@the_holland could in theory still have it scale up, but start later, if you wanted to still keep the scaling. a potential formula is: dmgMlt = (1 + n*MAX(0, (scalePoint-hp%)/scalePoint)), reaching a multiplier of 1+n at hp%=0 - for a multiplier of 1+n at c masks use hp%=(masks-c)/(totalMasks-c), presumably most useful at c=1.
Suggestion: when you finish this series you should get someone to make a mod with these changes implemented. I like the ideas of a lot of these and I think it would be fun to play around with them.
YAAAASS! I made a comment on the first video asking for this exact thing, I really hope it happens. I would do it myself, but I only know how to code in python which isn't supported in modding.
@the_holland Just found a mod on scarab called 'Charm Changer', it allows you to modify the base stats of the charms but you can't do much with new effects or synergies. I'd really appreciate if you left a pinned comment under your next video highlighting this.
alternate alternate proposition for strength - it gives 30%, but it increases by 10% with each nail related charm(excluding fury of the fallen and nailmaster's glory).
In my opinion, if a charm is so powerful that it needs a downside to it, the charm should be nerfed, that's why I'm not really fond of the charm systems in ori and nine sols
@@kamilopupilo Eh, these can be cool but require quite a bit of balancing. Like, in theory they mean committing to a specific playstyle, but that requires said playstyle already being at least kinda viable.
The heavy body upgrade makes it obscene. With quickslash the boss will only have 0.25 seconds to do anything before it staggers, which is to say, you can functionally stun lock it for 9 full hits. Alternatively, if you stagger it twice then you can back off, spell twice before going right back to staggering (using a nail art coming back in for maximum safety). More spells if you have a spell build. Or you can use the staggers and quick focus to effectively get off free heals.
@the_holland How about every other hit for normal enemies and it takes 5 hits to stun a boss, but they cannot be stunned again for 4 seconds after (unless it's stagger)
The problem with greed is that your main source of money are not enemies, chests or rocks, its the city crests, wanderers journals, kings idols and arcane eggs. Hollow knight's economy is completely broken because before you reach the city of tears you can barely buy anything, and after you do you can buy anything, except for the unbreakable charms, but at this point, just run colosseum of fools over and over again, it gives 1/2/3k geo per victory
I think a better rework of greed would be to increase its charm notch count by one. In exchange, the player never loses geo upon death. You can even revert the percentage increase of geo to 20%. This fixes the issue with Lemm and makes it valuable even in its fragile form.
@@yuftenkhemiss8897 maybe let it leave you with 50% of geo after death with the 30% increase in geo gain from sources. Maybe it would save all the geo when it's in the fragile state, considering you sacrifice this charm to save geo.
1. I think a better rework of greed would be to increase its charm notch count by one. In exchange, the player never loses geo upon death. 2. I really like your change to fury because it makes it a viable charm for casual and experienced players.
@@Thy_Punishment_Is_OOF By the point you get unbreakable charms you don't really have anything to spend geo on anyway, so what's the point of nerfing something that's not really useful anyway.
That should only be in normal as it would be useless in steal soul. Speaking of steal soul it gave me an idea. A potential change to heart would give you in extra life in steal soul, but break and must be repaired at the cost of 30-40k geo cause that will take a while and anyone who decides to grind for that, props to you.
i think the change to greed is weird because: 1. it doesn't make much sense that chests would suddenly just drop more geo with a charm but more importantly 2. chests and geo rocks are one-time use, not respawnable. therefore it will just feel like you're not getting the most out of the one-time things in the game unless you add 2 otherwise useless notches to your build
I love fury of the fallen as it is. It is the way it is because staying at 1 mask is infinitely more challenging and risky than at 2. And having the damage boost of 75% is just intoxicating. Used it to defeat absolute radiance on the ascended difficulty
I got a different idea for Fury of the Fallen: Still grants +75% nail damage at 1 mask but also grants you Bloodfury. When Bloodfury is active, it is visualized by flames appearing behind your lifemasks. When Bloodfury is active, it allows you to cast an offensive spell at the cost of 1 lifemask when you don't have enough Soul to cast a spell. If you do cast a spell to consume a lifemask, then the Bloodfury buff is temporarily consumed (visualized by the flames behind the lifemasks disappearing) and triggers all "on damage" effects (Grubsong, Thorns of Agony, etc) and you have to wait for 5 secs until the Bloodfury buff comes back. This might require an increase of the charm cost to 3, perhaps?
This would have been awesome, but instead of increasing charm cost, add a synergy with Spell Twister, it would feel very thematic for 'mastery over soul'.
once you finish the main series you should do a vid called something like rebalancing the rebalanced charms where you check ppls feedback on charms and change them if you think its a good idea
I agree with most of these ones, except for heavy blow. I think it should have a small stun each hit that scales off of the knockback the enemy will recieve. For example: broken vessel will be stunned for a bit of time, while pure vessal will only be stunned a little bit. I think that this is more intuitive than what the video suggests. (I also have a idea that it would increase the stagger counter by 2 instead of decreasing the max by one but that might be a bit too overpowered)
I think Mark Of Pride’s 25% was good enough, especially with the buff to Longnail which would make the nail massive when using both together Fury needs a small calculation rework, those numbers would get very big for low risk at high mask values - perhaps (empty masks - 2) or (empty masks - 3) over full masks? That might make it a bit weak early game Heavy Blow is nice, but 0.5 seconds might be a bit too much, especially with Quick Slash. Also, maybe Heart could give a percentage (rounded) of masks to not make it too strong early game, kind of like Joni’s Blessing. All in all, though, nice ideas!
Perhaps Fury should have ramping percentages, so it's only at half strength when you're at ⅓ health. It would encourage being at very low health more. Lifeblood is also anti-synergy now as the reduced max health reduces the maximum power of fury.
I have a massive problem with your decision to buff fragile heart, a problem that is a part of your philosophy with these changes that I think only has detrimental effects on your rankings: Charms ARE progression. I understand that you don't like that fact and want to change it, but I feel that this one change shows how these changes could negatively impact the game. To make my point, I'll ask you this: Where do you obtain fragile heart, or rather, when? Fragile heart is a charm most players get before they even have 6 masks, and I feel that is important to take into account when making these changes. These charms aren't in a vacuum, they're in a massive open world game filled with various challenges, items, enemies, and bosses. Fragile heart is an early game charm, and if you make it give 3 masks, it'd be by far the most overpowered throughout the early and mid game, and a really good charm in the late game for boss refights, colosseum, and pantheons. You talk a lot about wanting every charm to be viable compared to each other, but this one change would make this charm a must have for almost the entire game.
@the_holland I'd argue it'd be even more powerful than strength is for the early to midgame, and they'd be on par with each other in the late game. Remember, HP is a resource, so in the late game, additional HP can be translated into more damage tanking potential, less time and soul needed to heal, and a garuntee you will survive at least a bit longer and deal a bit more damage than you would have otherwise.
@the_holland i don’t think this works as some sort of justification because yknow, you nerfed strength? so that’s just admitting that it wouldn’t be good as far as I can see
2:40 I hate when you said that. Of course you will not use health charm later in the game, because you don't need it, you already good at the game and need charms that boost ur dmg. You didn't make unbreakable heart good, you made it overpovered. Greed shouldn't give more geo from chest and geo deposits, because it hurts players that don't use it. No charm should work like this. I think it would be better to give it a new use in colloseum where when you use it you will get more geo after beating the trails. Strength needs to be strong, because it is a fragile charm, but it shouldn't be as strong as it is now. Maybe make it 40% more dmg. Steady Body is Steady Body and it is great charm with Quick Slash, but okay one without it. I think Heavy Blow could work, but it doesn't by many many desing choices in game. Your rework is good one, but it would have better too good. I think Quick Slash is hard charm to balance, because making it giving smaller buff would mean that people who likes it would be angry and annoyed. Longnail and Mark of Pride don't need changing it the stats, they already good. The issue is that Animation is wrong and in truth you have bigger hitbox on longnail than you think and smaller one than you think on the Mark of Pride, but because hitboxes are so in favor of the player you don't feel or see it that often. Most common thing you can see is that you will not pogo with mark of pride, if animation aligns with enemy, but not with hitbox. Fury of the fallen would be too good, because it would be far more better than the reworked strength that you showed
Honestly, to fix the problem of steady body being a crutch for new players, i would just put it somewhere in the city of tears instead so more experienced players can learn its nuances instead of using its surface level ability of no more knockback
I like a lot of the changes made, but not the longnail and mark of pride changes. In my expereience, they are already pretty powerful. In my opinion, longnail is at the perfect level that it can be very useful but only if you're good/know when to have it in your build. For example, it can be very usefull for parrying pure vessel and hollow knight, and can also be useful in bosses like NKG.
7:50 once i'm done with the corrupted files stuff i might code this, just not in near future as i have a project that will take much time to fulfill, but i might
@the_holland bro, i'm really sorry but i have to delay the whole thing because an hacker took control of my data, he is registering my every move and knows any password and is blackmailing me, on another device i'm trying to gather data about him, get his address and send "someone" to his house. i'm really sorry but i'm really stressed and i don't have time for that, expecially because he deleted my progresses so i have to recode that
Tgat is not how Greed works. It's not a flat 20% increase to everything, it has varying effects depending on the enemy. 20% is the minimum, but there are even enemies whose geo drops get doubled with greed.
@the_holland iirc it depends on the specific geo coins dropped, not just the raw value. the way it works is really weird and should probably be made more consistent tbh (in which case it should probably be buffed accordingly, maybe at ~50% geo increase)
Greed being reworked to include chests and deposits is really really bad game design. It incentivizes not opening chests until you get Greed. That's just not fun.
The thing is it doesn't really matter how well a charm works if it's the only charm within its niche. Greed is ONLY good for grinding money from killing the same enemies over and over. Since the effect it gives is completely unique It doesn't need to compete with other charms. Dash and Sprint Master are the same they only compete with one another within their primary use case.
i love what you did here! my only complaint is that fury is op. i think that a good fix is that instead of fury going to 100% damage increase it only goes up to 50% and reaches 50% on 1 mask. that way it is similar to strength in terms of damage boost. also PLEASE make this into a mod i need these changes.
@the_holland Tbh it's a buff to the nail, it would have to be basically useless for people to not use it. And by making it basically useless it defeats the point of the series
@the_holland Well, bc the difference between strength and quick slash went from 18% to 5%, there's almost no reason to choose strength over quick slash in pantheons, the only niche strength has is that its earlier than quick slash by a bit
10:30 Abyssal Bloom. Pale court. "A dark blossom that was cursed to restrain un uncontrollable power. Even though the darkness within may be repressed, it writhes in a volatile manner threatening to break free. The bearer gains overwhelming power as they draw nearer to death...
Holy shit bro, like goddam! I really like the concepts but some of the stats are pretty bonkers and the nerfs to the currently broken charms are too harsh to the point that it feels like this would create a new meta of incredibly broken charms instead of a balanced one. Like specially fury and mark of pride are pretty bananas to me compared to the nerfs to strength and shaman stone. Aside from that, good video, looking forward to the rest.
The new Fury of the Fallen and the new Stalwart Shell from the previous video is a deadly combo. You'd be able to prep yourself before fights to low health and wait out the Stalwart Shell invincibilty timer for a free hit while sustaining more health if you want.
I think thorns of agony should cost 2 charm notches and do more damage the lower your health is (it also could have more range the lower your health is)
Heavy Blow (3 charm notches): Increases Enemy Knockback by 75%. Reduces the hit to stagger on bosses by 30%. Reduces attack speed by 25%. Increases Damage by 35% I think a change like this would give the charm its intended effect
So, I get what you were going for when reworking Fury of the Fallen. However, if you decide to nerf strength to give you 25% more damage at all times, I think fury should get a different treatment. That would be a parabolic increase: specifically, at half health, the buff should be about 25%, and at 1 health, the buff should be 75%. You can obtain these values with the equation: Dmg bonus%= k×(number of lost masks)^2 + m×(number of lost masks) In this equation, k is a value derived from the maximum number of masks with the equation: k=(75 - m(max masks - 1))/((max masks - 1)^2) In both, m is equal to: m=25/(max masks - 1) By putting all of these into a single, although pretty convoluted, equation, with each value of max masks, you get 75% at 1 health and 25 at half health (or, more precisely, at half of the health you can lose). You can change the 75 and the 25 in the equation to modify the bonuses you get for each max masks value, but try to keep the two fairly distant or you start getting wrong results. Anyway, I think this would make for a much more balanced charm.
I appreciate the thought! Now how would you translate that into a simple charm description... ':D No, but you're definitely right that I made Fury too OP. Whoops.
@the_holland I see the problem, but actually, most games avoid specific descriptions of damage formulas because they are really complicated most of the time. A few ideas would be: "Increases damage dealt based on the amount of masks lost, ramping up more and more as masks decrease" "Increases damage dealt based on the percentage of masks lost. The buff gets exponentially higher as the masks decrease" Exponentially is not the correct term, but whatever For a more precise description: "Increases damage dealt based on the amount of masks lost, ramping up as masks decrease. The buff (reaches 25% at half health and) caps at 75%" "Increases damage dealt by an amount based on the number of lost masks. The buff gets 3 times higher every time the lost masks double" or "The buff increases at a 3:2 ratio" The equations are mostly what you'd use for actually calculating the buff for the middle values, and players don't actually need to know. Anyway, I really appreciate your content and I hope you'll keep this series up, since some of the ideas are really creative and fun!
Ok, so I just realized I could've used a much easier method for a more precise result. That would be: Dmg%=(75%)/(3^(log2((max masks-1)(number of lost masks^(-1))))) Using this formula, when number of lost masks = max masks-1, so when you're at 1 health, the buff will be 75%/3⁰, or just 75%. When you have lost masks=(maxmasks-1)/2, so when you're at half health, you get a buff equal to 75%/3, or 25%. When you have lost masks=(maxmasks - 1)/2² (or 4), so when you lost a quarter of your health, the buff will be 75%/3², or 25%/3, so 8.3333%. The buff will get 3 times higher every time your health gets 2 times lower. This is exact, as opposed to the previous one, which is just an approximation.
I had the idea that soul eater would give more soul the more damage you did. For example using nail arts or unbreakable strength would make it more powerful. I don’t like how soul catcher, spell twister and soul eater all do the same thing.
I feel like for Heavy Blow, you make the Nail Arts charge much slower, to balance the fact that they stun the bosses every hit. And if you equip Nailmaster's Glory (assuming what it normally does ingame), the charge timer is just that of what it would be normally with no charms whilst still doing the stun. Kinda like Quick Focus and Deep Focus together
Would be funny if Strength just got "Now it's 4 Notches" as a reference to Power Plus in Paper Mario being 6 BP, which was quite a lot but it was kinda worth it in a way. Then again, it wouldn't balance much
Only thing so far is I think making strength work on nail arts would be really good, nail arts are just so niche even with nailmaster glory. Either that or make strength plus nailmaster a synergy thing maybe where it make nail arts stronger only if you have both equipped?
I‘d love a combo between Heart and Fury, where Heart doesn‘t count towards the max, but still increases damage if masks are lost (normal max = 89%; Heart max = 122%)
7:53 it should be noted that although quickslash increases swing speed, it's still handicapped by the animation time. Even if the nail is already off cooldown, it still has to wait for the animation to finish - unless you're a TAS and can animation cancel by performing a strike in a different direction. I think I've heard this in the fireborn any radiance video, though i can't be certain.
I think that's true! Although, if you were a TAS, I think you'd be able to get the attack speed above 32% - perhaps 32% is what the average human achieves?
Mark of pride didn't need a rework, and the combo should just be changed to extra range on nail arts (Also reduce the stun duration on heavy blow. Why is it so long??? You literally stun lock enemies without even trying. It should be every 3 hits on normal enemies and every 10 hits on a boss, and have lower stun duration)
i have an idea for thorns of agony when you rework it, it should deal your current nails damage instead of base nail damage because its pretty decent early game but falls off near the end game? maybe give it a synergy with grubsong where if the thorns hit an enemy you also gain some soul to encourage the tanking hits style gameplay they both encourage
the main problem with thorns is that you can easily just swing your nail after getting hit in the same time it takes the thorns to activate. it needs at least x2.5 base nail damage to be somewhat worth (and it needs to give you control way earlier for it not to be annoying)
@ yeah thats fair x2.5 feels like a TON tho cus like pure nail does i think 21 dmg and then thorns with 2.5x multiplier would be 53~ dmg which is 23~ more than shade soul and it also only costs 1 notch. i think 1.3x plus no freeze would be much more appropriate
I agree with a lot of these, but I think that strength should either now cost 2 notches, to allow for more versitality in other charms to add to it, or still give nail arts +50% damage as well. Along with this, there is a mod that allows you to change numbers and precents for charms, and I tried this with quick slash, reducing the number by 20%, and it just didn't work as well and I didn't want to use it. Also, it would be cool if you added some combos/synergy that form archtypes, like having two lifebloods will grant an extra lifeblood, or having soul catcher and spell twister might give you the regeneration effects of kingsoul, similar to the way that having sprintmaster equipped with weaversong makes them move faster.
I disagree whit Greed giving more loot from chest, ecc It basically makes it somehow mandatory to use it to open them... if it just increases the enemy loot it just feel more right. It's a charm for farming
I think you could make it so that the fragile heart gives two health, and unbreakable gives 3. It makes it a bit more useful in the endgame while not helping too much at the start.
Like with Shaman Stone, I think 25% is a bit low for Strength as a 3 notch charm, and 30% would better let nail damage stand as a viable alternative to spell damage. Quick Slash, my beloved, however, deserves a more thougthful nerf. I propose keeping the speed buff at 30%, or 25% at least, so you still feel the difference, more often than not, when you manage to get a quick extra hit in; instead we cause it to decrease your nail damage by 2 at baseline, or by 3 when Strength is equipped, and decrease soul colection by 1 at baseline, or 2 when Soul Eater is equipped (both changes affect the number of hits you need to reach the 33/66/99 Soul collection thresholds) , nerfing its generalist capabilities and the cumulative effects it has with other charms. I like the idea for Mark of Pride, but I think it should only increase the regular range of the Nail Arts when combined with Nailmaster's Glory. Instead, if Glory is combined with Grubberfly's Elegy, it creates the boomerang projectile, and Mark of Pride would increase the size and range of both Elegy's base projectiles and the boomerang. I think Fury would be a bit overpowered with these changes, and encourage the bad habit of face tanking and brute forcing bosses. I like the idea, but maybe it should increase damage by 8% per mask lost. This way, the bonus received at 8 masks lost would still be only 64%, and if we take a possible synergy with the newly buffed Heart into account, it would increase the maximum possible bonus to 88% once 11 masks are lost. This way, if you find Fury at the very beginning of the game, it would start out as a small last resort bonus, giving a modest damage boost, but scale incredibly if paired with Strength and Heart during the endgame, at the cost of 8 notches.
I feel like fury of the fallen was the charm that least needed a rework, due to the description mentioning that its effects are meant to take affect due to the courage and bravery one gets while near death, and while my instincts naturally made me flare up at even the idea of nerfing quick slash and fragile/unbreakable strength, I do have a counter offer for strength, make the fragile version still do 50%, while remaining fragile, but while unbreakable it goes down to said 30%, however nerfing quick slash is reasonable, and maybe when in dream battles fragile charms could take 3 hits? Everytime time you die until the third time in a dream its effectiveness is reduced as it takes damage!
Alternate suggestion for "fury of the fallen": - You can only take one hit now. - Every mask you've had gives 7% extra damage. - No effect when fighting radiant bosses (because no downside in that case). - (Optional) No effect when your shade is alive, to make the charm not so punishing to try out. Alternatively, geo doesn't get dropped with this charm equipped.
@the_holland Maybe, but I assume that not having that mechanic would make the charm too unfun/tedious to use, with people feeling the need to unequip the charm to safely grab their shade back. Besides, hitless is a challenge and the game already doesn't drop geo in most late-game challenges.
i think your idea for fury is good but i would like to add one thing, instead of being your damage increase by your empty mask over your full mask, it's empty mask over full mask x 2, making the buff weaker because i think it's currently too strong, but, so that it stays even more in the original design, when you're on 1 mask, the last buff will give you a way bigger increase, making it weaker usually, but being stronger than the original one at one mask (sorry if it's hard to understand what I'm saying cuz i'm French and sometimes have a hard time talking in english)
i think a neat idea you could do for this series would be creating a document where you put all of the changes proposed, it'd make a quick and easy place for someone to reference if they wanted to mod some of the changes into the game
the only time i ever unironically used heavy blow was when I was doing Marmu on radiant difficulty because the extra knockback gave me more reaction time to her bouncing towards me
As i cleared glasssoul + alawaysfury to TE, normal enemys in hollownest are very well balanced with strength and fury, nali upgrade. All nail damage upgrades provide a list that can reduce hit to kill.
I think a better buff to heavy blow would be for it to give a 50% damage increase when hitting an enemy with a down slash (because gravity would make heavy things hit harder) and keep the knockback. This way players get a small disadvantage if they fight enemies and bosses normally but get rewarded for changing the way they fight them
there is a catch here because with buffed un/breakable heart combines with reworked fury of the fallen at 1 mask you deal 90 percent and with 3 around 72 percent
I feel like the unbreakable charms should be of equal strength to or be stronger than their fragile counterparts but are balanced by deactivating and reactivating under certain conditions instead of breaking on death. Thus, you can keep your really powerful fragile charms, while having balanced unbreakable charms. One hypothetical example of this: Fragile heart: Gives 3 masks. Breaks on death. Unbreakable heart: Gives 3 masks. On all 3 of those masks being depleted, the charm deactivates for 20 seconds or until you sit on a bench. Or alternatively, for those who like the "or be stronger than their fragile counterpart" idea: Unbreakable heart: Gives 4 masks. On all 4 of those masks being depleted, the charm deactivates for 35 seconds or until you sit on a bench. I like the 2nd idea better tbh.
suggestion for quick slash : increase attack speed by 33% but doubles the cost of spells. Instead of just trying to balance the soul gain I think this would be a cool way to give it a unique identity where you do gain more soul but only for healing, while it makes spells very costly making it a very nail focused charm. Double cost might be excessive so it could be something like +50% but it can't really go below that because of the increased soul gain, it has to be noticeably higher than the increase in soul you gain.
Hell yeah. Love the ideas in this one, and I'm hyped for the next episode. I gotta say though, I think many of the nerfs are a little overtuned, when you compare them to the buffs. Strength is a really good charm of course, but if Fury got buffed/reworked the way you describe here, it would probably be about on par with Strength as it currently is in the game. Maybe that means this Fury is just too good, but I like the risk/reward aspect, even if it does certainly seem better than spell twister for the cost. All that said, this really is a minor thing. Very good video 💯
Steady Body is incredible, increasing damage output in nail builds by letting you get more hits in consecutively due to quick slash's knockback outpacing your run speed being removed and allowing you to hit bosses in situations you normally can't like with Pure Vessel and Grimm. Its balanced by the fact you actually LOSE early game mobility in wall strikes, losing the knockback applied to yourself on literally everything and not just enemies is a serious downside for those replaying the game and trying to blitz through the early game. There's only one change i'd give steady body and thats to remove the property on upward slashes where you lose all upward vertical velocity on nail hit. This would allow you to chain together hits much more reliably on bosses that fly.
I'd like to propose a way to fix glowing womb. Make it only summon automatically if the knight hasnt used a spell in the last 5 seconds and they have enough soul to summon 1 knightling and focus after. Additionally, make one manually summon after 1 focus.
Second idea for heavy blow rework! To stay more true to it's original idea, the change isn't too big. Instead of 75% knockback bonus, it ups to 100% added knockback And it moves down to 1 notch, because it deincentives nail combat by pushing. This is coming from more of the pure incentive to keep it away from you, perhaps to use more ranged options such as spells, to find more time to heal, or to combat quickly moving attacks from enemies better. And it's left at that. (Honestly I like your redesign better, but this is what my redesign was)
Haha, I appreciate the idea! I think the problem is that you rarely if ever want to push enemies away, but I supposed I might be wrong about that - maybe in colosseum? Thanks for the comment!
A thought on making Longnail vs Mark of Pride a more interesting choice, based on your ideas: Longnail renamed -> Ironclash = 2 charmcost, +15% range. Also, on parry, gain +50% naildamage to your next nail attack within 2 seconds. Mark of Pride = 3 charmcost, +25% range and grants blade boomerangs on Great/Dash Slash.
a way I'd propose "fixing" fragile greed would make it be able to drop geo from bosses (not a huge amount but considering the amount of bosses on the game maybe 200~ geo) just to boost it on early game at least, and if that sounds too good then make it a synergy with gathering swarm instead, for bosses that already drop geo, just add those +200 on top of it
9:38 if your going to buff both longnail and mark of pride you should probably make them stack additively In base game they stach multiplicativly and that would be a somewhat insane 56% buff from both after changes vs the ~44% for both base game. With additive it would only be a buff from ~44% to 50%
Wait, you sure they stack additively? I feel like they're so useless together, LOL. But totally! I think it should be a cap of 50% Thanks for the comment :)
This is a great idea and i live the redesign of fury... but it might be way to powerfull at thia point. Considering you get it at the beginning of the game i feel like you would grab and use it the entire game especial since only lossing 2 health gives more then fragile strength.
I'd love to see more synergies in these charm rework ideas, like how you mentioned Mark of Pride & Nailmaster's Glory as well as Fury of the Fallen & Grubberfly's Elegy. A simple example would just be that putting the two range charms together gives some sort of bonus (probably related to range).
heavy blow is insanely powerful with quick slash, for normal enemies it should be 4 hits until a stun and 6 hits for a boss to stun to prevent stun locks
@the_hollandi re-watched the part where you mentioned stun immunity however if you just dodge for a few seconds and then stun lock the boss again, it makes it so the boss can only dish out around 2-3 attacks in that time frame which destroys bosses like nkg, the need for dodging is much less which makes defensive charms not as great when using heavy blow, i think removing the stun immunity but making it so you need more hits to stun the boss works better
i think a neat way to balance heavy blow would ironically be to bring the increased nail knockback back. this would make it harder to completely cheese bosses by stunning them over and over. though with enough skill stunlocking would be a perfectly valid playstyle, and a pretty fun one at that!!! it could also make for dedicated charm builds, something like hblow+sbody+qslash+mop. and hey, thats very unambiguously in the spirit of the charm anyway though ill say 0.5s stun would be insanely op in practice. id bring that all the way down to ~0.2s
The only thing id change about fury is giving a way to self damage yourself down to 1 hp. It can still not work on radiant bosses for balance reasons, but intentionally damaging yourself to use it for quick boss kills is tedious and kind of pointless
The whole point of unbreakable charms is they cost more than 10,000 geo to make unbreakable. I don't want to spend 36,000 to get 3 charms that are about as strong as others. They are perfectly balanced even if they become stronger than other charms.
I don't really like Greed applying to chests and geo rocks. It'd encourage a kind of tedious playstyle of not opening chests and then going back with Greed equipped. And if you're ever out of money, you'd be thinking "damn, I wish I had micromanaged my Greed more", which isn't fun. I think it should just increase enemy dropped Geo by like, 50%.
Fury of the fallen should make you do less damage if you are full health or close to full health, this helps keep the theme of its risk/reward nature, it should also never do more damage than its original 75% boost especially since its now useful before being on 1 health.
One of the things I dont like about strength is that it makes nail arts pretty useless, since it doesnt increase their damage. I like the 25% rework, but I would like the damage buff to also apply to the nail arts :-)
I'm actually baffled you chose to buff heart and greed, but after hearing your reasoning...yeah, that makes sense. I forget heart ever exists outside of unlocking Lifeblood Core or stacking it with lifeblood charms to be tanky. And greed, I thought it was fine, I usually equip it all of early game, but sometimes it is hard to notice the difference. Though geo also has the issue of falling off once you buy everything. Also, how would Heavy Blow work with Cyclone Slash? I'm also surprised you chose to buff Longnail and Mark of Pride, they often feel like must-haves compared to other charms at times. I also like the changes to Fury, damage scales the less health you have. Also, I really like your charm synergy ideas. I'm excited to see the rest of this series. Mostly pointing fingers at Hiveblood and Kingsoul.
I'm not entirely sure how Heavy Blow and Cyclone Slash would interact, but it would probably just stun for its duration, or apply the regular Nail's "three-hits-to-stun"-rule :) Thanks for the comment, and I'm glad you're excited for the rest!
I think that the heavy blow idea is a little too far from the original idea, so I propose an idea that it could keep its origianl effects but also deal damage to enemies when they get knockbacked into a wall. This would create a new way of fighting certain bosses and also let you quickly kill enemies near a wall
Fragile heart is arguably already too impactful in the early game especially in steel soul. 140% effective health is a very good rate, going up even more is a decision.
Quick slash and heavy blow might have a powerful, unintended synergy. Imo if there were to be stun mechanics, they'd need to be totally rebalanced. Imo fury of the fallen in your version would be op because of massive damage boost. The intended use of fury was a last ditch effort in a troublesome situation, not a constant damage buff. Devs didn't expect that some players would just go and fight bosses at 1 mask. Solution: notch cost is 1, but the effect is temporary and lasts only, let's say, 45 seconds max. After that fury is disabled and reactivating it requires healing a set number of masks or to full health, whatever is reached first (maybe 5 masks?)
Exited to see «Reworking Silksong’s crests» after retiring in 40 years.
Bro is NOT getting out of that copium pit
You're way too optimistic smh
Bold of you to believe that the game will come out.
I can't explain why this is so unbelievably funny to me
@@dylansuperti214silksong is a game that will come out, remember? It’ll just come out in the year 5202
"unbreakable strength is too powerful, it should be nerfed to 25%"
Also : gives fury a 50% boost to damage at half health
I agree strength should be strong but not to strong but 25% is to little and furry,yeah should get 75%but on 1 mask like before.
And the worst part is that most of the time you arent gonna be at full health in a fight, so you constantly have a +~15% or so bonus.
Yeah... you got me there. I think Fury is probably too powerful now.
@the_holland could in theory still have it scale up, but start later, if you wanted to still keep the scaling. a potential formula is: dmgMlt = (1 + n*MAX(0, (scalePoint-hp%)/scalePoint)), reaching a multiplier of 1+n at hp%=0 - for a multiplier of 1+n at c masks use hp%=(masks-c)/(totalMasks-c), presumably most useful at c=1.
Math major?
Suggestion: when you finish this series you should get someone to make a mod with these changes implemented.
I like the ideas of a lot of these and I think it would be fun to play around with them.
That's true Ideas are quick and easy but when reality enters the picture they're often unforeseen conscience
YAAAASS! I made a comment on the first video asking for this exact thing, I really hope it happens. I would do it myself, but I only know how to code in python which isn't supported in modding.
Hi Funkymonke, I would absolutely love that! Any modders should feel free to reach out!
@ I was going to try but I also only know python >.
@the_holland Just found a mod on scarab called 'Charm Changer', it allows you to modify the base stats of the charms but you can't do much with new effects or synergies. I'd really appreciate if you left a pinned comment under your next video highlighting this.
Alternate proposition for strength - keep it at 50%, but make it reduce soul gained
alternate alternate proposition for strength - it gives 30%, but it increases by 10% with each nail related charm(excluding fury of the fallen and nailmaster's glory).
In my opinion, if a charm is so powerful that it needs a downside to it, the charm should be nerfed, that's why I'm not really fond of the charm systems in ori and nine sols
Cool idea!
@@kamilopupilo Eh, these can be cool but require quite a bit of balancing. Like, in theory they mean committing to a specific playstyle, but that requires said playstyle already being at least kinda viable.
The heavy body upgrade makes it obscene. With quickslash the boss will only have 0.25 seconds to do anything before it staggers, which is to say, you can functionally stun lock it for 9 full hits.
Alternatively, if you stagger it twice then you can back off, spell twice before going right back to staggering (using a nail art coming back in for maximum safety). More spells if you have a spell build.
Or you can use the staggers and quick focus to effectively get off free heals.
Yeah, it might be too strong! I can definitely see that
@the_holland How about every other hit for normal enemies and it takes 5 hits to stun a boss, but they cannot be stunned again for 4 seconds after (unless it's stagger)
Sure!
The problem with greed is that your main source of money are not enemies, chests or rocks, its the city crests, wanderers journals, kings idols and arcane eggs. Hollow knight's economy is completely broken because before you reach the city of tears you can barely buy anything, and after you do you can buy anything, except for the unbreakable charms, but at this point, just run colosseum of fools over and over again, it gives 1/2/3k geo per victory
You're thinking from a pro player's perspective, though ;)
I think that's worth being mindful of.
@the_hollandmaybe put different buffs between increasing enemy geos and increasing item selling prices to Lemm
See, I thought about increasing Lemm prices - but I think that would just get annoying. And there wouldn't be much risk-reward in it
I think a better rework of greed would be to increase its charm notch count by one. In exchange, the player never loses geo upon death. You can even revert the percentage increase of geo to 20%. This fixes the issue with Lemm and makes it valuable even in its fragile form.
@@yuftenkhemiss8897 maybe let it leave you with 50% of geo after death with the 30% increase in geo gain from sources. Maybe it would save all the geo when it's in the fragile state, considering you sacrifice this charm to save geo.
1. I think a better rework of greed would be to increase its charm notch count by one. In exchange, the player never loses geo upon death.
2. I really like your change to fury because it makes it a viable charm for casual and experienced players.
Maybe, but only when it's fragile. When it's unbreakable it'll save only 50%, but will add 30% geo gain.
Cool! Thanks for sharing :D
@@Thy_Punishment_Is_OOF By the point you get unbreakable charms you don't really have anything to spend geo on anyway, so what's the point of nerfing something that's not really useful anyway.
That should only be in normal as it would be useless in steal soul. Speaking of steal soul it gave me an idea. A potential change to heart would give you in extra life in steal soul, but break and must be repaired at the cost of 30-40k geo cause that will take a while and anyone who decides to grind for that, props to you.
i think the change to greed is weird because:
1. it doesn't make much sense that chests would suddenly just drop more geo with a charm
but more importantly
2. chests and geo rocks are one-time use, not respawnable. therefore it will just feel like you're not getting the most out of the one-time things in the game unless you add 2 otherwise useless notches to your build
I agree
I love fury of the fallen as it is. It is the way it is because staying at 1 mask is infinitely more challenging and risky than at 2. And having the damage boost of 75% is just intoxicating. Used it to defeat absolute radiance on the ascended difficulty
That's totally fair! I'm less "all or nothing"-oriented than that, but I get your point :)
greed should have the same effect but uses one notch, because right now you need to be specifically grinding geo for it to be worth it
I got a different idea for Fury of the Fallen: Still grants +75% nail damage at 1 mask but also grants you Bloodfury. When Bloodfury is active, it is visualized by flames appearing behind your lifemasks. When Bloodfury is active, it allows you to cast an offensive spell at the cost of 1 lifemask when you don't have enough Soul to cast a spell. If you do cast a spell to consume a lifemask, then the Bloodfury buff is temporarily consumed (visualized by the flames behind the lifemasks disappearing) and triggers all "on damage" effects (Grubsong, Thorns of Agony, etc) and you have to wait for 5 secs until the Bloodfury buff comes back.
This might require an increase of the charm cost to 3, perhaps?
That's a really fricking cool idea! I'm writing it down
This would have been awesome, but instead of increasing charm cost, add a synergy with Spell Twister, it would feel very thematic for 'mastery over soul'.
once you finish the main series you should do a vid called something like rebalancing the rebalanced charms where you check ppls feedback on charms and change them if you think its a good idea
yep but the First video has over 1k comments
and the legend Is answering to almost all of them
That was the exact idea I had, actually! But I'm glad to hear that you'd want that too
It would be boring and repetitive imo, remaking his remake would just be content farming
Maybe
I agree with most of these ones, except for heavy blow. I think it should have a small stun each hit that scales off of the knockback the enemy will recieve. For example: broken vessel will be stunned for a bit of time, while pure vessal will only be stunned a little bit. I think that this is more intuitive than what the video suggests.
(I also have a idea that it would increase the stagger counter by 2 instead of decreasing the max by one but that might be a bit too overpowered)
More intuitive, huh? Maybe :O
I think Mark Of Pride’s 25% was good enough, especially with the buff to Longnail which would make the nail massive when using both together
Fury needs a small calculation rework, those numbers would get very big for low risk at high mask values - perhaps (empty masks - 2) or (empty masks - 3) over full masks? That might make it a bit weak early game
Heavy Blow is nice, but 0.5 seconds might be a bit too much, especially with Quick Slash.
Also, maybe Heart could give a percentage (rounded) of masks to not make it too strong early game, kind of like Joni’s Blessing.
All in all, though, nice ideas!
Perhaps Fury should have ramping percentages, so it's only at half strength when you're at ⅓ health. It would encourage being at very low health more.
Lifeblood is also anti-synergy now as the reduced max health reduces the maximum power of fury.
Good points!
I have a massive problem with your decision to buff fragile heart, a problem that is a part of your philosophy with these changes that I think only has detrimental effects on your rankings: Charms ARE progression. I understand that you don't like that fact and want to change it, but I feel that this one change shows how these changes could negatively impact the game.
To make my point, I'll ask you this: Where do you obtain fragile heart, or rather, when? Fragile heart is a charm most players get before they even have 6 masks, and I feel that is important to take into account when making these changes. These charms aren't in a vacuum, they're in a massive open world game filled with various challenges, items, enemies, and bosses. Fragile heart is an early game charm, and if you make it give 3 masks, it'd be by far the most overpowered throughout the early and mid game, and a really good charm in the late game for boss refights, colosseum, and pantheons. You talk a lot about wanting every charm to be viable compared to each other, but this one change would make this charm a must have for almost the entire game.
You mean as overpowered as Strength already is?
@the_holland I'd argue it'd be even more powerful than strength is for the early to midgame, and they'd be on par with each other in the late game. Remember, HP is a resource, so in the late game, additional HP can be translated into more damage tanking potential, less time and soul needed to heal, and a garuntee you will survive at least a bit longer and deal a bit more damage than you would have otherwise.
@the_holland i don’t think this works as some sort of justification because yknow, you nerfed strength? so that’s just admitting that it wouldn’t be good as far as I can see
2:40 I hate when you said that. Of course you will not use health charm later in the game, because you don't need it, you already good at the game and need charms that boost ur dmg. You didn't make unbreakable heart good, you made it overpovered.
Greed shouldn't give more geo from chest and geo deposits, because it hurts players that don't use it. No charm should work like this. I think it would be better to give it a new use in colloseum where when you use it you will get more geo after beating the trails.
Strength needs to be strong, because it is a fragile charm, but it shouldn't be as strong as it is now. Maybe make it 40% more dmg.
Steady Body is Steady Body and it is great charm with Quick Slash, but okay one without it.
I think Heavy Blow could work, but it doesn't by many many desing choices in game. Your rework is good one, but it would have better too good.
I think Quick Slash is hard charm to balance, because making it giving smaller buff would mean that people who likes it would be angry and annoyed.
Longnail and Mark of Pride don't need changing it the stats, they already good. The issue is that Animation is wrong and in truth you have bigger hitbox on longnail than you think and smaller one than you think on the Mark of Pride, but because hitboxes are so in favor of the player you don't feel or see it that often. Most common thing you can see is that you will not pogo with mark of pride, if animation aligns with enemy, but not with hitbox.
Fury of the fallen would be too good, because it would be far more better than the reworked strength that you showed
true
:)
Honestly, to fix the problem of steady body being a crutch for new players, i would just put it somewhere in the city of tears instead so more experienced players can learn its nuances instead of using its surface level ability of no more knockback
Good idea! That's a really clever way to serve that charm properly up to the player :)
Immediately clicked cause fury of the fallen is easily my favorite charm
this feels like the bleed for 8 seconds video, just engagement bait.
Well since you're here spending your time commenting, I suppose we can call it successful engagement bait?
I like a lot of the changes made, but not the longnail and mark of pride changes. In my expereience, they are already pretty powerful. In my opinion, longnail is at the perfect level that it can be very useful but only if you're good/know when to have it in your build. For example, it can be very usefull for parrying pure vessel and hollow knight, and can also be useful in bosses like NKG.
Hey thanks man, and that's totally fair! I can definitely see your point :)
7:50 once i'm done with the corrupted files stuff i might code this, just not in near future as i have a project that will take much time to fulfill, but i might
Cool! Let me know if anything happens :)
@the_holland bro, i'm really sorry but i have to delay the whole thing because an hacker took control of my data, he is registering my every move and knows any password and is blackmailing me, on another device i'm trying to gather data about him, get his address and send "someone" to his house. i'm really sorry but i'm really stressed and i don't have time for that, expecially because he deleted my progresses so i have to recode that
@ Damn, that's rough man. Deleting your data too? That's just too far
@the_holland ikr 😭😭😭😭😭😭 at least i took the malware down, now i have to take revenge, which me luck
Tgat is not how Greed works. It's not a flat 20% increase to everything, it has varying effects depending on the enemy. 20% is the minimum, but there are even enemies whose geo drops get doubled with greed.
As far as I understand it, it's 20% rounded up.
@the_holland iirc it depends on the specific geo coins dropped, not just the raw value. the way it works is really weird and should probably be made more consistent tbh (in which case it should probably be buffed accordingly, maybe at ~50% geo increase)
Greed being reworked to include chests and deposits is really really bad game design. It incentivizes not opening chests until you get Greed. That's just not fun.
That's definitely a valid argument, Lovestruck :)
a mod for all these charms would go crazy
Totally agree! I wish I knew how to mod
Im sure someone could make a mod for it or at lest I hope that someone does but I have no idea how to mod but I hope someone else does
Let's keep our fingers crossed
You should change lifblood heart to add 2 lifeblood masks when you reach one mask
So it complimented Fury?
Exactly, but also to just make it a better charm@the_holland
@ In what other ways than using it alongside Fury?
So that you have a safety net and you can save those masks instead of losing them before getting to the boss@the_holland
The thing is it doesn't really matter how well a charm works if it's the only charm within its niche. Greed is ONLY good for grinding money from killing the same enemies over and over. Since the effect it gives is completely unique It doesn't need to compete with other charms. Dash and Sprint Master are the same they only compete with one another within their primary use case.
That might be, but unless I don't feel compelled to use the charm (even though it has a unique effect), that still feels underwhelming to me :)
i love what you did here! my only complaint is that fury is op. i think that a good fix is that instead of fury going to 100% damage increase it only goes up to 50% and reaches 50% on 1 mask. that way it is similar to strength in terms of damage boost. also PLEASE make this into a mod i need these changes.
That's a really smart change! Maybe that's the proper way to balance it :D
Thanks for the suggestion! And I wish I knew how to mod!
YUUUUUHHHHH ‼‼ been waiting for this to drop
I'm so glad to hear it, Tyler! 😄
@the_holland gonna need part 3 now 😧
I'll get on it soon! 😋
25% for strength seems a little too low, maybe 33% would be better?
Perhaps, although I worry it would still dominate the meta. But perhaps not.
Thanks for the comment!
@the_holland Tbh it's a buff to the nail, it would have to be basically useless for people to not use it. And by making it basically useless it defeats the point of the series
Touché, although I wouldn't say it's necessarily useless now... but who knows ':D
@the_holland Well, bc the difference between strength and quick slash went from 18% to 5%, there's almost no reason to choose strength over quick slash in pantheons, the only niche strength has is that its earlier than quick slash by a bit
10:30 Abyssal Bloom.
Pale court.
"A dark blossom that was cursed to restrain un uncontrollable power. Even though the darkness within may be repressed, it writhes in a volatile manner threatening to break free.
The bearer gains overwhelming power as they draw nearer to death...
Holy shit bro, like goddam! I really like the concepts but some of the stats are pretty bonkers and the nerfs to the currently broken charms are too harsh to the point that it feels like this would create a new meta of incredibly broken charms instead of a balanced one. Like specially fury and mark of pride are pretty bananas to me compared to the nerfs to strength and shaman stone.
Aside from that, good video, looking forward to the rest.
Thanks for sharing your thoughts :)
The new Fury of the Fallen and the new Stalwart Shell from the previous video is a deadly combo. You'd be able to prep yourself before fights to low health and wait out the Stalwart Shell invincibilty timer for a free hit while sustaining more health if you want.
I think thorns of agony should cost 2 charm notches and do more damage the lower your health is (it also could have more range the lower your health is)
That's a pretty interesting idea! Cool 😊
Heavy Blow (3 charm notches):
Increases Enemy Knockback by 75%.
Reduces the hit to stagger on bosses by 30%.
Reduces attack speed by 25%. Increases Damage by 35%
I think a change like this would give the charm its intended effect
So, I get what you were going for when reworking Fury of the Fallen. However, if you decide to nerf strength to give you 25% more damage at all times, I think fury should get a different treatment. That would be a parabolic increase: specifically, at half health, the buff should be about 25%, and at 1 health, the buff should be 75%. You can obtain these values with the equation:
Dmg bonus%= k×(number of lost masks)^2 + m×(number of lost masks)
In this equation, k is a value derived from the maximum number of masks with the equation:
k=(75 - m(max masks - 1))/((max masks - 1)^2)
In both, m is equal to:
m=25/(max masks - 1)
By putting all of these into a single, although pretty convoluted, equation, with each value of max masks, you get 75% at 1 health and 25 at half health (or, more precisely, at half of the health you can lose). You can change the 75 and the 25 in the equation to modify the bonuses you get for each max masks value, but try to keep the two fairly distant or you start getting wrong results.
Anyway, I think this would make for a much more balanced charm.
I appreciate the thought! Now how would you translate that into a simple charm description... ':D
No, but you're definitely right that I made Fury too OP. Whoops.
@the_holland I see the problem, but actually, most games avoid specific descriptions of damage formulas because they are really complicated most of the time.
A few ideas would be:
"Increases damage dealt based on the amount of masks lost, ramping up more and more as masks decrease"
"Increases damage dealt based on the percentage of masks lost. The buff gets exponentially higher as the masks decrease"
Exponentially is not the correct term, but whatever
For a more precise description:
"Increases damage dealt based on the amount of masks lost, ramping up as masks decrease. The buff (reaches 25% at half health and) caps at 75%"
"Increases damage dealt by an amount based on the number of lost masks. The buff gets 3 times higher every time the lost masks double" or "The buff increases at a 3:2 ratio"
The equations are mostly what you'd use for actually calculating the buff for the middle values, and players don't actually need to know. Anyway, I really appreciate your content and I hope you'll keep this series up, since some of the ideas are really creative and fun!
Okay, those were actually quite good descriptions. Well done!
And thanks a lot for the kind words :D
Ok, so I just realized I could've used a much easier method for a more precise result. That would be:
Dmg%=(75%)/(3^(log2((max masks-1)(number of lost masks^(-1)))))
Using this formula, when number of lost masks = max masks-1, so when you're at 1 health, the buff will be 75%/3⁰, or just 75%. When you have lost masks=(maxmasks-1)/2, so when you're at half health, you get a buff equal to 75%/3, or 25%. When you have lost masks=(maxmasks - 1)/2² (or 4), so when you lost a quarter of your health, the buff will be 75%/3², or 25%/3, so 8.3333%. The buff will get 3 times higher every time your health gets 2 times lower. This is exact, as opposed to the previous one, which is just an approximation.
Quickslash decreases attack cool down (seconds per hit) by 33%, the attack speed (hits per second) is increased by 50%.
Jesus Christ
I had the idea that soul eater would give more soul the more damage you did.
For example using nail arts or unbreakable strength would make it more powerful.
I don’t like how soul catcher, spell twister and soul eater all do the same thing.
I can definitely understand that argument :)
I feel like for Heavy Blow, you make the Nail Arts charge much slower, to balance the fact that they stun the bosses every hit. And if you equip Nailmaster's Glory (assuming what it normally does ingame), the charge timer is just that of what it would be normally with no charms whilst still doing the stun. Kinda like Quick Focus and Deep Focus together
Although I'm not sure that nerf is needed because Nail Arts already take so long to charge, I kinda like that idea!
I watched the first part before going to work and was left wanting more. Now that I'm back, I see there's a second part
Wow, that's amazing timing! So glad you watched both parts, Matealmanya!
Would be funny if Strength just got "Now it's 4 Notches" as a reference to Power Plus in Paper Mario being 6 BP, which was quite a lot but it was kinda worth it in a way. Then again, it wouldn't balance much
4 notches would definitely be a better change than what we have now, if you ask me :D
This is a good series bro well done on it. Super engaging
Hey, I really appreciate that! Thanks for watching :D
Only thing so far is I think making strength work on nail arts would be really good, nail arts are just so niche even with nailmaster glory. Either that or make strength plus nailmaster a synergy thing maybe where it make nail arts stronger only if you have both equipped?
I really like that idea, actually! Writing it down :)
I‘d love a combo between Heart and Fury, where Heart doesn‘t count towards the max, but still increases damage if masks are lost (normal max = 89%; Heart max = 122%)
Uhh that's a pretty cool idea :)
add strenght to that too (this might not be balanced)
In the case of strength, 25% dmg is too low for 3 nothces imo. I think 33% would be more appropriate
Maybe. Although I'm trying to really shake up the meta!
@the_holland gotta respect that, i really wanna see what you will do with minion charms
Hey man, I appreciate that! I'm looking forward to getting to work on the next video!
For the breakable charms you should have given them a debug like strength increases your nail damage by 50% but it decreases spell damage
7:53 it should be noted that although quickslash increases swing speed, it's still handicapped by the animation time. Even if the nail is already off cooldown, it still has to wait for the animation to finish - unless you're a TAS and can animation cancel by performing a strike in a different direction. I think I've heard this in the fireborn any radiance video, though i can't be certain.
I think that's true! Although, if you were a TAS, I think you'd be able to get the attack speed above 32% - perhaps 32% is what the average human achieves?
strengh could be a 35/40, 25 Is killing the charm
I want to kill it though! :D
@the_hollandwelll good luck with all the magic fans (like me) after shaman
now i have also nail builds at ur door ahahah
lets take the torches
😳
When you said "number 4" I was literally tweaking
XD
Mark of pride didn't need a rework, and the combo should just be changed to extra range on nail arts
(Also reduce the stun duration on heavy blow. Why is it so long??? You literally stun lock enemies without even trying. It should be every 3 hits on normal enemies and every 10 hits on a boss, and have lower stun duration)
Meh
Meh DXXXXXXX @the_holland
i have an idea for thorns of agony when you rework it, it should deal your current nails damage instead of base nail damage because its pretty decent early game but falls off near the end game? maybe give it a synergy with grubsong where if the thorns hit an enemy you also gain some soul to encourage the tanking hits style gameplay they both encourage
I like it!
the main problem with thorns is that you can easily just swing your nail after getting hit in the same time it takes the thorns to activate. it needs at least x2.5 base nail damage to be somewhat worth (and it needs to give you control way earlier for it not to be annoying)
@ yeah thats fair x2.5 feels like a TON tho cus like pure nail does i think 21 dmg and then thorns with 2.5x multiplier would be 53~ dmg which is 23~ more than shade soul and it also only costs 1 notch. i think 1.3x plus no freeze would be much more appropriate
I agree with a lot of these, but I think that strength should either now cost 2 notches, to allow for more versitality in other charms to add to it, or still give nail arts +50% damage as well.
Along with this, there is a mod that allows you to change numbers and precents for charms, and I tried this with quick slash, reducing the number by 20%, and it just didn't work as well and I didn't want to use it.
Also, it would be cool if you added some combos/synergy that form archtypes, like having two lifebloods will grant an extra lifeblood, or having soul catcher and spell twister might give you the regeneration effects of kingsoul, similar to the way that having sprintmaster equipped with weaversong makes them move faster.
Thanks for the comment, Wolfy!
I think your Strength idea is amazing! I'm writing it down :)
if you want there is "abyssal bloom" which has a very similar effect based on the lost masks, from the pale court and ohh man that charm is broken af
Haha, I completely forgot what the charms from Pale Court did! I hope I didn't rip it off too much
I disagree whit Greed giving more loot from chest, ecc
It basically makes it somehow mandatory to use it to open them... if it just increases the enemy loot it just feel more right. It's a charm for farming
Definitely a valid critique
Would be cool if you could find someone to mod in your charm changes to see how they'd work in practice
I second this. I'd be pretty educational
Hi Maurice, I would absolutely love that! I'm sure it's some challenge, though!
I think you could make it so that the fragile heart gives two health, and unbreakable gives 3. It makes it a bit more useful in the endgame while not helping too much at the start.
Hmm. I'd think that would break the spirit a little, but I kinda see your point
Like with Shaman Stone, I think 25% is a bit low for Strength as a 3 notch charm, and 30% would better let nail damage stand as a viable alternative to spell damage.
Quick Slash, my beloved, however, deserves a more thougthful nerf. I propose keeping the speed buff at 30%, or 25% at least, so you still feel the difference, more often than not, when you manage to get a quick extra hit in; instead we cause it to decrease your nail damage by 2 at baseline, or by 3 when Strength is equipped, and decrease soul colection by 1 at baseline, or 2 when Soul Eater is equipped (both changes affect the number of hits you need to reach the 33/66/99 Soul collection thresholds) , nerfing its generalist capabilities and the cumulative effects it has with other charms.
I like the idea for Mark of Pride, but I think it should only increase the regular range of the Nail Arts when combined with Nailmaster's Glory. Instead, if Glory is combined with Grubberfly's Elegy, it creates the boomerang projectile, and Mark of Pride would increase the size and range of both Elegy's base projectiles and the boomerang.
I think Fury would be a bit overpowered with these changes, and encourage the bad habit of face tanking and brute forcing bosses. I like the idea, but maybe it should increase damage by 8% per mask lost. This way, the bonus received at 8 masks lost would still be only 64%, and if we take a possible synergy with the newly buffed Heart into account, it would increase the maximum possible bonus to 88% once 11 masks are lost. This way, if you find Fury at the very beginning of the game, it would start out as a small last resort bonus, giving a modest damage boost, but scale incredibly if paired with Strength and Heart during the endgame, at the cost of 8 notches.
I feel like fury of the fallen was the charm that least needed a rework, due to the description mentioning that its effects are meant to take affect due to the courage and bravery one gets while near death, and while my instincts naturally made me flare up at even the idea of nerfing quick slash and fragile/unbreakable strength, I do have a counter offer for strength, make the fragile version still do 50%, while remaining fragile, but while unbreakable it goes down to said 30%, however nerfing quick slash is reasonable, and maybe when in dream battles fragile charms could take 3 hits? Everytime time you die until the third time in a dream its effectiveness is reduced as it takes damage!
Alternate suggestion for "fury of the fallen":
- You can only take one hit now.
- Every mask you've had gives 7% extra damage.
- No effect when fighting radiant bosses (because no downside in that case).
- (Optional) No effect when your shade is alive, to make the charm not so punishing to try out. Alternatively, geo doesn't get dropped with this charm equipped.
Geo not dropping seems pretty strong, but I like your idea :)
@the_holland Maybe, but I assume that not having that mechanic would make the charm too unfun/tedious to use, with people feeling the need to unequip the charm to safely grab their shade back. Besides, hitless is a challenge and the game already doesn't drop geo in most late-game challenges.
The nail length charms don't buff the nail art's length, so i think that would be a great addition to the reworks.
Nice! I'm writing that down
i think your idea for fury is good but i would like to add one thing, instead of being your damage increase by your empty mask over your full mask, it's empty mask over full mask x 2, making the buff weaker because i think it's currently too strong, but, so that it stays even more in the original design, when you're on 1 mask, the last buff will give you a way bigger increase, making it weaker usually, but being stronger than the original one at one mask
(sorry if it's hard to understand what I'm saying cuz i'm French and sometimes have a hard time talking in english)
i think a neat idea you could do for this series would be creating a document where you put all of the changes proposed, it'd make a quick and easy place for someone to reference if they wanted to mod some of the changes into the game
Not a bad idea, although that's a lot of work on my side. I'd rather get in contact with a specific modder and talk it out with them :)
Thanks for using my mark of pride solution!! :D
Thanks for sharing it! People really seem to love it, and I have to tell them that it wasn't my idea when they ask XD
@@the_holland XD a good suggestion would maybe be putting the comment in the video with captions next to it clarifying that. Just a suggestion :>
@ That's definitely not a bad idea!
I'm just worried people wouldn't want their names in the video, and I'd have to find the time to ask first :)
@@the_holland you have my permission ahead of time
the only time i ever unironically used heavy blow was when I was doing Marmu on radiant difficulty because the extra knockback gave me more reaction time to her bouncing towards me
Huh, I'd never thought about that. Cool you found a use for it!
As i cleared glasssoul + alawaysfury to TE, normal enemys in hollownest are very well balanced with strength and fury, nali upgrade. All nail damage upgrades provide a list that can reduce hit to kill.
I wanna play with that Mantis Lords nail art projectile so bad
Haha, so do I!
I think a better buff to heavy blow would be for it to give a 50% damage increase when hitting an enemy with a down slash (because gravity would make heavy things hit harder) and keep the knockback. This way players get a small disadvantage if they fight enemies and bosses normally but get rewarded for changing the way they fight them
Strength 2
there is a catch here because with buffed un/breakable heart combines with reworked fury of the fallen at 1 mask you deal 90 percent and with 3 around 72 percent
Yeah... yeah it might be too powerful.
I feel like the unbreakable charms should be of equal strength to or be stronger than their fragile counterparts but are balanced by deactivating and reactivating under certain conditions instead of breaking on death. Thus, you can keep your really powerful fragile charms, while having balanced unbreakable charms.
One hypothetical example of this:
Fragile heart: Gives 3 masks. Breaks on death.
Unbreakable heart: Gives 3 masks. On all 3 of those masks being depleted, the charm deactivates for 20 seconds or until you sit on a bench.
Or alternatively, for those who like the "or be stronger than their fragile counterpart" idea:
Unbreakable heart: Gives 4 masks. On all 4 of those masks being depleted, the charm deactivates for 35 seconds or until you sit on a bench.
I like the 2nd idea better tbh.
Thanks for the input, Dashat!
suggestion for quick slash : increase attack speed by 33% but doubles the cost of spells.
Instead of just trying to balance the soul gain I think this would be a cool way to give it a unique identity where you do gain more soul but only for healing, while it makes spells very costly making it a very nail focused charm.
Double cost might be excessive so it could be something like +50% but it can't really go below that because of the increased soul gain, it has to be noticeably higher than the increase in soul you gain.
Perhaps you're right. Thanks for the suggestion!
Pantheon mask binding might become a problem with new fury and elegy
Why would you think so? :)
Hell yeah. Love the ideas in this one, and I'm hyped for the next episode.
I gotta say though, I think many of the nerfs are a little overtuned, when you compare them to the buffs. Strength is a really good charm of course, but if Fury got buffed/reworked the way you describe here, it would probably be about on par with Strength as it currently is in the game. Maybe that means this Fury is just too good, but I like the risk/reward aspect, even if it does certainly seem better than spell twister for the cost.
All that said, this really is a minor thing. Very good video 💯
Thanks a lot for the kind words, and for the feedback too :D
Steady Body is incredible, increasing damage output in nail builds by letting you get more hits in consecutively due to quick slash's knockback outpacing your run speed being removed and allowing you to hit bosses in situations you normally can't like with Pure Vessel and Grimm. Its balanced by the fact you actually LOSE early game mobility in wall strikes, losing the knockback applied to yourself on literally everything and not just enemies is a serious downside for those replaying the game and trying to blitz through the early game.
There's only one change i'd give steady body and thats to remove the property on upward slashes where you lose all upward vertical velocity on nail hit. This would allow you to chain together hits much more reliably on bosses that fly.
That's a very specific thing that I didn't know existed ':D
But cool!
I'd like to propose a way to fix glowing womb. Make it only summon automatically if the knight hasnt used a spell in the last 5 seconds and they have enough soul to summon 1 knightling and focus after. Additionally, make one manually summon after 1 focus.
Knightling is the best name for those little creatures
1:45
Agreed
There is literally no reason to take off unbreakable strength at its current stand point
I'm really pleased you agree!
Second idea for heavy blow rework!
To stay more true to it's original idea, the change isn't too big.
Instead of 75% knockback bonus, it ups to 100% added knockback
And it moves down to 1 notch, because it deincentives nail combat by pushing.
This is coming from more of the pure incentive to keep it away from you, perhaps to use more ranged options such as spells, to find more time to heal, or to combat quickly moving attacks from enemies better.
And it's left at that.
(Honestly I like your redesign better, but this is what my redesign was)
Haha, I appreciate the idea! I think the problem is that you rarely if ever want to push enemies away, but I supposed I might be wrong about that - maybe in colosseum?
Thanks for the comment!
I think a good rework for strength would be that your spell damage is reduced by 50%
An interesting idea!
A thought on making Longnail vs Mark of Pride a more interesting choice, based on your ideas:
Longnail renamed -> Ironclash = 2 charmcost, +15% range. Also, on parry, gain +50% naildamage to your next nail attack within 2 seconds.
Mark of Pride = 3 charmcost, +25% range and grants blade boomerangs on Great/Dash Slash.
Cool idea! Thanks for sharing :D
We’re gonna need a mod that puts all of these in
a way I'd propose "fixing" fragile greed would make it be able to drop geo from bosses (not a huge amount but considering the amount of bosses on the game maybe 200~ geo) just to boost it on early game at least, and if that sounds too good then make it a synergy with gathering swarm instead, for bosses that already drop geo, just add those +200 on top of it
I actually *love* that idea! Writing it down - thanks, Vinii!
9:38 if your going to buff both longnail and mark of pride you should probably make them stack additively
In base game they stach multiplicativly and that would be a somewhat insane 56% buff from both after changes vs the ~44% for both base game. With additive it would only be a buff from ~44% to 50%
Wait, you sure they stack additively? I feel like they're so useless together, LOL. But totally! I think it should be a cap of 50%
Thanks for the comment :)
This is a great idea and i live the redesign of fury... but it might be way to powerfull at thia point. Considering you get it at the beginning of the game i feel like you would grab and use it the entire game especial since only lossing 2 health gives more then fragile strength.
I can definitely see that point
for the quick slash it should give you less soul more times you strike it
I'd love to see more synergies in these charm rework ideas, like how you mentioned Mark of Pride & Nailmaster's Glory as well as Fury of the Fallen & Grubberfly's Elegy.
A simple example would just be that putting the two range charms together gives some sort of bonus (probably related to range).
fury of the fallen and grubberfly is already in the game
Thanks for the feedback!
I really like this suggestion, instead of making mark simply an upgrade or stack, when using both you get an extra upgrade.
heavy blow is insanely powerful with quick slash, for normal enemies it should be 4 hits until a stun and 6 hits for a boss to stun to prevent stun locks
I've already added a stun-immunity effect to the charm!
@the_hollandi re-watched the part where you mentioned stun immunity however if you just dodge for a few seconds and then stun lock the boss again, it makes it so the boss can only dish out around 2-3 attacks in that time frame which destroys bosses like nkg, the need for dodging is much less which makes defensive charms not as great when using heavy blow, i think removing the stun immunity but making it so you need more hits to stun the boss works better
Well, you could make the stun immunity as long as you needed it to be :)
But I get your point.
i think a neat way to balance heavy blow would ironically be to bring the increased nail knockback back. this would make it harder to completely cheese bosses by stunning them over and over. though with enough skill stunlocking would be a perfectly valid playstyle, and a pretty fun one at that!!! it could also make for dedicated charm builds, something like hblow+sbody+qslash+mop. and hey, thats very unambiguously in the spirit of the charm anyway
though ill say 0.5s stun would be insanely op in practice. id bring that all the way down to ~0.2s
Thanks for sharing!
The only thing id change about fury is giving a way to self damage yourself down to 1 hp. It can still not work on radiant bosses for balance reasons, but intentionally damaging yourself to use it for quick boss kills is tedious and kind of pointless
That's also a good point :) I think my solution partly fixes that issue!
The whole point of unbreakable charms is they cost more than 10,000 geo to make unbreakable. I don't want to spend 36,000 to get 3 charms that are about as strong as others. They are perfectly balanced even if they become stronger than other charms.
I hope you can see the compromise you're making
you should try making a mod incorporating all of these reworks after the end of the series
I wish I knew how to mod! That would be awesome
Love the design of Fury!
I'm so glad to hear that, NeverKnowMan!
I don't really like Greed applying to chests and geo rocks. It'd encourage a kind of tedious playstyle of not opening chests and then going back with Greed equipped. And if you're ever out of money, you'd be thinking "damn, I wish I had micromanaged my Greed more", which isn't fun. I think it should just increase enemy dropped Geo by like, 50%.
I definitely see your point. I'm gonna write it down!
I think applying to geo rocks but not chests would be fine.
loving the series
i hope someone makes this real
Thank you so much
I feel bad whenever a charm is nerfed. I like strong charms it doesn’t have to be balanced that’s part of the fun.
Just means there's no customization
Fury of the fallen should make you do less damage if you are full health or close to full health, this helps keep the theme of its risk/reward nature, it should also never do more damage than its original 75% boost especially since its now useful before being on 1 health.
I think that's a very fair criticism
One of the things I dont like about strength is that it makes nail arts pretty useless, since it doesnt increase their damage. I like the 25% rework, but I would like the damage buff to also apply to the nail arts :-)
Very good idea :)
I'm actually baffled you chose to buff heart and greed, but after hearing your reasoning...yeah, that makes sense. I forget heart ever exists outside of unlocking Lifeblood Core or stacking it with lifeblood charms to be tanky. And greed, I thought it was fine, I usually equip it all of early game, but sometimes it is hard to notice the difference. Though geo also has the issue of falling off once you buy everything. Also, how would Heavy Blow work with Cyclone Slash? I'm also surprised you chose to buff Longnail and Mark of Pride, they often feel like must-haves compared to other charms at times. I also like the changes to Fury, damage scales the less health you have. Also, I really like your charm synergy ideas. I'm excited to see the rest of this series. Mostly pointing fingers at Hiveblood and Kingsoul.
I'm not entirely sure how Heavy Blow and Cyclone Slash would interact, but it would probably just stun for its duration, or apply the regular Nail's "three-hits-to-stun"-rule :)
Thanks for the comment, and I'm glad you're excited for the rest!
I think that the heavy blow idea is a little too far from the original idea, so I propose an idea that it could keep its origianl effects but also deal damage to enemies when they get knockbacked into a wall. This would create a new way of fighting certain bosses and also let you quickly kill enemies near a wall
Cool!
Fragile heart is arguably already too impactful in the early game especially in steel soul. 140% effective health is a very good rate, going up even more is a decision.
Too impactful? Hmm. That is something I hadn't heard of, but fair enough if that's true.
I feel like a better change for quick slash would be to make every concurrent hit faster upto 50% similar to the mark of purity fro pale court
That's a cool idea too! Writing that down
Quick slash and heavy blow might have a powerful, unintended synergy. Imo if there were to be stun mechanics, they'd need to be totally rebalanced.
Imo fury of the fallen in your version would be op because of massive damage boost. The intended use of fury was a last ditch effort in a troublesome situation, not a constant damage buff. Devs didn't expect that some players would just go and fight bosses at 1 mask.
Solution: notch cost is 1, but the effect is temporary and lasts only, let's say, 45 seconds max. After that fury is disabled and reactivating it requires healing a set number of masks or to full health, whatever is reached first (maybe 5 masks?)
Well, Quick Slash *was* indeed rebalanced in this video ;)
I agree that I made Fury too powerful. Whoops.
I like normal Unbreakable strength and Quick Slash more but at least you somewhat improved Heavy Blow
I hope so!