunny.
Being bunnies, I feel that they should move faster than the other two.
Generally, I do not feel the minis are challenging unless I am surrounded with numbers over 20. I am soloing most of the time, and, do not know if they scale well in parties. I feel that perhaps number of spawns, and, respawn rate should also scale with party size.
"Payout wise, a full T3 run yields around 6.5k, and, that’s with D24 being a level instead of Basil’s level. I feel that this is on the low side; and, mini crown drop / drop rate can be increased."
Basil is at d23.