Small correction, but the Glow sticks aren't the only light which doesn't stop Gloombats from attacking you: The Laser Pointer also doesn't cause them to attack you. it's a small thing, though, considering how weak the laser pointers are.
I think the laser pointer should be buffed to have some sort of functionality against normal entities (eg. stun eyes for a few seconds, slow down grumbles, but less so than bulklight or flashlight) since right now it’s uses are overshadowed by more common and more effective items.
@@aterrariaPlayer_492The problem is that most players wont know that, since you can barely see the grumbles with the laser pointer and you might not even be able to find the spot.
@@Expirment.25TheRealYea, It should also be better against giggles, maybe completely getting rid of them or stunning them for much longer compared to other items.
i feel like the whole point of the candle now is to be BAD as a detriment to the 6 item slots you now have instead of infinite, and the only reason you would carry it is to upgrade it and have it be op like it used to be, if not more so. idk but that kinda feels like what the devs were going for edit: i also feel the same way about the clock, it seems like it was made simply for door 50 and thats why it always spawns there, i mean its not like its rare for its semi useless functionality, it LITERALLY always spawns TWICE so you dont have to worry about it only being 1 time use cause there is 2 of them
I mean the candle in my opinion is a upgrade for your ligther, since the durability of the ligther was reduced, the candle works as a extention of it, giving it more brightness and having a bigger radius. Again, just my opinion
@@TheSquareEngineer But I do think it would be cool if you could put it down on the floor and have it stay lit. I think that would be a cool functionality.
As for the gold being rare to obtain, i have a theory for it : Because the floor is in the mines, it makes sense that miners who worked in the mines grinded alot of gold. that's why there is barely any gold left in the mines. also if you hack the game and use freecam at the ending of the game you can see under the castle's staircase, there is a huge block of gold (like a treasure). Perhaps that's where all the gold went to.
And why would the hotel have coins everywhere? You shouldn't try to apply real world logics into this game because that's far from the intention this game is aiming at
Balancing changes. Good theory, but this logic shouldn’t exist for balancing changes. A little unrealistic logic is okay seeing this game is about going through Doors and survival literal MONSTERS.
@@thestupidmogus literally what i was gonna say, thanks. also. the devs might just do this for the memes because u know, it's the mines. and also what proves my theory is the ending in the castle under the staircase there is a block of gold
@@A59rithe problem with the strap light is that you can't look up and down with it. Headlight would solve this problem and if anything, maybe they can make it so you can put it in rift and transform it into a headlight or find a helmet in mines to combine them and prob create headlight that way (but that's just unnecessary tho).
The clock doesn't work on grumbles because they aren't as sensitive to sound as is figure. It could work on giggle as seeing how sensitive they are and possibly make them fall off the ceiling
@@aarontharakan7794 Could maybe be used in certain situations where you don’t have a place to hide to further the structural instability of the cave and send some boulders down to block Rush or Ambush, causing them to despawn. Maybe it could also cause Giggles to lose their footing and fall to the ground, dying upon impact. Also, it would make sense to have it rarely spawn in lockers as it’s impossible to know the time without them, due to the Mines lacking clocks. Or you could buy one at Jeff’s Shop. It feels like there should be some kind of last resort if something attacks and there’s way to avoid it, and there’s no Crucifix at Jeff’s Shop anymore so it’s a much less viable option. I also feel like earthquakes should always cause boulders to fall from the ceiling as it would provide a new hazardous room type akin to firedamps or dark rooms, which would be good for Mines exclusive modifiers. It could also make Rush and Ambush more unique in the Mines as now you have to navigate through large rocks to find a hiding spot. I also think that maybe using a clock would at least cause a Grumble to wake up and start patrolling the Nest, but it will also cause some boulders to fall in some of the bigger pathways giving the player a small area that you can crawl through that Grumbles can’t, as sort of a risk-reward situation. It could also be used to break some sort of crystal to access something. A cool way to reintroduce the Scanner into the game is having an extremely rare garden type room (There are gardening side rooms, but this one would be a full room behind a labeled door. There are rooms like this but they’re even rarer than the ones behind unlabeled doors.) that’s larger than normal, featuring a pathway with a maze of Snares that leads to a vine-covered chest, which contains the Scanner. The Scanner would actually be useful in the Mines as generator rooms tend to take a lot longer to complete and the Nest is a lot bigger than the Library or the Electrical Room, so instead of people using the Scanner because of their skill issues with Figure, it would actually be helpful to find the anchors. They could also rework it so it puts a little rectangle by the correct door so it can help with the second Seek chase and make an efficient counter to the copious amount of Dupe doors (seriously though, why are there so many). As for how to balance the Laser Pointer which is probably the weakest item here, I was thinking that it could stop a Grumble in its tracks if the player manages to shine it in both of its biggest eyes for at least 3 seconds.
@@aarontharakan7794 I also feel like Rush’s ability to come from the front in the Mines isn’t a sufficient upgrade. It’s cool but it doesn’t really make it any more special. I was thinking they could make it so earthquakes cause rocks, stalactites and sometimes the wooden supports used to hold up the rocks to fall from the ceiling to damage players, and make hiding spots harder to navigate to. The falling debris could be avoided by standing underneath a door frame. This would provide a new hazard to avoid, a buff and interesting gimmick for Rush and Ambush (before attacking, they cause earthquakes, so this would make it harder to navigate the room to find hiding spots, since you’d have to navigate around rocks and fallen stalactites and even potentially need to crawl underneath fallen wooden supports. Having to wait underneath a door frame for rocks to finish falling before you hide would make encounters with Rush and Ambush much closer as you’d have to remember your hiding spot and the path to get there.), something to explore with modifiers, and it would just be cooler in general. For balancing they could make it so Ambush has less severe earthquakes (it also makes sense from a lore standpoint as judging from how they behave in game, Rush is stronger than Ambush in terms of physical strength, but Ambush is smarter and faster) that don’t really add extra obstacles and they could also make it so that Rush doesn’t have as much of delay when spawning, and delays are less frequent. They literally had this idea on their fingertips with the Seek chase and the falling boulders, it sucks that they didn’t do this because this is the perfect upgrade for Rush and Ambush.
I feel like any balancing would end up just causing more hatred toward Floor 2 of the game. People originally complained that the Mines was too hard, so they needed some parts of it. However, it is still decently hard in my opinion-especially Door 150 as I believe it was not nerfed at all. To take away/nerf some of the items that players sometimes find very necessary to survive-mainly the Bulk Light for slowing down Grumbles-will most likely only bring more hate to the devs. More hate will reduce their morale, meaning that they’ll feel discouraged to work on future floors and updates if people are just going to complain about the little things.
Fair point but, if they were to make these changes in a possible mines+ update by then most people wouldn't care since they would have beaten it or gotten used to it
I agree they should be making buffs, not unnecessary nerfs, the items are the least unbalanced part of the mines anyways, they should focus on alternative ways to help in door 150 or the seek chases
I think a good balancing thing for gold would be to make it so you can sell items to Jeff. I think it would add more functionality to things like the candle as well and will make it more worth having.
I feel there shouldn’t be more gold spawns because if you were to play floor 1 just getting to the herb room and courtyard basement would be well over enough for a bulk at floor 2 jeff. If anyone wants to say that those are two different floors, dont forget that once you beat floor 1 everything you have transfers to floor 2.
My balancing ideas: Glowsticks -Decreased light radius -Brightness slowly fades as time passes -Less common -Gloombats hit players too close to the glowstick Laser Pointer -Light is much brighter around the point -Leaves behind a trail of light that dissipates after a second; this trail is as bright as the current laser pointer -Stuns Giggle for much longer -Can be sold by Jeff for 150 gold Straplight -Stuns Giggle if the light manages to reach them -If Giggle attacks you while the light is on, the attack will be prevented
To expand on the clock idea, i think it would be super cool if the clock had a use for every 50th and 100th door. Imagine if the clock could distract grumbles and also provoke seek so that seek worms and hands target it during the dam encounter. If so, I think the clock should be able to be used more than once so that it doesn’t feel like its wasting an item slot.
Why would it distract anything other than figure? Figure attacks the alarm clock because it’s a noise that he’s un familiar with, and is unable to tell the difference from the player and alarm clock. Maybe it could bring grumbles to an area if they haven’t seen you, but that would cause traffic jams.
I think the reason that gold doesn’t spawn too often in the Mines is because the people that were in the Mines probably didn’t bring money with them into the mines. The reason gold is so common in the Hotel is that people actually lived there, and of course, they would carry money around. I also think that the Alarm Clock should be used to distract all boss monsters that appear at the halfway mark and at the end of the floor.
the reason gold is so uncommon in the mines is the fact if you do a floor 1 and 2 run you’ll have way more money to buy everything in the shop. Personally I don’t think gold should transferred in between floors to keep it balanced so money still has a good spawn rate in floor 2.
honestly this is a tough call because the devs really have to consider whether they want loot to be balanced around you using checkpoints or by playing through the floors back to back. it might be as simple as just making it so there is more loot if you start on a later floor and less if you're coming from a previous floor. but honestly, im kind of okay with actually becoming super powerful if you play continued runs. i did a run from backdoor to floor 2 and i had an insane amount of items at the end but it didn't necessarily feel unearned
I really feel like the bulklight shouldn't even be in the mines pre-run shop. It's basically the equivalent of having a skeleton key in the hotel pre-run shop
I feel like the glowsticks, gold, and clock are ok as they are. Yes the glowsticks give off more light than most items, but you can carry around the other light sources. Once you throw a glowstick you can't move it + you need them to counter Giggles, so you need to get a decent amount of them from looting. I've never had a problem with gold in the mines, I can usualy afford 1-2 items when I reach Jeffs shop. Also money carries over from the Hotel so I think it's to encourage players to play both floors. You only ever get 2 one-time use clocks and their both in the area you need them, it would be diffirent if you found them just lying around all over the place. I do feel like the Bulk Light and Candle need balanced, The Bulk Light is literally garenteed to be in the first vine chest you openand is really OP. Also correction, it does not have the same durability as the Flashlight, it has 30 seconds MORE (it only gains 30 seconds of duration from batteries instead of a Flashlights minute, but 30 seconds is more than enough if your mostly just flashing it when you enter a dark room like I do). As for the candle, another person said they think the candle is meant to be a wasted slot so that you have to some what "earn" the possessed candle. Which makes sense, however it is definitly weak.
_The award for best video's title goes to: _*_"Yapping About The Balancing Problem In Roblox Doors Floor 2 For 8 And A Half Minutes."_*_ By cheddar balls!!!_
I think the gold is fine, it's money. Doesn't really make sense to find a lot of money down in a mineshaft, however batteries, bandages and glowsticks do make a lot of sense, those things you would need to see and/or for if you get injured or cut. It'd actually make more sense if gold was one of the rarest items in the mines. Besides the mines I think is more meant to be continued after floor 1 and not played on its own, since floor 1 has a lot of gold Hotspots after Jeff's shop, so you'll have gold for his shop in floor 2
good, but dumb (Or great) ideas i have: 1. Lighter: Add an item called lighter fluid (works like batteries but for the lighter) So the lighter isn't wasted. 2. band-aids: Make it a continuous +5 health every second until you have gained the regular amount you'd normally be given, to add an effect. 3. lockpicks: As stated in the pre-run shop, they are meant to sometimes break, but as of now, every use they break. change it to have a 1/4 chance of breaking. lastly 4. bring back the healing for vitamins but make it a smaller amount of health than it was.
adding lighter fluid would be dumb as it basically just makes the lighter a weaker flashlight rather than a worse light source that is more common to find, band aid one seems kind of pointless, the lockpick one is good but if they were to implement this, they should definitely nerf the spawn rate, amount you can hold to 2, aswell as the jeff shop and pre run cost of the lockpick. As for the 4th one i think that one is good.
1. That's the point, you have to find a second lighter. Or just save your lighter to use on candles, which have much better durability. 2. I don't want to have to wait before going into a potential Dupe door when I forget the room number. 3. Lockpicks are one of the most common items in the hotel, they don't need this insane buff. 4. Actually, that could be good. The only current use for vitamins is cheesing Seek.
@@HackerDragon9999 for the 3rd one I gave the suggestion to nerf its spawn rate, amount you can hold to 2, and pre run shop and Jeff shop cost in order to make this change more balanced, also vitamins can be used for not getting killed by figure, possibly during grumble, and in the green house area to get it other with quicker. Other than that I agree with you
@@HackerDragon9999 1. it'd make sense to have a way to refuel the lighter, and also lighters aren't extremely common in floor 2 2. either a. listen for dupe, or b. look inside the wall by crouching 3. again, although less minor, the amount of lockpick spawn can be turned down just a bit. 4. yeah, vitamins are only useful for the gate at door 100, and seek chase mods / floor 2 seek chase those are my solutions
@@Flubaly1. It really doesn’t though, it would just make the flashlight an alternate flashlight rather than a worse item that is more common to find. 2. Still the band aid feature he suggested completely pointless. All his other points are good though and I think they should be added
i agree with the point you make about gold but i cant agree with the rest mines in general have more dark rooms and even the regular supposedly "lit" rooms are still dark so you need the extra lightsource that is glowsticks same thing applies for bulklight, you need a more powerful flaslight for darker areas and bulklight is essential when getting away from grumbles as it slows them down also bulklight isnt a straight upgrade to the flashlight because as the bulklight has the same duration with the regular flashlight, one battery refills way less bulklight energy compared to the regular flashlight
Also, giggles can completely block necessary routes at times, and when your only option for that is glowsticks, which although common are still limited, it's quite annoying
Theory At end of floor 1, you can see seek eyes if you look up elevator, Seek is main antagonist of floor 2. At end of floor 2, if you glitch into the castle and look behind castle door, you can see meat pile. Maybe that means that main antagonist of floor 3 will be Figure or (unlikely) Dupe.
Your nerf suggestions are pretty weird 1. Glowsticks are insanely useful in nest, since they can save you your so vital bulklight, and will help you to not get lost, removing them will make floor too hard 2. Gold is less common in mines because in this case hotel will lose its value, because you can find a lot of gold in hotel, while mines are more focused on giving you mines 3. Bulklight is usually found in vine chests 4. However I agree with you on candle 5. Kinda agree on you with clock, but we don't even know if grumbles are good at hearing
@@pieseł2137a without glowstick you need to waste your Bulklight faster, which is considered vital item Completing nest without light source is basically death sentence Also it allows you to see grumbles from far away, which is also pretty neat
@@pieseł2137a I anyways can't complete doors now After recent update roblox became very laggy, now im getting constant freeze lag which makes seek chase impossible
saved me from typing all this because this is so true glowsticks are balanced as i only use them for the nest anyway as its useless otherwise. cant even guarantee you'll find a bulklight so with extremely bad luck you can just be hopping in with 10 glowsticks and if they were nerfed to less limit or frequency youd be running into the nest one of the hardest doors even more difficult. clock is a weird suggestion too
Hey heyyy, just here to basically refute the arguments used in this video and defend the item's balance (Note: This is not meant as any sort of hate, I'm just here to share my opinion and defend a bit the items mentioned in the video, of course some items can be worked up with a bit, but its just my OPINION, not any sort of hate, matter of fact i enjoyed the video, anyway let's get started) 1- Glowsticks: Yeah the glowsticks do illuminate the room a lot and appears a lot, but the glowsticks are a great alternative source of light for the one who aren't lucky enough to find any sorts of light and are scared of dark rooms, technically glowsticks are pretty weak irl, but making it weak in game would basically make it very...bad imo, because then no one would use it if it barely illuminates anything, and the amount of glowsticks that can be held is perfect because glowsticks are pretty small and can be carried easily, not being able to hold more than 5 makes no sense due to its size, especially considering the spawn rate of the item 2- Gold: Gold doesn't spawn that frequently in the mines because... realistically speaking...who would leave lots of gold laying around in the mines? Sure, it is annoying that you might not have enough gold for Jeff shop...if you decide to spawn straight up in the mines without going through the hotel first, pretty sure you can have enough gold for the jeff shop in the mines if you go through the hotel first, but i understand your point there 3- Bulklight: First of i wanted to correct you in something, the battery life, no it is not the same as the normal flashlight, the battery life of the bulklight compared to the flashlight is much bigger, especially because the bulklight was made to be...bigger after all, the reason its powerful, its because it was made to be big and strong just like it is irl, so it makes no sense to nerf the light of an item that was made to be strong in the first place, the flashlight is rare in the mines because you would more commonly find bulklights and straplights in the mines than a normal flashlight used on land, like a hotel for example, although rare in the hotel, you can still find it, and also it is easy to find the bulklight if you have sheers, which most people will mostly miss or might not appear at all, the only guaranteed place to appear 100% being the courtyard in the hotel, but most people rather spawn directly into the mines than going through the hotel all over again, thus making it the same rarity as a normal flashlight imo 4- Candle: I think nothing needs to be changed about the candle imo, i know, i know... relighting it constantly after unequipping is annoying, and the mechanic that made it good is now gone, BUT now the candle is realistic at least, it makes sense that it goes out after unequipping it, after all, why would it stay lightened up in your pocket? Something i disagree, is about how the normal mechanic should've been kept to the candle, like, if the normal mechanic was kept to the normal candle, why would people need the possessed candle then? Ah, the candle is now blue and doesn't need relighting...but what else? Why would people need the possessed candle then? The only difference would be that the candle wouldn't need to be relighted and nothing else, thus making it pretty much useless because you can use the normal candle and relight it, why would you need the possessed candle to do the same thing for you a normal candle would do, but without the relighting? Would be...pretty much useless, especially considering how easy it is to find environmental fireplaces and lighters imo 5- Clock: This one doesn't need much explanation, the grumbles aren't like figure, they aren't sound reliant to find out, they can see just fine, so why would they need to follow a sound to find you in the first place? The figure can't see and is sound reliant to find you, so the item is perfect as it is That's it! Again this is not made for hate in any way, i enjoyed hearing your pov about how the items can be changed and i wanted to share the reasons why they're perfect the way they are, again i loved the video! Keep up the great work!
Bulk light is for mines while flaslight is for the hotel Even tho bulk light emits more light we gotta consider that mines are much darker than the hotel.
You forgot to mention something about the candle, which makes it actually good, you see, in the previous version, the candle had a light radius of about half the lighter's. Now its light radius was multiplied by 3 to 4, making it still good in every dark room, including greenhouse, by allowing you to have a big light source, so you can easily see snares.
Fun fact candle got a buff you can tell because if you play any old version of the game or April fools update where it emits very little light now it lights most of a room
I feel like a simple fix for the bulklight would be just to remove it from the pre-run shop, and make it exclusive to Jeff's shop, or at least make it as rare as let's say a skeleton key or a crucifix in the hotel!
The same thing can be said about the Gummy Flashlight, it needs to be updated, it’s weak, make it slightly less powerful then flashlights most common brother, but with the tradeoff of being immortal.
The take on the glowsticks would make sense in terms of the hotel but in the mines? absoloutley not, more specifically this would make grumble way too difficult if you dont find a bulk light, also, saying that glowsticks are op because they emit more light than a flashlight is a stupid comparison considering each glowstick is a one time use, while a small nerf to its spawn rate would make sense this is too much
IM MY OPINION the bulk light don't need to be nerfed because If the grumbles don't be nerfed the door 150 is Very Far the most dificulty Room in the entre game
I'm pretty sure gold is expected to be used across completing all floors in 1 run so even though the mines give less. You'll already have alot from the hotel
Glow sticks should be more rarer, but pretty common, the limit of 5 glow sticks is unnecessary. Gold is pretty common, that is, if you loot a lot like me, but I guess your play style is different.
I think glowsticks are perfectly balanced. There area of light is perfect, especially because you go through plenty of large rooms. The large amount you carry and how frequent they spawn is fitting for how many you use. And gloombats will take out the glowsticks after a few seconds. And the reason why its range is so large for you is because you're playing on very low graphics. On top of them being common, in multiplayer, plenty of other people will be using them. And you use them on Giggles. With gold, you're not looting enough. You can easily buy a bulklight if you loot properly. And if you can't even buy a bandage pack, that's 100% on you. However, in multiplayer, where others will be getting that gold, then I understand. I completely understand with the bulklight, and that it should be as common as the crucifix in vine chests. And instead of finding a bulklight as the first item in vine chests, it should be normal flashlights. The candle is defiantly underpowered, and your solution is perfect. The clock is fine as is, you only find it in door 49/50 so it's supposed to be specific. And if it lured Grumbles to a specific section, it would make the traffic jams that Grumbles get into worse. And Grumbles are smart, so why would they go after a small clock when chasing you.
wtf do you mean bulklight should be as rare as crucifix bulklight feels essential to 150 to light up the cave enough and its only 250 knobs pre run shop anyways so it shouldnt be that rare if its kind of needed for stuff. normal flashlights do little to nothing in the mines and cant slow grumbles much at all. bulklight is needed thats why its first. these nerfs are just trying to make 150 too hard
i think there is less gold in the mines because you are supposed to continue on from the hotel which has tons of gold especially since you cant really use that gold after door 52 so you would have gold hoarded up so you could also buy things from door 152 jeffs shop
YOOO THE ALARM CLOCK TO DISTRACT GRUMBLES WOULD BE THE BEST THING, it would potentially prevent them from camping so you have a chance to complete the nodes
The thing about this is that. If you put it in a room you just get effectively get softlocked by getting trapped by grumbles infront of the entrances or you literally can play without the fear of grumbles considering that the alarm clock doesn't stop ringing until it is broken and Grumbles cannot enter normal rooms.
@@iSomeDoodthe thing is that Figure is blind and has an exceptional great hearing, so it needs to rely on sound to find something, where grumbles aren't blind and don't have that great hearing like Figure
Bulklights purpose is to shine brighter and strap light has a purpose of being worn and sinkhole rooms (garden rooms) have the chest for rare items! And yes candle is now pointless and the other candle was essential
The possessed candle has the symbol of guiding light on it and before the update the candle would be extinguished by guiding light. It makes send a normal candle can’t detect entities but one infused with guiding light can. I would say to slightly buff the duration of the candle and remove the feature where you have to relight it every time.
I do feel like the idea of the glow sticks can just have a lower spawn rate. Makes you less reliant on throwing them constantly cause you just know you’ll get a lot more
the thing with the mines it is that it is a lot darker than the hotel so having stronger and more common light like the glow sticks make it so the mine is less of hell
I think that 10 glowsticks is fine, mainly considering that the game is dark as heck on mobile and there's a chance you won't find any flashlights before The Nest, so it really helps
About the big flashlight, uhhhmm IT TAKES 4 ENTIRE BATTERIES TO FILL IT UP TO 2 MINUTES OF CHARGE, and strap light takes 1 all the flashlights have same life of 2 mins, but the thing is they take a different amount of batteries, 1, 2, and 4, so I personally believe the big light is fine, but the strap light is kinda just bad
I didn't have a problem with gold tbf cause the items in jeffs shop is cheaper in floor 2 (i just make sure to look through every locker and sub-room in my playthroughs)
I only look in the sub rooms in case there’s a greenhouse room. if there’s a room with a ton of lockers I will just skip it because it’s way too time-consuming to look through every locker especially considering you might not even beat the run
One idea i hace for the candle 🕯 1 it shouldn't need to be relight every time you put it away 2 it could still detect entities but you have to relight it after it detects a entity The possessed candle can stay the same
tbh glowsticks are fine. sure one can light up a room but you can't aim the light direction at all. plus, the rooms are big and dark and flashlights are rare, so you need some kind of light source.
I have a theory about figure and his meat piles, figure might be an endangered species and has multiple habitats, via the multiple areas, and those piles of flesh might be a result of some kind of hunting of figure, virus, or just starvation as the lack of food, via players and batmoths.
honestly i feel like the alarm clock can stay the way it is, it was always meant to be used on figure and no one else, and since there's 2 you can even save it until door 100. the mines already have glowsticks to distract figure so bringing a clock to the mines is kind of pointless anyway
I think they nerf the candle for a reason: in the mines, entities appearance rates is so much higher( if i dont say always) than hotels, so it gonna be so hard to use as they not gonna light up for long time.
THE CANDLE IS JUST A BUFFED LIGHTER NOW, with the changes here there would not really be a reason to get the possessed candle as it would barely even be an upgrade. The candle and possessed candle are perfect the way they are now. (In my opinion)
in my opinion, it’s not that hard. Many people think it’s hard because it takes multiple attempts. Once they get used to it and beat it they will probably say it’s too easy
I love the way you balanced bulk light, you didn’t nerf its power as an item. The item is still BUSTED however you must pay 250 knobs for it or try to find it in a vine chest with a low chance of success. Edit: the normal flashlight is also good
Glowsticks are perfect the way they are, they should be common as if you don’t buy any of the flashlights in the pre run shop these things are your only light source as flashlights don’t spawn naturally and biglight/straplight/laser pointer only spawn in the shear chests
My guy, i was playing with another guy, so i died on seek chase, and them i just died from an weird bug in door 150, that the minecart was supposed to move and break the wood planks, but the fricking minecart just stopped in the middle of the ramp when the Grumble tried to catch us; Man i want so hard that revive back from LSplash!
ok so the lost in translation badge is just for the candle, BUT the description says “Transform an item in The Rift” not transform a candle, transform an item, so other items will have rift buffs, and i had an idea. Putting a clock in the rift gives you a possessed clock, and it will distract more entities (grumble). Using it in a room when Dread spawns will use it, and repel Dread (like crucifix). Putting a crucifix in the curious rift will let it be used on rooms entities once, or have 2 uses in the hotel.
Glowsticks have quite some disadvantages that I feel like make it more balanced than you are making it out to be, additionally it feels like more rooms in the mines are darker so it feels pretty fair. For example glowsticks cannot be moved as easily (causing you to use another one) and gloombats drain the glowsticks rather quickly, for Huge rooms it can be quite useful with you using around 2 glowsticks in order to light it all up. The only thing that I would agree with doing is decreasing the lighting range on the item. Also that flashlight point you have made is absolutely bad if those two items are not even comparable. Gold is not an item, but I would agree with your point. Maybe all that could be done is like increasing the amount in item lockers. The bulklight is common in the mines because it is in the mines, additionally having a low chance of getting a new item would not feel rewarding to the player. Plus the bulklight has a huge disadvantage over the regular flashlight, that being the fact that it requires more batteries. The candle takes quite a long time to run out (2.5 mins) which is quite a lot opposed to the lighter which takes 1 minute to run out and also the radius of where it can reach has been changed. Your proposed nerf feels like it'd make possessed candle really useless. You have also compared the post-nerf possessed candle to the pre-nerf normal candle debuffs. Alarm clock does not make sense at all, it takes 10 seconds until it rings, and also it places Right where you are which is not enough time to get out of your location unlike door 50 or door 100, or literally any other door with figure, door 150 is huge compared to those. the only thing i liked about the video is the fact that you used 'Epic Wynn' as the songs in the video cause wynncraft based.
I like your thinking, but for the clock, the thing about the grumbles is that they are the opposite of figure, they have good eyesight but bad hearing, while figure has no eyesight but very good hearing.
Ye tbh laser pointer needs a buff. I believe it’s even more rarer than a bulk light but it does almost nothing. I think it being able to make screeches come off you without looking at them or something like that, (new feature) would be very cool
The glowstick isn't as powerful when you have max graphics, due to shadows the corners of the room are completely dark so you have to use more to light up the corners. Also the other light sources cost a lot of knobs. So if you want to play a run and are not sure if you can complete it, glowsticks are the best. Therefore I think they are balanced.
-I agree on the glowsticks cause its very reliable than other light sources,personally I use it to track my way back in room 150 as well and makes that part of the game alot easier as they are easy to find stacking up to 10x which we wont have to really worry about running out too quick. -Candle does need to be shown some love. -The gold spawn rate is pretty decent in my opinion . -Clock is fine as it is -Bulk light is fine as it is -We might think the floor 2 is easy personally but there is a major number of players who are finding it quite difficult to beat the floor with the current perks and state of game as the numbers suggest for which I dont blame the devs as it is a trial and error game and we learn as we play more only thing thats exploitable is just the number of glowsticks we can carry and candle being too weak thats all I can say.
This is one problem is that not everyone is a pro and we learned that the hard way. (Heartbeat mini game at the release of floor 2) and even though it’s a progression game it shouldn’t take to long or noobs that join floor 2. But i think that the items in the game are balanced but making all items the same doesn’t really make sense. Because it’s nice to have items for the people who aren’t as good or don’t play as much.
i actually like the new candle. it feels like an extension to the lighter as it has a larger range, and it's quite common too which makes it pretty reliable. i think it's cool that you have to take it to the end to get a really good light source as well.
I dont think glowsticks should be nerfed considering how much darker the mines are compared to the hotel, I do agree they should spawn a bit less, but definitely not make them less bright, that would absolutely defeat their purpose and easily nerf them to oblivion. The bulklight IS balanced, it requires way more batteries than the regular one, making it less reliable to use often unless you have extra batteries. I'd say the regular candle is fine because it acts as a better lighter, but the possessed candle should be easier to get. Something you didn't mention is the mines store it's lacking the GOOD items such as vitamins and crucifix to help you during seek sequences, it only has flashlights and extra batteries or bandages which, at least in my experience, dont really need up to that point because I already collected them
Honestly the candles changes are certainly to do with canon, i dont think it should stay as is, also it would kinda make the possessed candle a little less useful, and tbh it makes sense, why would a normal candle be able to detect entitys like screech, whixh dont even make enough wind to blow out a candle afaik, Also the clock distract9ng grumbles is a horrific idea, theyd completely block a passage amd even if they broke it i feel its make your situation worse 9 times out of 10, also grumbles can see, figure did get buffed so i think its good they added something to help but theres really nowhere else it should or could be used, and thats fine tbh, not all items need a helpful use EVERYWHERE,
Admittingly it makes since with the items being Overpowered As Floor 2 has very high skill ceiling and is very difficult so maybe the devs balanced it with good items. Bandaids are needed because of screech and giggles. Lights are needed because the mines are often dark. And Batteries are needed to charge those items. I'm honestly ok with the Unbalanced items but i 100% understand The other way around
Not sure honestly, the hotel also feels laggier and I can't do a seek chase on graphics 5 anymore without the game being slower and seek being able to easily catch up
Unpopular opinion but the lighter was completely brought down to the core with this update it literally triggers firedamp AND is weak due to it being slowly drained in the stagnant water rooms (flood tunnels)
i have 3 things that i think differently about compared to your video 1. i have consistently gotten to jeff and bought out his store every time/have all the items he's selling, gold is not that rare or useful 2. the candle is basically an extension to the lighter, being a better light source with a larger range and having its own separate fuel time 3. i feel like instead of nerfing the bulk light, buffing the flashlight spawn rate in the mines (to somewhere in between the straplight and bulklight) would make a lot more sense, to add on, the bulk light is energy inefficient, using 4 batteries to fill (giving 30s per battery) while the regular flashlight only uses 2 to fill (1 minute per battery)
well the clock has two functions first one being distraction and the second function being to see the time wich is useful when you are trying to get dread
Actually, the bullklight is balanced because : it’s full charge time is 2 minutes and it’s same amount as normal flashlight BUT normal flashlight needs 2 batteries for 2 minutes and bulklight needs 4 batteries for 2 minutes ( I’m actually ur OG fan, no offense )
Bulk lights only charge 25% per battery. Flashlights charge 50% per battery. Strap lights charge 100% per battery. That’s how they are superior to the bulk light.
i feel like the spawn rate for glow sticks are fine. They’re extremely common in earlier rooms before being rarer over time. The lighting aspect is just what needs to be nerfed imo gold is fine. You can almost always find enough to afford a bulklight, even more so if you use shears to open crates instead of saving it for 150. I can see the complaints for the bulklight, and it’s fair. You can make it rarer, but i think it should also have a shorter battery life. I also think the straplight needs a buff because there’s almost no scenario where you need to hold more than two items at once. Maybe give the straplight itself a longer duration so that it can be used more passively as well as being charged more when a battery is inserted. I agree with the candle buffs, nothing else to really say about that tbh just giving thoughts about the balance changes. yknow you dont have to explain what item progression is to people lol, i feel like thats a basic concept
I think everything about the items are fine and the glowsticks are good for bullying the giggles and to survive the gloombats while the bulk light helps alot for big areas in the mines and many things you want changed well i dont and its the mines there will be less gold
Small correction, but the Glow sticks aren't the only light which doesn't stop Gloombats from attacking you: The Laser Pointer also doesn't cause them to attack you. it's a small thing, though, considering how weak the laser pointers are.
I think the laser pointer should be buffed to have some sort of functionality against normal entities (eg. stun eyes for a few seconds, slow down grumbles, but less so than bulklight or flashlight) since right now it’s uses are overshadowed by more common and more effective items.
@@uhhhhhhhhhhhhhhhhhhhhhhhhidk Laser pointer already slows down grumbles, you just have to point at a certain spot
@@uhhhhhhhhhhhhhhhhhhhhhhhhidkit should also make giggles jump to it and dissapear
@@aterrariaPlayer_492The problem is that most players wont know that, since you can barely see the grumbles with the laser pointer and you might not even be able to find the spot.
@@Expirment.25TheRealYea, It should also be better against giggles, maybe completely getting rid of them or stunning them for much longer compared to other items.
Tbh the bulk light doesn’t need to be changed because the regular flash light is meant for the hotel and the bulk light is meant for the mines
Agreed
Me personally I use the flashlight for mines cuz it’s cheaper and 150 isn’t that hard without bulk if you use gstick
Eh 5:27
@@Honeyflower2 I don’t think he’s talking about using the elevator shop but you have a good point
Tbh you can find a regular flashlight pretty commonly through runs
i feel like the whole point of the candle now is to be BAD as a detriment to the 6 item slots you now have instead of infinite, and the only reason you would carry it is to upgrade it and have it be op like it used to be, if not more so. idk but that kinda feels like what the devs were going for
edit: i also feel the same way about the clock, it seems like it was made simply for door 50 and thats why it always spawns there, i mean its not like its rare for its semi useless functionality, it LITERALLY always spawns TWICE so you dont have to worry about it only being 1 time use cause there is 2 of them
I mean the candle in my opinion is a upgrade for your ligther, since the durability of the ligther was reduced, the candle works as a extention of it, giving it more brightness and having a bigger radius. Again, just my opinion
@@TheSquareEngineer I agree
@@TheSquareEngineer But I do think it would be cool if you could put it down on the floor and have it stay lit. I think that would be a cool functionality.
@@chrisonmagic0312 actually a really epic idea, like i feel like it should have slightly more light and be able to be placed and stay lit on the floor
@user-pz9oe8tg4h The candle or the clock?
As for the gold being rare to obtain, i have a theory for it : Because the floor is in the mines, it makes sense that miners who worked in the mines grinded alot of gold. that's why there is barely any gold left in the mines. also if you hack the game and use freecam at the ending of the game you can see under the castle's staircase, there is a huge block of gold (like a treasure). Perhaps that's where all the gold went to.
And why would the hotel have coins everywhere? You shouldn't try to apply real world logics into this game because that's far from the intention this game is aiming at
Balancing changes. Good theory, but this logic shouldn’t exist for balancing changes. A little unrealistic logic is okay seeing this game is about going through Doors and survival literal MONSTERS.
Lore should not be heavily connected to gaining money
@@koolooc726 Maybe from the customers of the hotel? That would make sense since they were literally inside the rooms
@@thestupidmogus literally what i was gonna say, thanks.
also. the devs might just do this for the memes because u know, it's the mines. and also what proves my theory is the ending in the castle under the staircase there is a block of gold
Idk why Lsplash hasn't made a headlight, the bulklight is fine but headlights are used more frequently in mines irl
basically straplight
@@A59rithe problem with the strap light is that you can't look up and down with it. Headlight would solve this problem and if anything, maybe they can make it so you can put it in rift and transform it into a headlight or find a helmet in mines to combine them and prob create headlight that way (but that's just unnecessary tho).
Yea cuz the vitamins are not in the pre-run shop and spawn in vine chest, maybe the headlight would be like that, but the Dev will prob not add it /:
a head light would be pretty cool
The clock doesn't work on grumbles because they aren't as sensitive to sound as is figure. It could work on giggle as seeing how sensitive they are and possibly make them fall off the ceiling
Clock should cause earthquakes in some rooms. Caves are really sensitive to sound in real life.
@@HungryWarden thats actually a pretty good idea
Alr now that it's buffed I should just be able to put it AWAY from my desti *AAAAAAAAAAAA*
@@aarontharakan7794 Could maybe be used in certain situations where you don’t have a place to hide to further the structural instability of the cave and send some boulders down to block Rush or Ambush, causing them to despawn. Maybe it could also cause Giggles to lose their footing and fall to the ground, dying upon impact. Also, it would make sense to have it rarely spawn in lockers as it’s impossible to know the time without them, due to the Mines lacking clocks. Or you could buy one at Jeff’s Shop. It feels like there should be some kind of last resort if something attacks and there’s way to avoid it, and there’s no Crucifix at Jeff’s Shop anymore so it’s a much less viable option. I also feel like earthquakes should always cause boulders to fall from the ceiling as it would provide a new hazardous room type akin to firedamps or dark rooms, which would be good for Mines exclusive modifiers. It could also make Rush and Ambush more unique in the Mines as now you have to navigate through large rocks to find a hiding spot.
I also think that maybe using a clock would at least cause a Grumble to wake up and start patrolling the Nest, but it will also cause some boulders to fall in some of the bigger pathways giving the player a small area that you can crawl through that Grumbles can’t, as sort of a risk-reward situation.
It could also be used to break some sort of crystal to access something.
A cool way to reintroduce the Scanner into the game is having an extremely rare garden type room (There are gardening side rooms, but this one would be a full room behind a labeled door. There are rooms like this but they’re even rarer than the ones behind unlabeled doors.) that’s larger than normal, featuring a pathway with a maze of Snares that leads to a vine-covered chest, which contains the Scanner. The Scanner would actually be useful in the Mines as generator rooms tend to take a lot longer to complete and the Nest is a lot bigger than the Library or the Electrical Room, so instead of people using the Scanner because of their skill issues with Figure, it would actually be helpful to find the anchors. They could also rework it so it puts a little rectangle by the correct door so it can help with the second Seek chase and make an efficient counter to the copious amount of Dupe doors (seriously though, why are there so many).
As for how to balance the Laser Pointer which is probably the weakest item here, I was thinking that it could stop a Grumble in its tracks if the player manages to shine it in both of its biggest eyes for at least 3 seconds.
@@aarontharakan7794 I also feel like Rush’s ability to come from the front in the Mines isn’t a sufficient upgrade. It’s cool but it doesn’t really make it any more special. I was thinking they could make it so earthquakes cause rocks, stalactites and sometimes the wooden supports used to hold up the rocks to fall from the ceiling to damage players, and make hiding spots harder to navigate to. The falling debris could be avoided by standing underneath a door frame. This would provide a new hazard to avoid, a buff and interesting gimmick for Rush and Ambush (before attacking, they cause earthquakes, so this would make it harder to navigate the room to find hiding spots, since you’d have to navigate around rocks and fallen stalactites and even potentially need to crawl underneath fallen wooden supports. Having to wait underneath a door frame for rocks to finish falling before you hide would make encounters with Rush and Ambush much closer as you’d have to remember your hiding spot and the path to get there.), something to explore with modifiers, and it would just be cooler in general. For balancing they could make it so Ambush has less severe earthquakes (it also makes sense from a lore standpoint as judging from how they behave in game, Rush is stronger than Ambush in terms of physical strength, but Ambush is smarter and faster) that don’t really add extra obstacles and they could also make it so that Rush doesn’t have as much of delay when spawning, and delays are less frequent. They literally had this idea on their fingertips with the Seek chase and the falling boulders, it sucks that they didn’t do this because this is the perfect upgrade for Rush and Ambush.
I feel like any balancing would end up just causing more hatred toward Floor 2 of the game. People originally complained that the Mines was too hard, so they needed some parts of it. However, it is still decently hard in my opinion-especially Door 150 as I believe it was not nerfed at all. To take away/nerf some of the items that players sometimes find very necessary to survive-mainly the Bulk Light for slowing down Grumbles-will most likely only bring more hate to the devs. More hate will reduce their morale, meaning that they’ll feel discouraged to work on future floors and updates if people are just going to complain about the little things.
Fair point but, if they were to make these changes in a possible mines+ update by then most people wouldn't care since they would have beaten it or gotten used to it
I agree they should be making buffs, not unnecessary nerfs, the items are the least unbalanced part of the mines anyways, they should focus on alternative ways to help in door 150 or the seek chases
Skill issue
fair point
Yeah the items aren't too bad, the floors kinda a slog/boring before you get them
I think a good balancing thing for gold would be to make it so you can sell items to Jeff. I think it would add more functionality to things like the candle as well and will make it more worth having.
And items like the skeleton key and lock picks (they’re both useless in floor 2)
I feel there shouldn’t be more gold spawns because if you were to play floor 1 just getting to the herb room and courtyard basement would be well over enough for a bulk at floor 2 jeff. If anyone wants to say that those are two different floors, dont forget that once you beat floor 1 everything you have transfers to floor 2.
But with 5 glowsticks limit there will no be giggle bulling😢😢
Edit: thanks a lot for the likes
Why you could still hit giggles
@@Soccerkat16-fn1tc yea but its more fun trowh at him 10 sticks
Just think the posibilities with a 12 People squad
@@MatiasTorrado-i9pThere already is a video about throwing 120 glowsticks at a giggle.
I agree
I agree with you
My balancing ideas:
Glowsticks
-Decreased light radius
-Brightness slowly fades as time passes
-Less common
-Gloombats hit players too close to the glowstick
Laser Pointer
-Light is much brighter around the point
-Leaves behind a trail of light that dissipates after a second; this trail is as bright as the current laser pointer
-Stuns Giggle for much longer
-Can be sold by Jeff for 150 gold
Straplight
-Stuns Giggle if the light manages to reach them
-If Giggle attacks you while the light is on, the attack will be prevented
Clock is mainly used to see when dread will spawn in non figure rooms, cuz the normal clocks dont stop when you go afk, making them more inaccurate
To expand on the clock idea, i think it would be super cool if the clock had a use for every 50th and 100th door. Imagine if the clock could distract grumbles and also provoke seek so that seek worms and hands target it during the dam encounter. If so, I think the clock should be able to be used more than once so that it doesn’t feel like its wasting an item slot.
Why would it distract anything other than figure? Figure attacks the alarm clock because it’s a noise that he’s un familiar with, and is unable to tell the difference from the player and alarm clock. Maybe it could bring grumbles to an area if they haven’t seen you, but that would cause traffic jams.
Yeah it'd probably go terrible in door 150 and door 200 it makes zero sense, seek has dozens of eyes, we don't even know if he hears technically
I think the reason that gold doesn’t spawn too often in the Mines is because the people that were in the Mines probably didn’t bring money with them into the mines. The reason gold is so common in the Hotel is that people actually lived there, and of course, they would carry money around. I also think that the Alarm Clock should be used to distract all boss monsters that appear at the halfway mark and at the end of the floor.
But shouldn’t there be more gold since they were mining gold?
the reason gold is so uncommon in the mines is the fact if you do a floor 1 and 2 run you’ll have way more money to buy everything in the shop. Personally I don’t think gold should transferred in between floors to keep it balanced so money still has a good spawn rate in floor 2.
honestly this is a tough call because the devs really have to consider whether they want loot to be balanced around you using checkpoints or by playing through the floors back to back. it might be as simple as just making it so there is more loot if you start on a later floor and less if you're coming from a previous floor.
but honestly, im kind of okay with actually becoming super powerful if you play continued runs. i did a run from backdoor to floor 2 and i had an insane amount of items at the end but it didn't necessarily feel unearned
No I think the real reason is that the spawn rate of items is so much until gold barely can spawn
I really feel like the bulklight shouldn't even be in the mines pre-run shop. It's basically the equivalent of having a skeleton key in the hotel pre-run shop
Nah. Just let it stay that way.
More like gummy light in the hotel pre-run shop tbh
Bro, it's 250 knobs, why would you buy it anyway?
@@samherkenit’s op
@@guynamedmaxwellyou can just find one by using shears
The alarm clock bounces around when going off, so i can definitely see it distracting a grumble for a moment before it's destroyed
One of the changes to the glowstick is fine, all of them is overkill 💀
This is the funniest name of a youtube video I've ever heard
I feel like the glowsticks, gold, and clock are ok as they are. Yes the glowsticks give off more light than most items, but you can carry around the other light sources. Once you throw a glowstick you can't move it + you need them to counter Giggles, so you need to get a decent amount of them from looting. I've never had a problem with gold in the mines, I can usualy afford 1-2 items when I reach Jeffs shop. Also money carries over from the Hotel so I think it's to encourage players to play both floors. You only ever get 2 one-time use clocks and their both in the area you need them, it would be diffirent if you found them just lying around all over the place.
I do feel like the Bulk Light and Candle need balanced, The Bulk Light is literally garenteed to be in the first vine chest you openand is really OP. Also correction, it does not have the same durability as the Flashlight, it has 30 seconds MORE (it only gains 30 seconds of duration from batteries instead of a Flashlights minute, but 30 seconds is more than enough if your mostly just flashing it when you enter a dark room like I do). As for the candle, another person said they think the candle is meant to be a wasted slot so that you have to some what "earn" the possessed candle. Which makes sense, however it is definitly weak.
_The award for best video's title goes to: _*_"Yapping About The Balancing Problem In Roblox Doors Floor 2 For 8 And A Half Minutes."_*_ By cheddar balls!!!_
No seriously, he has some good points that most people agree with.
@@anasgame5685 did i say that he doesn't?
@@andrewsemenenko8826 op didn't say that though, he just quoted the title
@@iSomeDood ah, true.
I misread it, thx
I think the gold is fine, it's money. Doesn't really make sense to find a lot of money down in a mineshaft, however batteries, bandages and glowsticks do make a lot of sense, those things you would need to see and/or for if you get injured or cut. It'd actually make more sense if gold was one of the rarest items in the mines. Besides the mines I think is more meant to be continued after floor 1 and not played on its own, since floor 1 has a lot of gold Hotspots after Jeff's shop, so you'll have gold for his shop in floor 2
good, but dumb (Or great) ideas i have:
1. Lighter: Add an item called lighter fluid (works like batteries but for the lighter) So the lighter isn't wasted.
2. band-aids: Make it a continuous +5 health every second until you have gained the regular amount you'd normally be given, to add an effect.
3. lockpicks: As stated in the pre-run shop, they are meant to sometimes break, but as of now, every use they break. change it to have a 1/4 chance of breaking.
lastly 4. bring back the healing for vitamins but make it a smaller amount of health than it was.
adding lighter fluid would be dumb as it basically just makes the lighter a weaker flashlight rather than a worse light source that is more common to find, band aid one seems kind of pointless, the lockpick one is good but if they were to implement this, they should definitely nerf the spawn rate, amount you can hold to 2, aswell as the jeff shop and pre run cost of the lockpick. As for the 4th one i think that one is good.
1. That's the point, you have to find a second lighter. Or just save your lighter to use on candles, which have much better durability.
2. I don't want to have to wait before going into a potential Dupe door when I forget the room number.
3. Lockpicks are one of the most common items in the hotel, they don't need this insane buff.
4. Actually, that could be good. The only current use for vitamins is cheesing Seek.
@@HackerDragon9999 for the 3rd one I gave the suggestion to nerf its spawn rate, amount you can hold to 2, and pre run shop and Jeff shop cost in order to make this change more balanced, also vitamins can be used for not getting killed by figure, possibly during grumble, and in the green house area to get it other with quicker. Other than that I agree with you
@@HackerDragon9999 1. it'd make sense to have a way to refuel the lighter, and also lighters aren't extremely common in floor 2
2. either a. listen for dupe, or b. look inside the wall by crouching
3. again, although less minor, the amount of lockpick spawn can be turned down just a bit.
4. yeah, vitamins are only useful for the gate at door 100, and seek chase mods / floor 2 seek chase
those are my solutions
@@Flubaly1. It really doesn’t though, it would just make the flashlight an alternate flashlight rather than a worse item that is more common to find. 2. Still the band aid feature he suggested completely pointless. All his other points are good though and I think they should be added
Batteries and bandages always show up when you can't actually use them, yet they are more common than GOLD..
your one of my favorite roblox content creators :D (loved your bear videos but i love these videos just as much)
i agree with the point you make about gold but i cant agree with the rest
mines in general have more dark rooms and even the regular supposedly "lit" rooms are still dark so you need the extra lightsource that is glowsticks
same thing applies for bulklight, you need a more powerful flaslight for darker areas and bulklight is essential when getting away from grumbles as it slows them down
also bulklight isnt a straight upgrade to the flashlight because as the bulklight has the same duration with the regular flashlight, one battery refills way less bulklight energy compared to the regular flashlight
Also, giggles can completely block necessary routes at times, and when your only option for that is glowsticks, which although common are still limited, it's quite annoying
Theory
At end of floor 1, you can see seek eyes if you look up elevator, Seek is main antagonist of floor 2.
At end of floor 2, if you glitch into the castle and look behind castle door, you can see meat pile. Maybe that means that main antagonist of floor 3 will be Figure or (unlikely) Dupe.
Wdym bad english? I see no errors
everyone saw seek eyes.
Your nerf suggestions are pretty weird
1. Glowsticks are insanely useful in nest, since they can save you your so vital bulklight, and will help you to not get lost, removing them will make floor too hard
2. Gold is less common in mines because in this case hotel will lose its value, because you can find a lot of gold in hotel, while mines are more focused on giving you mines
3. Bulklight is usually found in vine chests
4. However I agree with you on candle
5. Kinda agree on you with clock, but we don't even know if grumbles are good at hearing
Grumble nest isn't that much harder without glowsticks. I rarely use them here, but I understand your point
@@pieseł2137a without glowstick you need to waste your Bulklight faster, which is considered vital item
Completing nest without light source is basically death sentence
Also it allows you to see grumbles from far away, which is also pretty neat
@@5P_OFFICIAL I know, it helped me when I was still learning the nest. Now I don't really need it
@@pieseł2137a I anyways can't complete doors now
After recent update roblox became very laggy, now im getting constant freeze lag which makes seek chase impossible
saved me from typing all this because this is so true glowsticks are balanced as i only use them for the nest anyway as its useless otherwise. cant even guarantee you'll find a bulklight so with extremely bad luck you can just be hopping in with 10 glowsticks and if they were nerfed to less limit or frequency youd be running into the nest one of the hardest doors even more difficult. clock is a weird suggestion too
When i started playing doors in the start of 2022 it was and still too much rare to encounter a normal flashlight
Hey heyyy, just here to basically refute the arguments used in this video and defend the item's balance (Note: This is not meant as any sort of hate, I'm just here to share my opinion and defend a bit the items mentioned in the video, of course some items can be worked up with a bit, but its just my OPINION, not any sort of hate, matter of fact i enjoyed the video, anyway let's get started)
1- Glowsticks: Yeah the glowsticks do illuminate the room a lot and appears a lot, but the glowsticks are a great alternative source of light for the one who aren't lucky enough to find any sorts of light and are scared of dark rooms, technically glowsticks are pretty weak irl, but making it weak in game would basically make it very...bad imo, because then no one would use it if it barely illuminates anything, and the amount of glowsticks that can be held is perfect because glowsticks are pretty small and can be carried easily, not being able to hold more than 5 makes no sense due to its size, especially considering the spawn rate of the item
2- Gold: Gold doesn't spawn that frequently in the mines because... realistically speaking...who would leave lots of gold laying around in the mines? Sure, it is annoying that you might not have enough gold for Jeff shop...if you decide to spawn straight up in the mines without going through the hotel first, pretty sure you can have enough gold for the jeff shop in the mines if you go through the hotel first, but i understand your point there
3- Bulklight: First of i wanted to correct you in something, the battery life, no it is not the same as the normal flashlight, the battery life of the bulklight compared to the flashlight is much bigger, especially because the bulklight was made to be...bigger after all, the reason its powerful, its because it was made to be big and strong just like it is irl, so it makes no sense to nerf the light of an item that was made to be strong in the first place, the flashlight is rare in the mines because you would more commonly find bulklights and straplights in the mines than a normal flashlight used on land, like a hotel for example, although rare in the hotel, you can still find it, and also it is easy to find the bulklight if you have sheers, which most people will mostly miss or might not appear at all, the only guaranteed place to appear 100% being the courtyard in the hotel, but most people rather spawn directly into the mines than going through the hotel all over again, thus making it the same rarity as a normal flashlight imo
4- Candle: I think nothing needs to be changed about the candle imo, i know, i know... relighting it constantly after unequipping is annoying, and the mechanic that made it good is now gone, BUT now the candle is realistic at least, it makes sense that it goes out after unequipping it, after all, why would it stay lightened up in your pocket? Something i disagree, is about how the normal mechanic should've been kept to the candle, like, if the normal mechanic was kept to the normal candle, why would people need the possessed candle then? Ah, the candle is now blue and doesn't need relighting...but what else? Why would people need the possessed candle then? The only difference would be that the candle wouldn't need to be relighted and nothing else, thus making it pretty much useless because you can use the normal candle and relight it, why would you need the possessed candle to do the same thing for you a normal candle would do, but without the relighting? Would be...pretty much useless, especially considering how easy it is to find environmental fireplaces and lighters imo
5- Clock: This one doesn't need much explanation, the grumbles aren't like figure, they aren't sound reliant to find out, they can see just fine, so why would they need to follow a sound to find you in the first place? The figure can't see and is sound reliant to find you, so the item is perfect as it is
That's it! Again this is not made for hate in any way, i enjoyed hearing your pov about how the items can be changed and i wanted to share the reasons why they're perfect the way they are, again i loved the video! Keep up the great work!
Bulk light is for mines while flaslight is for the hotel
Even tho bulk light emits more light we gotta consider that mines are much darker than the hotel.
You forgot to mention something about the candle, which makes it actually good, you see, in the previous version, the candle had a light radius of about half the lighter's.
Now its light radius was multiplied by 3 to 4, making it still good in every dark room, including greenhouse, by allowing you to have a big light source, so you can easily see snares.
Fun fact candle got a buff you can tell because if you play any old version of the game or April fools update where it emits very little light now it lights most of a room
btw just saying but laser pointer makes gloom bats don’t attack you to
i personally think the glow sticks are fine because since it doesnt take long to enter a new door, the glowstick you used will just be left there.
I feel like a simple fix for the bulklight would be just to remove it from the pre-run shop, and make it exclusive to Jeff's shop, or at least make it as rare as let's say a skeleton key or a crucifix in the hotel!
The same thing can be said about the Gummy Flashlight, it needs to be updated, it’s weak, make it slightly less powerful then flashlights most common brother, but with the tradeoff of being immortal.
The take on the glowsticks would make sense in terms of the hotel but in the mines? absoloutley not, more specifically this would make grumble way too difficult if you dont find a bulk light, also, saying that glowsticks are op because they emit more light than a flashlight is a stupid comparison considering each glowstick is a one time use, while a small nerf to its spawn rate would make sense this is too much
IM MY OPINION the bulk light don't need to be nerfed because If the grumbles don't be nerfed the door 150 is Very Far the most dificulty Room in the entre game
I'm not complaining about the glowsticks because you can bully giggle with them
I'm pretty sure gold is expected to be used across completing all floors in 1 run so even though the mines give less. You'll already have alot from the hotel
In the clock part, I would also like to make the change that you can set the time when it goes off, like 5s, 15s, 30s, 45s, and 60s
Glow sticks should be more rarer, but pretty common, the limit of 5 glow sticks is unnecessary. Gold is pretty common, that is, if you loot a lot like me, but I guess your play style is different.
I think glowsticks are perfectly balanced. There area of light is perfect, especially because you go through plenty of large rooms. The large amount you carry and how frequent they spawn is fitting for how many you use. And gloombats will take out the glowsticks after a few seconds. And the reason why its range is so large for you is because you're playing on very low graphics. On top of them being common, in multiplayer, plenty of other people will be using them. And you use them on Giggles.
With gold, you're not looting enough. You can easily buy a bulklight if you loot properly. And if you can't even buy a bandage pack, that's 100% on you. However, in multiplayer, where others will be getting that gold, then I understand.
I completely understand with the bulklight, and that it should be as common as the crucifix in vine chests. And instead of finding a bulklight as the first item in vine chests, it should be normal flashlights.
The candle is defiantly underpowered, and your solution is perfect.
The clock is fine as is, you only find it in door 49/50 so it's supposed to be specific. And if it lured Grumbles to a specific section, it would make the traffic jams that Grumbles get into worse. And Grumbles are smart, so why would they go after a small clock when chasing you.
wtf do you mean bulklight should be as rare as crucifix bulklight feels essential to 150 to light up the cave enough and its only 250 knobs pre run shop anyways so it shouldnt be that rare if its kind of needed for stuff. normal flashlights do little to nothing in the mines and cant slow grumbles much at all. bulklight is needed thats why its first. these nerfs are just trying to make 150 too hard
i think there is less gold in the mines because you are supposed to continue on from the hotel which has tons of gold especially since you cant really use that gold after door 52 so you would have gold hoarded up so you could also buy things from door 152 jeffs shop
YOOO THE ALARM CLOCK TO DISTRACT GRUMBLES WOULD BE THE BEST THING, it would potentially prevent them from camping so you have a chance to complete the nodes
Yooooo! Figure has better hearing than Grumble, so it shouldn't work on Grumble. Plus, door 150 isn't even THAT hard.
@@Aichen-dj6qg you do not need exceptional hearing to hear an alarm clock ring, but otherwise yeah
The thing about this is that. If you put it in a room you just get effectively get softlocked by getting trapped by grumbles infront of the entrances or you literally can play without the fear of grumbles considering that the alarm clock doesn't stop ringing until it is broken and Grumbles cannot enter normal rooms.
@@iSomeDoodthe thing is that Figure is blind and has an exceptional great hearing, so it needs to rely on sound to find something, where grumbles aren't blind and don't have that great hearing like Figure
Grumble isn’t blind
Bulklights purpose is to shine brighter and strap light has a purpose of being worn and sinkhole rooms (garden rooms) have the chest for rare items!
And yes candle is now pointless and the other candle was essential
The possessed candle has the symbol of guiding light on it and before the update the candle would be extinguished by guiding light. It makes send a normal candle can’t detect entities but one infused with guiding light can. I would say to slightly buff the duration of the candle and remove the feature where you have to relight it every time.
I do feel like the idea of the glow sticks can just have a lower spawn rate. Makes you less reliant on throwing them constantly cause you just know you’ll get a lot more
the thing with the mines it is that it is a lot darker than the hotel so having stronger and more common light like the glow sticks make it so the mine is less of hell
I think that 10 glowsticks is fine, mainly considering that the game is dark as heck on mobile and there's a chance you won't find any flashlights before The Nest, so it really helps
Turn up your brightness
@@tjbettison5587 I play on max 😭
About the big flashlight, uhhhmm IT TAKES 4 ENTIRE BATTERIES TO FILL IT UP TO 2 MINUTES OF CHARGE, and strap light takes 1 all the flashlights have same life of 2 mins, but the thing is they take a different amount of batteries, 1, 2, and 4, so I personally believe the big light is fine, but the strap light is kinda just bad
I didn't have a problem with gold tbf cause the items in jeffs shop is cheaper in floor 2 (i just make sure to look through every locker and sub-room in my playthroughs)
I only look in the sub rooms in case there’s a greenhouse room. if there’s a room with a ton of lockers I will just skip it because it’s way too time-consuming to look through every locker especially considering you might not even beat the run
One idea i hace for the candle 🕯
1 it shouldn't need to be relight every time you put it away
2 it could still detect entities but you have to relight it after it detects a entity
The possessed candle can stay the same
tbh glowsticks are fine. sure one can light up a room but you can't aim the light direction at all. plus, the rooms are big and dark and flashlights are rare, so you need some kind of light source.
I have a theory about figure and his meat piles, figure might be an endangered species and has multiple habitats, via the multiple areas, and those piles of flesh might be a result of some kind of hunting of figure, virus, or just starvation as the lack of food, via players and batmoths.
Hi
8:18 they should also make it unable to place the alarm clock in rooms that grumbles can go in
honestly i feel like the alarm clock can stay the way it is, it was always meant to be used on figure and no one else, and since there's 2 you can even save it until door 100. the mines already have glowsticks to distract figure so bringing a clock to the mines is kind of pointless anyway
I agree with the candle balancing changes, I think that would fix the candle from being useless
I think they nerf the candle for a reason: in the mines, entities appearance rates is so much higher( if i dont say always) than hotels, so it gonna be so hard to use as they not gonna light up for long time.
THE CANDLE IS JUST A BUFFED LIGHTER NOW, with the changes here there would not really be a reason to get the possessed candle as it would barely even be an upgrade. The candle and possessed candle are perfect the way they are now. (In my opinion)
dude no lsplash dont listen dont make the game harder than it already is 😭
@@YOUre_abell The candle buff seems fine
@@YOUre_abell dude i literally beat doors floor 2 what are you on about 💀
@@YOUre_abelllaziness is the best you are a threat to skill issues player you shall be banished
in my opinion, it’s not that hard. Many people think it’s hard because it takes multiple attempts. Once they get used to it and beat it they will probably say it’s too easy
gloombats dont attack you if you use a laser pointer either, but it's mainly because the light is barely noticable
I love the way you balanced bulk light, you didn’t nerf its power as an item. The item is still BUSTED however you must pay 250 knobs for it or try to find it in a vine chest with a low chance of success.
Edit: the normal flashlight is also good
the bulklight is actually super common in vine chests if no one has it.
@@TheRealFedriko yeah I agree I found it a lot
Glowsticks are perfect the way they are, they should be common as if you don’t buy any of the flashlights in the pre run shop these things are your only light source as flashlights don’t spawn naturally and biglight/straplight/laser pointer only spawn in the shear chests
My guy, i was playing with another guy, so i died on seek chase, and them i just died from an weird bug in door 150, that the minecart was supposed to move and break the wood planks, but the fricking minecart just stopped in the middle of the ramp when the Grumble tried to catch us; Man i want so hard that revive back from LSplash!
I will yapp TOO MUCH about this
@@charlescalvin3421 it happened to me too, but I didn’t die, and it’s not a bug . you have to push the Minecraft cart hard enough.
i think u kept your revive when you die at seek chase, revived and died at the nest (or died at the nest twice)
ok so the lost in translation badge is just for the candle, BUT the description says “Transform an item in The Rift” not transform a candle, transform an item, so other items will have rift buffs, and i had an idea.
Putting a clock in the rift gives you a possessed clock, and it will distract more entities (grumble). Using it in a room when Dread spawns will use it, and repel Dread (like crucifix).
Putting a crucifix in the curious rift will let it be used on rooms entities once, or have 2 uses in the hotel.
Glowsticks have quite some disadvantages that I feel like make it more balanced than you are making it out to be, additionally it feels like more rooms in the mines are darker so it feels pretty fair. For example glowsticks cannot be moved as easily (causing you to use another one) and gloombats drain the glowsticks rather quickly, for Huge rooms it can be quite useful with you using around 2 glowsticks in order to light it all up. The only thing that I would agree with doing is decreasing the lighting range on the item. Also that flashlight point you have made is absolutely bad if those two items are not even comparable.
Gold is not an item, but I would agree with your point. Maybe all that could be done is like increasing the amount in item lockers.
The bulklight is common in the mines because it is in the mines, additionally having a low chance of getting a new item would not feel rewarding to the player. Plus the bulklight has a huge disadvantage over the regular flashlight, that being the fact that it requires more batteries.
The candle takes quite a long time to run out (2.5 mins) which is quite a lot opposed to the lighter which takes 1 minute to run out and also the radius of where it can reach has been changed. Your proposed nerf feels like it'd make possessed candle really useless. You have also compared the post-nerf possessed candle to the pre-nerf normal candle debuffs.
Alarm clock does not make sense at all, it takes 10 seconds until it rings, and also it places Right where you are which is not enough time to get out of your location unlike door 50 or door 100, or literally any other door with figure, door 150 is huge compared to those.
the only thing i liked about the video is the fact that you used 'Epic Wynn' as the songs in the video cause wynncraft based.
Yes! Finally someone pointed out the gold problem!
I like your thinking, but for the clock, the thing about the grumbles is that they are the opposite of figure, they have good eyesight but bad hearing, while figure has no eyesight but very good hearing.
Im pretty sure gold is rare because the hotel should supply gold for both floors as you would continue on to floor 2
The alarm clock also works as a portable Dread timer.
Note: even though a bad light source the pointer(the red light thing) can counter act gloom bats
1:41 bro by the end of door 101 im at like 6-10 glowsticks 💀
lol same
Ye tbh laser pointer needs a buff. I believe it’s even more rarer than a bulk light but it does almost nothing. I think it being able to make screeches come off you without looking at them or something like that, (new feature) would be very cool
The glowstick isn't as powerful when you have max graphics, due to shadows the corners of the room are completely dark so you have to use more to light up the corners. Also the other light sources cost a lot of knobs. So if you want to play a run and are not sure if you can complete it, glowsticks are the best. Therefore I think they are balanced.
-I agree on the glowsticks cause its very reliable than other light sources,personally I use it to track my way back in room 150 as well and makes that part of the game alot easier as they are easy to find stacking up to 10x which we wont have to really worry about running out too quick.
-Candle does need to be shown some love.
-The gold spawn rate is pretty decent in my opinion .
-Clock is fine as it is
-Bulk light is fine as it is
-We might think the floor 2 is easy personally but there is a major number of players who are finding it quite difficult to beat the floor with the current perks and state of game as the numbers suggest for which I dont blame the devs as it is a trial and error game and we learn as we play more only thing thats exploitable is just the number of glowsticks we can carry and candle being too weak thats all I can say.
This is one problem is that not everyone is a pro and we learned that the hard way. (Heartbeat mini game at the release of floor 2) and even though it’s a progression game it shouldn’t take to long or noobs that join floor 2. But i think that the items in the game are balanced but making all items the same doesn’t really make sense. Because it’s nice to have items for the people who aren’t as good or don’t play as much.
i actually like the new candle. it feels like an extension to the lighter as it has a larger range, and it's quite common too which makes it pretty reliable. i think it's cool that you have to take it to the end to get a really good light source as well.
"Why do you like chedder balls content?"
Me: look at the title and you will understand
the candle should share the same slot as the lighter when you have both in your inventory
imo laser pointer should be able to trick dupe lol or distract figure and have him feel the vibration of where it is and have him follow it
I dont think glowsticks should be nerfed considering how much darker the mines are compared to the hotel, I do agree they should spawn a bit less, but definitely not make them less bright, that would absolutely defeat their purpose and easily nerf them to oblivion.
The bulklight IS balanced, it requires way more batteries than the regular one, making it less reliable to use often unless you have extra batteries.
I'd say the regular candle is fine because it acts as a better lighter, but the possessed candle should be easier to get.
Something you didn't mention is the mines store it's lacking the GOOD items such as vitamins and crucifix to help you during seek sequences, it only has flashlights and extra batteries or bandages which, at least in my experience, dont really need up to that point because I already collected them
Nah for the candle, it should simply be more common, so it's easier to get the possesed one
Honestly the candles changes are certainly to do with canon, i dont think it should stay as is, also it would kinda make the possessed candle a little less useful, and tbh it makes sense, why would a normal candle be able to detect entitys like screech, whixh dont even make enough wind to blow out a candle afaik,
Also the clock distract9ng grumbles is a horrific idea, theyd completely block a passage amd even if they broke it i feel its make your situation worse 9 times out of 10, also grumbles can see, figure did get buffed so i think its good they added something to help but theres really nowhere else it should or could be used, and thats fine tbh, not all items need a helpful use EVERYWHERE,
Admittingly it makes since with the items being Overpowered As Floor 2 has very high skill ceiling and is very difficult so maybe the devs balanced it with good items. Bandaids are needed because of screech and giggles. Lights are needed because the mines are often dark. And Batteries are needed to charge those items. I'm honestly ok with the Unbalanced items but i 100% understand The other way around
Great video!!
when I saw the title all I could think was massive skill issue / j
Doors is very laggy recently, every door i open i get a huge lag spike. But before that i could even play on max graphics. Whats going on?
Not sure honestly, the hotel also feels laggier and I can't do a seek chase on graphics 5 anymore without the game being slower and seek being able to easily catch up
Unpopular opinion
but the lighter was completely brought down to the core with this update
it literally triggers firedamp AND is weak due to it being slowly drained in the stagnant water rooms (flood tunnels)
i have 3 things that i think differently about compared to your video
1. i have consistently gotten to jeff and bought out his store every time/have all the items he's selling, gold is not that rare or useful
2. the candle is basically an extension to the lighter, being a better light source with a larger range and having its own separate fuel time
3. i feel like instead of nerfing the bulk light, buffing the flashlight spawn rate in the mines (to somewhere in between the straplight and bulklight) would make a lot more sense, to add on, the bulk light is energy inefficient, using 4 batteries to fill (giving 30s per battery) while the regular flashlight only uses 2 to fill (1 minute per battery)
Bro doesn't know the clock helps detect when Dread is coming, lol
well the clock has two functions first one being distraction and the second function being to see the time wich is useful when you are trying to get dread
Actually, the bullklight is balanced because : it’s full charge time is 2 minutes and it’s same amount as normal flashlight BUT normal flashlight needs 2 batteries for 2 minutes and bulklight needs 4 batteries for 2 minutes ( I’m actually ur OG fan, no offense )
Bulk lights only charge 25% per battery. Flashlights charge 50% per battery. Strap lights charge 100% per battery. That’s how they are superior to the bulk light.
The reason why gold is badly balanced in floor 2 is because floor 1, you want to grind knobs, floor 1, not floor 2.
i feel like the spawn rate for glow sticks are fine. They’re extremely common in earlier rooms before being rarer over time. The lighting aspect is just what needs to be nerfed imo
gold is fine. You can almost always find enough to afford a bulklight, even more so if you use shears to open crates instead of saving it for 150.
I can see the complaints for the bulklight, and it’s fair. You can make it rarer, but i think it should also have a shorter battery life.
I also think the straplight needs a buff because there’s almost no scenario where you need to hold more than two items at once. Maybe give the straplight itself a longer duration so that it can be used more passively as well as being charged more when a battery is inserted.
I agree with the candle buffs, nothing else to really say about that tbh
just giving thoughts about the balance changes. yknow you dont have to explain what item progression is to people lol, i feel like thats a basic concept
shears = getting absolutely stacked
Tbh I agree with everything and they should make the bulk light battery run out a tad bit faster.
you need 4 batteries and it already drains fast and only charges 25% each battery so it’s pretty balanced
@@realmoondev-y5v actually the bulklight battery lasts longer than the normal flashlight which doesnt make sense
@@riffleriff 1 battery = 30 seconds
I think everything about the items are fine and the glowsticks are good for bullying the giggles and to survive the gloombats while the bulk light helps alot for big areas in the mines and many things you want changed well i dont and its the mines there will be less gold