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** In Endless Mode, the MoleMen become these. With the right build, you can kill off Bats, Orcs, Skeletal Hounds and Illithids before they can enter the screen or attack. Mole Men however are invulnerable when they enter the screen digging, and there's a very brief period between them popping up and them throwing a dynamite that will likely force you into moving. Certain items can help you kill them before they do so, but you'll likely need around 370% area size for Bulletstorm and Onion to even touch them if you plan on staying still.

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** In Endless Mode, the MoleMen become these. With the right build, you can kill off Bats, Orcs, Skeletal Hounds and Illithids Brainsuckers before they can enter the screen or attack. Mole Men however are invulnerable when they enter the screen digging, and there's a very brief period between them popping up and them throwing a dynamite that will likely force you into moving. Certain items can help you kill them before they do so, but you'll likely need around 370% area size for Bulletstorm and Onion to even touch them if you plan on staying still.



** Tesla Field is another item that's best left untouched, as it slows all projectiles in an area around you. ''Including your own'', which makes its effect similar to Dirty Nigel. Without Far Sight, your projectiles take a longer time to reach enemies -- and if it's combined with Dirty Nigel, you get one of the worst synergies in the game that will slow your projectiles down to a crawl. Worse still, this only slows down the Illithids' PainfullySlowProjectile attacks which makes them clutter the screen even further if you lack Faithfull. The worst part is that it makes the ReverseShrapnel of Undertaker's most dangerous attack even more dangerous by slowing the projectiles and removing what little amount of space was left between them. The only time it can be useful is with Sheriffken, where your shots home back in to you and can be trailed for a long while via Tesla Field's slowing. It's been RescuedFromTheScrappyHeap after it got buffed to no longer slow down player projectiles.

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** Tesla Field is another item that's best left untouched, as it slows all projectiles in an area around you. ''Including your own'', which makes its effect similar to Dirty Nigel. Without Far Sight, your projectiles take a longer time to reach enemies -- and if it's combined with Dirty Nigel, you get one of the worst synergies in the game that will slow your projectiles down to a crawl. Worse still, this only slows down the Illithids' Brainsuckers' PainfullySlowProjectile attacks which makes them clutter the screen even further if you lack Faithfull. The worst part is that it makes the ReverseShrapnel of Undertaker's most dangerous attack even more dangerous by slowing the projectiles and removing what little amount of space was left between them. The only time it can be useful is with Sheriffken, where your shots home back in to you and can be trailed for a long while via Tesla Field's slowing. It's been RescuedFromTheScrappyHeap after it got buffed to no longer slow down player projectiles.

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* DemonicSpiders: The Armarauders that appear at the end of the first day cycle if Simple Tom is your first boss. Firstly, they're ''beefy'' at 350 HP, at a point where most players will be dealing around 100-200 damage. Secondly, they initially move slowly, but they aim at the player as they're preparing to roll and when they do start rolling, they move around very quickly and bounce off the screen edges. Thirdly, they're encountered at a point where the enemy concentration is particularly thick, making it hard to hit them without piercing or bounce upgrades.

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* DemonicSpiders: DemonicSpiders:
**
The Armarauders that appear at the end of the first day cycle if Simple Tom is your first boss. Firstly, they're ''beefy'' at 350 HP, at a point where most players will be dealing around 100-200 damage. Secondly, they initially move slowly, but they aim at the player as they're preparing to roll and when they do start rolling, they move around very quickly and bounce off the screen edges. Thirdly, they're encountered at a point where the enemy concentration is particularly thick, making it hard to hit them without piercing or bounce upgrades.upgrades.
** Any ranged enemy turns into this if you have the Necromancer's Pact modifier that makes enemy projectiles bounce off the screen edges, especially the second level which allows 2 bounces. This is especially the case with Brainsuckers, whose projectiles are [[PainfullySlowProjectile slow]] but grow in size over time, and will turn a level into BulletHell very quickly.



** The Undertaker's Soul Orb ReverseShrapnel[=/=]OrbitingParticleShield in his second phase. He sends out multiple waves of 5 large spirit orbs that quickly expand in size, and at around 10 waves the orbs stop and begin to circle him. After a few seconds, the orbs go into reverse and move back into him, meaning you now have to dodge the attack in reverse. On harder difficulties, he fires the orbs at a much faster rate, giving the player far less maneuvering room. The attack is tricky to dodge to the point where one of the most commonly-picked Common items is [=FaithFull=], solely because the rotating shields can remove the orbs upon contact instantly and make the attack ''far'' easier to avoid. The Undertaker's other two attacks (a ShockwaveStomp in the first phase and the shotgun + Skeletal Horse move in the second phase) are seen as easier to dodge.

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** The Undertaker's Soul Orb ReverseShrapnel[=/=]OrbitingParticleShield in his second phase. He sends out multiple waves of 5 large spirit orbs that quickly expand in size, and at around 10 waves the orbs stop and begin to circle him. After a few seconds, the orbs go into reverse and move back into him, meaning you now have to dodge the attack in reverse. On harder difficulties, he fires the orbs at a much faster rate, giving the player far less maneuvering room. The attack is tricky to dodge to the point where one of the most commonly-picked Common items is [=FaithFull=], solely because the rotating shields can remove the orbs upon contact instantly and make the attack ''far'' easier to avoid. The Undertaker's other two attacks (a ShockwaveStomp in the first phase and the shotgun + Skeletal Horse move in the second phase) are seen as easier to dodge. Mercifully, this is one of the only projectile attacks in the game that isn't affected by the "Projectiles bounce off the edges of the screen" Necromancer's Pact modifier.
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* DemonicSpiders: The Armarauders that appear at the end of the first day cycle if Simple Tom is your first boss. Firstly, they're ''beefy'' at 400 HP, at a point where most players will be dealing around 100-200 damage. Secondly, they initially move slowly, but they aim at the player as they're preparing to roll and when they do start rolling, they move around very quickly and bounce off the screen edges. Thirdly, they're encountered at a point where the enemy concentration is particularly thick, making it hard to hit them without piercing or bounce upgrades.

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* DemonicSpiders: The Armarauders that appear at the end of the first day cycle if Simple Tom is your first boss. Firstly, they're ''beefy'' at 400 350 HP, at a point where most players will be dealing around 100-200 damage. Secondly, they initially move slowly, but they aim at the player as they're preparing to roll and when they do start rolling, they move around very quickly and bounce off the screen edges. Thirdly, they're encountered at a point where the enemy concentration is particularly thick, making it hard to hit them without piercing or bounce upgrades.



** The first occurs at the morning end of the first day cycle, where the enemy concentration becomes very thick along with relatively high-HP enemies. Most players will be unable to one-shot the 200-HP ranged enemies, and even fewer will be able to kill the Cactus Golems (300 HP) and ''especially'' the Armarauders (400 HP).

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** The first occurs at the morning end of the first day cycle, where the enemy concentration becomes very thick along with relatively high-HP enemies. Most players will be unable to one-shot the 200-HP ranged enemies, and even fewer will be able to kill the Cactus Golems (300 HP) and ''especially'' the Armarauders (400 (350 HP).
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** The most irritating Deputy to encounter as your first one is Green Shadow by far, who does nothing but chase you quickly and force you to keep running away while attacking him and ignoring other experience-giving mooks until he dies, while you have [[EarlyBirdBoss no slowing items and likely weak damage]]. It's not helped by Green Shadow having the most health of the three early-game deputies (at 1000, with Georges at 750 and Owl Face at 600), despite being a KingMook of the frailest enemy. Both Georges and Red move much more slowly and sport easy-to-avoid attacks, making them easier to manage. Subsequent Runner Deputies are more manageable even though they have more health, thanks to you either having more damage or slowing items and/or the increased amount of enemies likely to slow their movement down.

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** The most irritating Deputy to encounter as your first one is Green Shadow by far, who does nothing but chase you quickly and force you to keep running away while attacking him and ignoring other experience-giving mooks until he dies, while you have [[EarlyBirdBoss no slowing items and likely weak damage]]. It's not helped by Green Shadow having the most health of the three early-game deputies (at 1000, with Georges at 750 and Owl Face at 600), despite being a KingMook of the frailest enemy. Both Georges and Red Owl Face move much more slowly and sport easy-to-avoid attacks, making them easier to manage. Subsequent Runner Deputies are more manageable even though they have more health, thanks to you either having more damage or slowing items and/or the increased amount of enemies likely to slow their movement down.
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** The most irritating Deputy to encounter as your first one is Green Shadow by far, who does nothing but chase you quickly and force you to keep running away while attacking him and ignoring other experience-giving mooks until he dies, while you have [[EarlyBirdBoss no slowing items and likely weak damage]]. It's not helped by Green Shadow having the most health of the three early-game deputies (at 1000, with Georges at 750 and Red at 600), despite being a KingMook of the frailest enemy. Both Georges and Red move much more slowly and sport easy-to-avoid attacks, making them easier to manage. Subsequent Runner Deputies are more manageable even though they have more health, thanks to you either having more damage or slowing items and/or the increased amount of enemies likely to slow their movement down.

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** The most irritating Deputy to encounter as your first one is Green Shadow by far, who does nothing but chase you quickly and force you to keep running away while attacking him and ignoring other experience-giving mooks until he dies, while you have [[EarlyBirdBoss no slowing items and likely weak damage]]. It's not helped by Green Shadow having the most health of the three early-game deputies (at 1000, with Georges at 750 and Red Owl Face at 600), despite being a KingMook of the frailest enemy. Both Georges and Red move much more slowly and sport easy-to-avoid attacks, making them easier to manage. Subsequent Runner Deputies are more manageable even though they have more health, thanks to you either having more damage or slowing items and/or the increased amount of enemies likely to slow their movement down.
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** Ruthless Ruth has an attack where she sticks her horns in the ground and charges, leaving behind large quake explosions which is simple to evade... and is followed up by digging up a bunch of flaming rocks that fall on parts of the screen. These generate a constant damaging [=AoE=] and linger for a ''very'' long time, gradually turning the battlefield into hazardous zones and making it much harder to avoid her.

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** Ruthless Ruth has an attack where she sticks her horns in the ground and charges, leaving behind large quake explosions which is simple to evade... and is followed up by digging up a bunch of flaming rocks that fall on parts of the screen. These generate a constant damaging [=AoE=] and linger for a ''very'' long time, [[BossArenaUrgency gradually turning the battlefield into hazardous zones zones]] and making it much harder to avoid her.
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** The Super Black Market's "Legendary Training Kit" gives you a one-use banish for player upgrades. If one encounters the "usual suspects" options (a Common Damage upgrade, a Common Fire Rate upgrade, and Common Crit Chance upgrade) and uses this, every level-up upgrade from then on will be rare or better.

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** The Super Black Market's "Legendary Training Kit" gives you a one-use banish for player upgrades. If one encounters the "usual suspects" options (a options[[note]]a Common Damage upgrade, a Common Fire Rate upgrade, and Common Crit Chance upgrade) upgrade[[/note]] and uses this, every level-up upgrade from then on will be rare or better.better, which allows you to find the more coveted Epic or Legendary upgrades far more easily.
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** The Super Black Market's "Legendary Training Kit" gives you a one-use banish for player upgrades. If one encounters the "usual suspects" options (a Common Damage upgrade, a Common Fire Rate upgrade, and Common Crit Chance upgrade) and uses this, every level-up upgrade from then on will be rare or better.
** The Super Black Market's "Lost and Found Goods" gives you a basic chest ([=Lv1=]) or Sheriff Chest ([=Lv2=]) at the start of a run, if you have beaten a Sheriff in the previous one. Having a potentially powerful Epic item at the start of a run can make you snowball faster. Likewise, "Fidelity Chest" gives an extra chest every fourth chest drop, which means you can get roughly 3 extra items in any run.
** The Super Black Market's "Blessed Ring" gives a chance for your upgrades to be of ''Mythical'' rarity, normally only obtainable from re-rolling a Godly Die. Most Mythical upgrades give massive bonuses and a chance to get them for free can easily turn the tide of battle.

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* ThatOneDisadvantage: In Daily Struggle missions, there are a few modifiers that can make things much more difficult:
** "You move 50% faster, but enemies also do" benefits the enemies far more than you as you need to be stationary to attack[[note]]unless you're [=R0B3RT=] whose turret attacks for him, but even then the enemies' faster speed means a much higher chance to miss[[/note]], while the enemies can catch up with you much more easily. The only character who mostly benefits from this is Madlyn, who uses HitAndRunTactics and can gain Scrap Gun stacks ''much faster'' from the increased movement speed.
** "Your screen is locked and you can't move out of the starting zone" greatly limits your available movement space for kiting and makes it much easier for enemies to get to you. Worse still, your attacks can't pass the fence boundary. The ranged enemies on the other hand have no such restrictions.
** "You start with 100 000 bounty but lose score overtime, the day passes only when you take a level" requires you to get to level 36 with Sheriffs appearing every 12 levels. The first Deputy can be easily missed as it appears at level 10, meaning that if you picked up too much gold you lose the chance to get an item. Otherwise, it's not that bad (bosses have lowered health) but if paired up with one of the other two disadvantages, things can get dicey pretty fast.

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* ThatOneDisadvantage: ThatOneDisadvantage:
** Out of all the [[ChallengeRun Necromancer's Pact]] difficulty modifiers, the one that makes enemy projectiles ''bounce off the edges of the screen'' tends to be the most deadly, despite also giving a lot of infamy level points. The first level in this modifier gives them one bounce and the second gives them ''two'', turning levels into BulletHell if you can't kill ranged foes fast enough.
**
In Daily Struggle missions, there are a few modifiers that can make things much more difficult:
** *** "You move 50% faster, but enemies also do" benefits the enemies far more than you as you need to be stationary to attack[[note]]unless you're [=R0B3RT=] whose turret attacks for him, but even then the enemies' faster speed means a much higher chance to miss[[/note]], while the enemies can catch up with you much more easily. The only character who mostly benefits from this is Madlyn, who uses HitAndRunTactics and can gain Scrap Gun stacks ''much faster'' from the increased movement speed.
** *** "Your screen is locked and you can't move out of the starting zone" greatly limits your available movement space for kiting and makes it much easier for enemies to get to you. Worse still, your attacks can't pass the fence boundary. The ranged enemies on the other hand have no such restrictions.
** *** "You start with 100 000 bounty but lose score overtime, the day passes only when you take a level" requires you to get to level 36 with Sheriffs appearing every 12 levels. The first Deputy can be easily missed as it appears at level 10, meaning that if you picked up too much gold you lose the chance to get an item. Otherwise, it's not that bad (bosses have lowered health) but if paired up with one of the other two disadvantages, things can get dicey pretty fast.

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** Infamy 10 and Infamy 15 are when the difficulty ramps up for a simple reason: Enemies now hit for 2 and 3 damage respectively. This change leaves you much less room for error, where a single hit can leave you at 1-2 HP in the early game and force the player to play more defensively.

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** Infamy 10 and Infamy 15 are is when the difficulty ramps up for a simple reason: Enemies now hit for 2 and 3 damage respectively.damage. This change leaves you much less room for error, where a single hit can leave you at 1-2 HP in the early game and force the player to play more defensively.



** "You start with 100 000 bounty but lose score overtime, the day passes only when you take a level" requires you to get to level 36 with Sheriffs appearing every 12 levels. The first Deputy can be easily missed as it appears at level 10, meaning that if you picked up too much gold you lose the chance to get an item. Otherwise, it's not that bad (bosses have lowered health) but if paired up with one of the other two disadvantages, things can get dicey pretty fast.
* ThatOneLevel: Infamy Levels 15-18 and above are the last and final Infamy levels and are a ''massive'' step up in difficulty for one reason: Instead of enemies dealing 2 damage to you (like in infamy 10-14), enemies deal 3 damage to you. This makes you extremely glassy unless you have life ups and are lucky to have enough hearts around on the floor, and trying to recover out of one-shot range is far from an easy task. Besides this, you also have to contend with every other Infamy Level's restrictions, including slowed movement, doubled dash cooldown, more enemies of all kinds, enemies having faster movement, projectiles and attack cooldowns, halved MercyInvincibility duration, and more boss health.

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** "You start with 100 000 bounty but lose score overtime, the day passes only when you take a level" requires you to get to level 36 with Sheriffs appearing every 12 levels. The first Deputy can be easily missed as it appears at level 10, meaning that if you picked up too much gold you lose the chance to get an item. Otherwise, it's not that bad (bosses have lowered health) but if paired up with one of the other two disadvantages, things can get dicey pretty fast.
* ThatOneLevel: Infamy Levels 15-18 and above are the last and final Infamy levels and are a ''massive'' step up in difficulty for one reason: Instead of enemies dealing 2 damage to you (like in infamy 10-14), enemies deal 3 damage to you. This makes you extremely glassy unless you have life ups and are lucky to have enough hearts around on the floor, and trying to recover out of one-shot range is far from an easy task. Besides this, you also have to contend with every other Infamy Level's restrictions, including slowed movement, doubled dash cooldown, more enemies of all kinds, enemies having faster movement, projectiles and attack cooldowns, halved MercyInvincibility duration, and more boss health.
fast.
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** [[https://www.youtube.com/watch?v=CYGBLeWbwGs "One More Grave"]], FinalBoss theme is an ominous yet fast-paced piece to complement the climactic battle against [[BigBad The Undertaker]].

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** [[https://www.youtube.com/watch?v=CYGBLeWbwGs "One More Grave"]], the FinalBoss theme is an ominous yet fast-paced piece to complement the climactic battle against [[BigBad The Undertaker]].
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** [[https://www.youtube.com/watch?v=CYGBLeWbwGs "One More Grave"]], FinalBoss theme is an ominous yet fast-paced piece to complement the climactic battle against [[BigBad The Undertaker]].
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** Shooter enemies in general, especially Mages. They have moderate amounts of health and like their name suggests can use long-distance moves. Mages are especially bad on higher difficulties where they throw fireballs more often, these fireballs are perfectly aimed requiring you to move or dash and can travel a long distance until they exit the screen unlike the moles' dynamite, which only hits an area after a bit of time. They're also all smart enough to stay out of player radius abilities like Onion or Intimidating Reward, and thanks to melee enemies rushing the player the shooters tend to avoid being the [[ShootTheMageFirst first targeted enemies despite their annoyance]]. The Illithids that replace the Mages halfway through can even shoot from offscreen, with their energy balls being the only tell that they're doing so.

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** Shooter enemies in general, especially Mages. They have moderate amounts of health and like their name suggests can use long-distance moves. Mages are especially bad on higher difficulties where they throw fireballs more often, these fireballs are perfectly aimed requiring you to move or dash and can travel a long distance until they exit the screen unlike the moles' dynamite, which only hits an area after a bit of time. They're also all smart enough to stay out of player radius abilities like Onion or Intimidating Reward, and thanks to melee enemies rushing the player the shooters tend to avoid being the [[ShootTheMageFirst first targeted enemies despite their annoyance]]. The Illithids Brainsuckers that replace the Mages halfway through can even shoot from offscreen, with their energy balls being the only tell that they're doing so.
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** [[https://www.youtube.com/watch?v=yCoYJumBqHc "Shot The Sheriff"]], Simple Tom's boss theme is a hectic, fast-paced theme that portrays the feeling of rolling movement -- perfectly fitting the WildWestArmadillo and his RollingAttack.

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** [[https://www.youtube.com/watch?v=yCoYJumBqHc "Shot The Sheriff"]], Simple Tom's boss theme is a hectic, fast-paced theme that portrays the feeling of rolling movement -- perfectly fitting the WildWestArmadillo and his RollingAttack.



** [[https://www.youtube.com/watch?v=tH1hhbJQNng "Dynamite Mole"]], Crazy Denzel's boss theme is a fast, hectic track that depicts the [[MoleMen mole man's]] fast GrenadeSpam.

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** [[https://www.youtube.com/watch?v=tH1hhbJQNng "Dynamite Mole"]], Crazy Denzel's boss theme is a fast, hectic track that depicts fits right in with the [[MoleMen mole man's]] fast GrenadeSpam.GrenadeSpam and his quick underground movements.
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** [[https://www.youtube.com/watch?v=yCoYJumBqHc "Shot The Sheriff"]], Simple Tom's boss theme starts out slow and ominous then becomes a fast-paced rolling theme that perfectly fits the WildWestArmadillo and his RollingAttack.

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** [[https://www.youtube.com/watch?v=yCoYJumBqHc "Shot The Sheriff"]], Simple Tom's boss theme starts out slow and ominous then becomes is a hectic, fast-paced rolling theme that portrays the feeling of rolling movement -- perfectly fits fitting the WildWestArmadillo and his RollingAttack.

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* SugarWiki/AwesomeMusic: The in-game theme for the first day cycle is a ''very'' catchy western theme that emphasizes the action taking place. The second day cycle's theme is upbeat and more lively as the enemies get tougher to fight. Finally, the third day cycle's music is a very ominous and creepy piece with an action-packed tone to it, as the player knows that they will have to face the dreaded Undertaker on the next noon.

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* SugarWiki/AwesomeMusic: The in-game theme for SugarWiki/AwesomeMusic:
** [[https://www.youtube.com/watch?v=UxI0DT08zjw "Sliding Guitar"]],
the first day cycle cycle's theme if Rex, Cupcake and Brutus is your first boss is a ''very'' catchy western theme that emphasizes the action taking place. place.
** [[https://www.youtube.com/watch?v=yCoYJumBqHc "Shot
The Sheriff"]], Simple Tom's boss theme starts out slow and ominous then becomes a fast-paced rolling theme that perfectly fits the WildWestArmadillo and his RollingAttack.
** [[https://www.youtube.com/watch?v=qajYDHtmvic "Back on Track"]], the
second day cycle's theme if Crazy Denzel is your second boss is upbeat and more lively as the enemies get tougher to fight. Finally, fight.
** [[https://www.youtube.com/watch?v=tH1hhbJQNng "Dynamite Mole"]], Crazy Denzel's boss theme is a fast, hectic track that depicts the [[MoleMen mole man's]] fast GrenadeSpam.
** [[https://www.youtube.com/watch?v=GoZ2fcKsX7o "Buffalo Brawl"]], Ruthless Ruth's boss theme is a tense and fast-paced track that ties in with the boss' nature of relentlessly chasing you down.
** [[https://www.youtube.com/watch?v=QRSE6efLfFk "The Last Ride""]],
the third day cycle's music is a very ominous and creepy piece with an action-packed tone to it, as the player knows that they will have to face the dreaded Undertaker on the next noon.
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** Ruthless Ruth has an attack where she sticks her horns in the ground and charges, leaving behind large quake explosions which is simple to evade... and is followed up by digging up a bunch of flaming rocks that fall on parts of the screen. These generate a constant damaging [=AoE=] and linger for a ''very'' long time, gradually turning the battlefield into hazardous zones and making it much harder to avoid her.

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* DifficultySpike: Two of them:

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* DifficultySpike: Two of them:


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** Infamy 10 and Infamy 15 are when the difficulty ramps up for a simple reason: Enemies now hit for 2 and 3 damage respectively. This change leaves you much less room for error, where a single hit can leave you at 1-2 HP in the early game and force the player to play more defensively.
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** The Dirty Nigel item increases your damage by 10% in exchange for slowing the speed of all your shots. This is a huge disadvantage especially if combined with Tesla Field which slows all shots within, both yours and the enemies, turning all your shots to the speed of molasses. It's usually not worth it for a mere 10% damage increase compared to its opposite counterpart Far Sight, which increases your damage by 30% and makes all your shots faster but makes you lose 20% fire rate. It got buffed to granting 20% damage instead of 10%, but the slowdown on shots is still an issue.

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** The Dirty Nigel item increases your damage by 10% in exchange for slowing the speed of all your shots. This is a huge disadvantage especially if combined with Tesla Field which slows all shots within, both yours and the enemies, turning all your shots to the speed of molasses. It's usually not worth it for a mere 10% damage increase compared to its opposite counterpart Far Sight, which increases your damage by 30% and makes all your shots faster but makes you lose 20% fire rate. It got buffed to granting 20% damage instead of 10%, but 10% and the slowdown on shots is still an issue.shot speed decrease buffed from -50% to -30%, [[RescuedFromTheScrappyHeap rescuing it from the scrappy heap]] by a bit.
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* DemonicSpiders: The Armarauders that appear at the end of the first day cycle, if Simple Tom is your first boss. Firstly, they're ''beefy'' at 400 HP, at a point where most players will be dealing around 100-200 damage. Secondly, they initially move slowly, but they aim at the player as they're preparing to roll and when they do start rolling, they move around very quickly and bounce off the screen edges. Thirdly, they're encountered at a point where the enemy concentration is particularly thick, making it hard to hit them without piercing or bounce upgrades.

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* DemonicSpiders: The Armarauders that appear at the end of the first day cycle, cycle if Simple Tom is your first boss. Firstly, they're ''beefy'' at 400 HP, at a point where most players will be dealing around 100-200 damage. Secondly, they initially move slowly, but they aim at the player as they're preparing to roll and when they do start rolling, they move around very quickly and bounce off the screen edges. Thirdly, they're encountered at a point where the enemy concentration is particularly thick, making it hard to hit them without piercing or bounce upgrades.
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Added DiffLines:

* DemonicSpiders: The Armarauders that appear at the end of the first day cycle, if Simple Tom is your first boss. Firstly, they're ''beefy'' at 400 HP, at a point where most players will be dealing around 100-200 damage. Secondly, they initially move slowly, but they aim at the player as they're preparing to roll and when they do start rolling, they move around very quickly and bounce off the screen edges. Thirdly, they're encountered at a point where the enemy concentration is particularly thick, making it hard to hit them without piercing or bounce upgrades.
* DifficultySpike: Two of them:
** The first occurs at the morning end of the first day cycle, where the enemy concentration becomes very thick along with relatively high-HP enemies. Most players will be unable to one-shot the 200-HP ranged enemies, and even fewer will be able to kill the Cactus Golems (300 HP) and ''especially'' the Armarauders (400 HP).
** The second occurs at the start of the second day cycle. The basic runner and shooter enemies have 300 HP, same as the Cactus Chargers in the previous phase. The Rock Golems have a whopping 700 HP and will take a lot of punishment. Many players will be unable to output enough damage in one hit to cut these swarms down in one hit, and your best bet would be to hope for a powerful item from your first Sheriff chest.
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** Crazy Denzel's third attack is tricky for newer players to avoid thanks to throwing in both predictability ''and'' unpredictability at the same time. He throws two sticks of dynamite several times, one of which is aimed at a spot that the player is standing around (which will hit you if you don't move), and the other is aimed randomly around the boss arena. If you're unlucky with the randomly-thrown dynamite, it can land in the nearest spot you were headed in to avoid the one directed at you, and you better hope you have dash to escape. His other attacks hit pre-determined spots on the map, making them much easier to evade despite the increased quantity of bombs.

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** Crazy Denzel's third attack is tricky for newer players to avoid thanks to throwing in both predictability ''and'' unpredictability at the same time. He throws two sticks of dynamite several times, one of which is aimed at a spot that the player is standing around (which will hit you if you don't move), and the other is aimed randomly around the boss arena. If you're unlucky with the randomly-thrown dynamite, it can land in the nearest spot you were headed in to avoid the one directed at you, and you better hope you have dash to escape. His other attacks hit pre-determined spots on the map, making them much easier to evade despite the increased quantity of bombs. After an update, this attack is now ''the one he starts out with'', making the fight harder.
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** Jody is the only character who defies the DoNotRunWithAGun trope on her own, unlike [=R0B3RT=] who does so via a turret. As a veteran of the Dwarven Wars, she's the most combat-trained of the cast and thus had learned to attack while on the move.

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** Jody is the only character who defies the DoNotRunWithAGun trope on her own, unlike [=R0B3RT=] who does so via a turret. As a veteran of the Dwarven Wars, she's Not only is she the most combat-trained of the cast and thus had learned to attack while on the move, but her weapon is one of the lightest as well, making it easy for her to throw them on the move.
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** Roger has 2 less health than any of the other characters as he's an untrained civilian who was forced into fighting. Serra and Madlyn were outlaws who served the Undertaker at some point. Nigel and Natoko were trained in ninja arts by the latter's HiddenElfVillage. Ollin is a mystical spirit who may be the reincarnation of legendary wizard Mezcal. [=R0B3RT=], while also a civilian, now uses a tough robotic body. Jody was a veteran of the Dwarven Wars.
** Jody is the only character who defies the DoNotRunWithAGun trope on her own, unlike [=R0B3RT=] who does so via a turret. As a veteran of the Dwarven Wars, she's the most well-trained of the cast and thus knows how to attack while on the move.

to:

** Roger has 2 less health than any of the other characters as he's an untrained civilian who was forced into fighting. Serra and Madlyn were outlaws who served the Undertaker at some point. Nigel and Natoko were trained in ninja arts by the latter's HiddenElfVillage. Ollin is a mystical spirit who may be the reincarnation of legendary wizard Mezcal. [=R0B3RT=], while also a civilian, now uses a tough robotic body. Jody was a hardened veteran of the [[GreatOffscreenWar Dwarven Wars.
Wars]].
** Jody is the only character who defies the DoNotRunWithAGun trope on her own, unlike [=R0B3RT=] who does so via a turret. As a veteran of the Dwarven Wars, she's the most well-trained combat-trained of the cast and thus knows how had learned to attack while on the move.

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