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Mothballs in Moldy Grave


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Mothballs could use a new trick in the new area. Like bulbins who get a 3 stack and new moves in Nocturne Grove. Instead mothballs just get damaged by the poison, don`t spawn from falling rocks and generally feel much weaker there. Almost feels like the mossquito would have been a better choice of rot to carry over there.

They could really use some effect when they are poisoned or maybe a new spawn mechanic. Something to make them more interesting in that zone.

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On 6/5/2024 at 6:33 PM, WolFluoride said:
It's hard to disagree. The pressure of the mothballs in the Boiling Swamp comes from their numbers, and the small mothballs in the Fungal Graveyard lack a sense of presence.

Yeah, there are less of them and on top of it they take damage. They need something more interesting about them to be in this zone. Like if they added the mossquito instead then even if it took damage from poison it could heal up if it hit you.

We do have the elite mage types so I can't complain much, although we could certainly use a wider variety of rots given that we're repeating the same biome more than twice.

What I hope for when super frenzies come out is we would find/unlock even more Rot species in each biome (maybe even different bosses/minibosses) than the standard ones we've already seen. Seeing basically the same rots from Standard-F3 gets stale rather quickly. Granted, there are differences between Elite/Imbued vs regulars and the jump from F1 to F3 (seeing all the elites and the minibosses appear more commonly) is really nice, but still...

Even if not all of those rots appear in a single run, it could add more to the excitement just thinking about which ones from large pool of enemies you might encounter before entering a room or the dungeon.

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