
I'm not holding my breath for these, though, especially not those beyond my first.Ever have a spate of nightmares and think that maybe, just maybe, theres an alternate universe of people who are messing with your dreams and making you have nightmares? Me, too! Weird, right?Įnter Zac. I imagine that it would be significantly less frustrating with these changes implemented. If all the ♥♥♥♥ were to be completely cut away, each depth would probably be incredibly quick. It's almost like all this pointless crap was implemented just to make impatient players spend energy on sparks of life once they are taken by surprise by the ♥♥♥♥♥♥♥♥ fight at the end. To make it worse, I think it's possible that two keys can spawn before one key door, the second one necessary to open a second one just to pointlessly elongate the wandering. I can't think of any level that has this many threatless paths with the same length as those in D&N. Also, if lost souls were made less of a hassle, it would affect not only D&N, but also Shadowplay and most danger missions.Ĥ: Change the layout of depths 25-26 to not require wandering around as much.ĭepths 25 and 26 are clearly designed with gameplay having a smaller role than usual compared to aesthetics. The best bet I have for a change is delaying the death explosion to shortly after the soul's death this could be compensated for by a bigger explosion radius or higher damage. I'm pretty much restricted to using charge attacks thanks to the nature of the arena, and even then lost souls blow up in my face constantly, so imagine how fast I'd die if I ever used basic attacks. Losing a large chunk of your health for merely swinging your sword severely hampers one's possibilities. Perhaps require the team to go on the elevator in front of the party button in the former and make lost souls not spawn in the very first stretch after the entrance.ģ: Change lost souls to be less annoying. Unfortunately, this might be a bit tougher to solve thanks to how the dialogue works in D&N the dialogue in the treasure room would be easy because it doesn't lead up to any event, but the dialogue at the core and immediately after entering the core would be significantly harder because when the former ends, it's straight into the next level screen, and the latter lets lost souls spawn as soon as it ends.

It could be nice if the "please wait" ♥♥♥♥♥♥♥♥ was replaced with a dialogue option like "Continue". I don't need to be told about how Herex slipped away all ~20 times I'll be doing D&N per 5-star weapon I want to heat. I personally find the dialogue to be annoying, but a player I once had done D&N with was apparently unable to read it in time because it automatically moves on. Decrease the amount of particles spawned, decrease the size of the particles spawned, make particles able to actually be obscured by the ground above them, whatever. This would likely be the easiest change to implement and wouldn't exactly turn the whole experience upside down. Because who doesn't like it when a heap of black censor boxes appear all over your screen while you need to dodge fast, black projectiles flung by black toxigels in random directions? I have a few ideas:Īh, yes, swarm particles.

It would be great if it could be ignored with no drawbacks, but it's the best place for radiant farming even if the rad drought was solved, it would most likely remain relevant, so it would be nice to make it a more pleasant experience. Discounting the loot room at the end and the unskippable pseudo-cutscenes, it's half boring scenic route and half gigantic brawl with bad visibility, and during all of this there's a bunch of lost souls to make swords far less practical and no natural healing. I don't really like Dreams and Nightmares.
