Definitely, very few hermits see a Ravager and think to themselves "where should I leave this guy for when I'm on my way out?" They all are improving in how to dodge/kite them but other hermits get surprised by them and then only think on how to get by without dying and not on where to leave him.
The smartest guy will always win this game. If there are people equal to Etho, then it could be called a competitive environment. Which is probably not the case. I believe at most it is a friendly competition, and Etho is just killing it.
The fact that etho is still stomping the competition while tango is actively trying to hold him back, shows just how difficult it can be to balance a semi competitive game.
@@ionmeth2031he is just playing by the rules and playing to the mechanics, something he took to early, just like do1. It’s a mindset, and there are no issues with his play. The main issue is the other hermits not having this same mindset and just now catching on (like cub)
@@ionmeth2031seriously. Etho added 12 cards to his deck and still earned 16 tomes (6 left over from last phase and he traded 2 of those). He's also earned almost 250 more embers than 2nd place which is nuts.
For the extra level 2 Ravager, you should name it "Etho's request" Just to rub it in if he ever dies to it, and to let everyone else know who to blame...
There's definitely an irony about the shards distribution and Etho still doing as good considering inside Decked Out he sometimes plays greedy (within reason) but when it comes to trading cards and shards with Hermits Etho is by far the most fair and least exploitative. See his wholesome interaction with Cleo as proof.
One thing about Etho is that he never, _never_ plays dirty. Sure, he'll exploit mechanics that seem to give an advantage, but its always within reason and is generally due to faulty design.
The Hermits might be gremlins (looking at you, Scar and Grian) but they all genuinely have a heart of gold. Cleo might be a powerhouse in every Life series, but she has a heart of gold - just see her interaction when Mumbo asked her to blow up his base.
@@StuffandThings_ I think Etho enjoys finding those 'design exploits' in games. He has said a few times in his lets play that he has played a lot of boardgames and he loves them. He also has played some card games (not sure which one exactly). You can just tell that he has a natural instinct for which cards are good "bang for your buck". Like he basically just rushed Loot 'n Scoot cards in phase 2, which gave him a huge advantage.
@@koenbrink Yeah Etho's game sense is honestly scary good, like I don't think I've ever seen someone with better game sense than him. Finding design exploits is like an extra bonus challenge for him to have fun with and adds some of his natural quirky chaos to the equation.
Etho's mentioned in passing through his lets play series that he used to code mods and play around with exploits in games like WoW, so. Definitly has a mind for mechanics
Etho IS crazy. I mean he needs a challenge. It took him all of two phases to manipulate the game mechanics and force Tango to change it so he can't break the game lol He has by far the largest and most powerful deck in all of DO2.
@Coolgirl_ig_ I haven't seen all of Doc's deck. I know his is huge though. I just think Etho's might be stronger simply because he can go through each floor so fast, get keys and loot and then still have like 16 cards left over once he gets his artifact, and he will still have like next to no Clank built up. I mean they literally had to nerf treasure and embers to having a maximum amount because he was able to get like 14 crowns in a 15 minute run. Having a ton of cards is one thing but having so many speed cards on top of insane treasure and ember cards means he can go in and get out way faster with way less difficulty. I mean if a speed card was played while he's in Level 3 then there's literally nothing that could be done to stop him because he could move so quickly to the treasure and then rush out before a Warden even got within kill range.
@@Chazmo53 doc has a larger cost to his deck, he also had max loot and scoots, etc. etho was the first to start farming treasure, and it was nerfed because of him, but that was many phases ago so I don’t really understand what your trying to say there. I’m aware size isn’t everything, but docs deck is both big and powerful, and I think stronger than ethos due to him not submitting tomes. That being said nobody else is even close to the (360 I think?) that doc and etho have, cub is at ~250 last I can remember.
@@Coolgirl_ig_ Etho has the largest deck and most expensive deck as well. Dock has 33 (non ethereal) costing 462 and Etho has 35 (non ethereal) costing 500
I feel like that's what we'd expect 10 years ago, but with how awful the companies that make games are nowadays, whenever the creator of any game cares about their game, it feels like such an insane rarity
I do love how tango has gone from warning his chat to temper their expectations for etho, to nerfing a strategy he found under the guise of preventing the emergence of an unhealthy meta, to him just straight up stating he is changing mechanics to nerf etho specifically
@@ameerasim2534 Why not? The game is meant to be fun for all the hermits to play and if etho is too far ahead of everyone else it stops being fun for them.
Tango: "How many phases left?" Yes... the answer is yes... all the phases, please never stop, I literally can't get enough. I watch every hermit's decked out videos
10:35 I absolutely love how doc and etho are the only ones to react and proceed to look at each other with sheer terror as to what tango has planned for level 3
It'd be cool if there's like a Ole Rusty on level 4 . Requires two kits or something. Helping Ole Rusty rewards more. For only the greediest of dungeon crawlers.
@@quinquangular184you know for a fact Etho would find a way to get both Rusty and Ole Rusty every single run and get over 100 embers every run. Remember, Etho's mere existence causes the rules of the game to bend and break. If there is a loophole, he will find it and cause mayhem with it.
Suggestion for the "no key" dilemma, once looting for floor one is maxed out, or after a specified duration, you could have a piston extend a block that allows the jump boost key on level 1 to be reached without jump boost.
That just defeats the purpose of needing jump boost to get the key though? Like, Tango has done everything in his power to stop people without jump boost from getting to that spot.
I don’t think there should just be a free key after a given amount of time. I think either after some time or when the treasure runs out, some sort of challenge area (either parkour or something else) should open up that rewards a key but is difficult to do.
Idea to completely replace quickdraw with a similar level of intended power, but more actually valuable to a decked out player: redraw. A card comes out of your discard pile and is shuffled back into your active deck, where it can be played later. It basically lets you have a slightly bigger deck, which is exactly what a deep-delving explorer wants.
@@bowxfire5275 It basically has the power level of your next two cards, which will typically always be higher than the powerlevel of any 1 card. You get more powerful effects faster. Which means faster key drops, faster power ups etc. The longer decked out goes on, the more often players will start exciting the dungeon with cards left in their deck. At that point any quickdraw just equals more cards being activated during your run.
@@bowxfire5275 Every time you quick draw you're effectively reducing the time to play all of your cards by 20 seconds, which means you can get the maximum benefit from your cards with less time in the dungeon. Less time in the dungeon means less risk from hazard and potentially clank. But, as it's currently implemented, you can quick draw (I think) up to 6 times, which means you're playing your entire deck 2 minutes faster (about 3 Hazard cycles faster). I don't really think that's enough benefit for the current price, and maybe not enough to actually consider using brilliance. For 70 embers, I would personally consider something like 5 quick draws per brilliance to be worth it. With the max brilliance, this could play your entire deck 5 minutes faster (8 hazard cycles faster). However, the changes to prevent farming also make quick draw a bit risky, as it increases the chance you'll draw treasure/ember cards after reaching the max for the current floor. Especially since it's already implemented, I think quick draw should still be a thing, just with the benefit:price ratio of the card more in line with others. Redraw is a great idea, and I'd consider it more useful, especially based on the amount of time players spend in the game. But afaik it would be difficult to implement at this stage, as the per card limit system might prevent the redrawn card from being played.
As mentioned above there is an intrinsic value to playing cards faster. But looking more at the hazard and stumble cycles, it really shows how off the value:price ratio is. As it's currently implemented, a player could add 3 brilliance for 210 embers, saving 3 hazard cycles and 1 stumble cycle. Alternatively, they could stand still in a safe location for 2 minutes and add 1 sneak and 2 stability for 23 embers to block the increase from those cycles. That doesn't fully account for the benefits & costs of each scenario, but it's still an order of magnitude difference in price 😢
Leave it to Etho to dedicate a phase to build his deck and STILL somehow reach an amount of tomes nobody would ever comprehend. There's a reason he's the Lord of Minecraft and the King of Decked Out.
@@apathydron yeah, it shoul dbe king of minecraft and lord of decked out, but technically the dungeon master is the lord of decked out so.....compromises must be made
@Bt-cq6te he's the Lord of both lol. Can't wait till 1.21 when Etho gets his hands on the auto crafter and somehow makes a fully functional factory that auto crafts any item you want at 80 items per second.
I didnt think level 3 was in a bad spot. it was "wasting" the players time and make their run back through level 2 and 1 harder. And also keep in mind that you have to get through level 3 twice once you go down to level 4
Yeah, my view on it is that making lvl3 fairly low pressure as long as you stay quiet was great because it made most of the hermits forget that hazard was still ticking the whole time they were down there. Sure you can stay There for ages. But did you forget you have to get out again? It was a different, quiet and subtle threat I really appreciated tbh. But if it's not working for the game as a whole, I'll be interested to see how the tweak works out.
Statistically it’s not deadly enough, people should be dying in each level, taking more risk every time they descend a floor. As it stands now, the actual death rate in level 3 is extremely low, even tho the survival rate on deadly is still relatively low that’s not the main focus. Hope this came across clearly!
I think this was absolutely true in phase 2 and 3, but as people have learned the layout and built bigger decks to offset the "time waste" it has actually become trivial compared to levels 1 and 2. People who were running deadly in phase 4 were not running out of cards, reaching max clank from stumbles and dying to vex/hazard combos anymore like in the past.
You are such a great role model for keeping ego out of your work. Whether people are fawning over Decked Out, criticizing it, or reporting issues, you remain on an even keel and respond with openness and honesty. That's commendable. Also, it's no surprise Etho is stacking up those snow layers... Those Canadians do that all winter, every winter... They get the most practice irl!
@@16m49x3 No? He wants it to be harder because he has a 75% success rate not he wants to hold everyone else back. Note that Cub also wants it to harder because his success% is high too.
Fear not, he has enough crowns stocked up to buy an extra 5 runs, before any of his phase 5 runs. The only way tango has to stop Etho running is to close the dungeon.
What did you expect? It's Etho. His whole online presence is just him figuring out how to destroy the limits of Minecraft. If he got any extra shards he'd have 80 tomes stockpiled. Etho's the most tame Hermit but also the most insane. He will bend the laws of Minecraft at his own leisure lmao
What about a trophy for the 1000th run? That would be super cool and easy to do! You could just take that counter below the door in the lobby, and set it up so when the 1000th shard it entered the signal strength reaches 4, or 5, or whatever. This triggers a one-time T-flipflop that plays an audio disk announcing it, and delivering a trophy into their deck-return item stream.
5:4910:2719:57 all these Bdubs moments are hilarious 😂 Also, love how Tango goes from perfectly putting all the trophies on each hermit’s room nicely to just throwing the items on the ground 😂
I know tango is frustrated with the difficulty of level 3 but I think level 3 will be harder when level 4 opens and hermits have to search and find a key. As well as having to rush through it to get out of level 4 and head back to the start!
When Gem said "put me in level 4" I think that would be hilarious 😂 maybe level 2 would be better but it would be so funny to put her in there with like a wooden sword or something as one of the dungeon mobs 😅
I have been so invested in Decked Out 2 (particularly Etho as a long time Etho and Decked Out fan, because of course) that I literally had a dream about Decked Out 2. It was Etho running a level 3 from first and third person view, and _remarkably_ realistic. There were a few weird bits because dream logic. The funniest part was that Tango had added a third Warden, but it was female (pink color scheme and its name ended in -ette) purely because he thought it was funny for some reason.
12:35 I really want to see a run where Gem is hunting down Etho on level 4, maybe in the same way Tango did the fake ravengers run. so the run wont count unless Etho makes it out (lets be honest he wont Gem will kill him) I think it would make for a very entertaining video
I think the Quick Draw card could be repurposed so that it quick draws 2 cards that have already played. This extends your deck and justifies the price perhaps?
Decked Out 3, powered by the Crafter, will have countless possibilities just picture a Crafter that creates a piece of armor as loot, and you don't need to craft that armor before hand -- or be concerned if there are enough on storage for the game
Tango a few months ago: "Guys, temper your expectations about Etho" Etho today, having won multiple stages: "Tango can we add more Ravagers and Wardens?" 😅
Maybe tango can do his coin thing in the armory of level one. You enter xx amount of coins and then a piston pushes out a block to allow non jump boost hermits to jump up, get a key, and have access to the berries.
I like Grian's content but I have to say that reaction sound too fake to me. He did it 100% for the content. I've seen him cutting some other hermits speaking purposely (I not mean in voice chat, I mean during the edits in his videos)
@@Random_person98everyone should do that when it fits the content, though. obviously, it's possible to do it badly, but I don't think there's any shame in it as a practice.
Tango, I don’t know what you have planned for the forge, but here are a few ideas: 1. To access the forge, players could use an extra key from the dungeon. Many people are taking keys out, and they feel useless because they could have been extra treasure drops. Maybe leave 3 and 4 keys lead to higher rewards then 2 or something 2. Maybe have an ember locker? Players could store embers there and get a locker key. They have to take the locker key in the dungeon next run and if they die, they loose the embers in the locker forever. Obviously it can’t be too op, so maybe 3/4 of the embers in the locker will disappear? Like if they put 40 embers in, then they get only 10 back. 3. Instead of adjusting the ember shop, the discounted cards could be in the forge. There could also be a card that gives more discounted options, like the eye on the prize card I love the game so much tango, really one of the greatest inventions in survival Minecraft❤❤❤
Mrs T is a delight. You've done such a great job on the first three levels, can't wait to see lvl 4! Lovely that Rusty is the hermits mascot 🎉 Btw thanks for uploading these to your 2nd channel
For egg hints: since, it would be kind of meh to get a hint for an egg that may have already been found from a dropper, it may be funny to make a speakeasy-style, slide opening (piston hole somewhere in the main fortress) where you personally give them a hint when they pay you crowns.
I think an interesting twist to the game such that it is progressively harder as you go deeper would be that you don't get keys randomly, instead you get compass for each floor and you have to submit it to get the key - only on your last deposit spot do you get the artifact. I am not really thinking about the implementation side of things, just from the gameplay perspective. The runs would probably get a bit slower, so there would be a some balancing issues with clank and so on, not to mention it probably wouldn't be as much fun to do multiple runs as it would be way more tedious that way. But I like the idea of it being something like a "boss run" at the end when the players get comfortable with each floor and want the run to be a little harder to successfully finish without the game being changed too much.
If i recall DO1 had a mode where you had to get several compass locations in a single run, could be implemeted here as a possible outcome when selecting the hardest mode, you find one compass location only to be given another compass, possibly on another floor.
@@apersonwhomayormaynotexist9868 Ah, that makes sense. Would be neat to implement here, but i'm guessing this late in the game there might not be time.
I want to suggest a reward for the most memorable run (by community poll) There are some that I can name on top of my head. - Scar compass, Cub clutch run, Ethos little slime, Gems keys, Xisuma lackey, etc. It would give something for the community to stay hyped and more exposure for the hermits they don't normally watch.
Tango and a few others have stated that anything based on subjective opinion isn't a great idea for the hermits or their community and as a result they would rather not even entertain the idea
It just really fills me with joy that you hid Cleo's egg in the most hellish place in lv 3 possible. I think she'd get a real kick out of that. I can't wait to see where it's hidden.
I think Brilliance (quickdraw 2) if flawed, because not only does it waste a card slot (which will be much more profound when people start maxing out their decks), the card inherently does nothing. Once you consider the first of the two quickdrawn cards to simply be replacing the Brilliance draw, you're only really getting one extra card draw, not two. The hidden cost of this is reducing the play time of your run by a whole minute. You could change it to quickdraw three cards instead of two, but this only makes the hidden cost of reducing playtime worse. Maybe you could fix it by making it shuffle the quickdrawn cards back into their deck, or even have it shuffle any two cards that were already played back into their deck. This might get out of hand if they have a full set of Brilliance cards, so maybe make the reshuffle only happen 1 to 3 times per game to prevent potential infinite exploits.
my first idea for the auto crafter was to use it as a compactor. Attach it to an iron/gold farm. Hook up an item filter to take all the ingots or nuggets and feed them into a crafter with a comparitor set to activate at a strength of 9 so as soon as it gets 9 ingots/nuggets it spits out a block/ingot.
As somebody who has come to be really annoyed by the UIs, I would totally set up an iron farm system where I could just press a button and have it spit out iron ingots, iron blocks, or iron nuggets as I need.
new core mob is an interesting concept, but soooo easy to do wrong. Given that the zombie is your default melee mob, skeleton the ranged attack and creeper the sneaky explosion, they'd need to find a new type that fits the old 3 without feeling fake. some magic mob, like a spectre or ghost that only comes out at night might fit well. Make the nights scarier.
I don’t see why evokes aren’t just made more common. A new mob would be cool, but there’s also some that are underutilized. Herobrine could be a cool addition too, though.
49:10 What if Brilliance was permanent and thus fired straight away? Getting out some fast cards could put more treasure in the dungeon for a fast key or early clank/hazard block could be quite powerful and speed up runs considerably. Could combo with Speed Runner nicely. As a double-edged sword it could also hit less optimal cards like Second Wind. Amazing job on decked out. A truly amazing accomplishment. You should be immensely proud of yourself and thank you for the hours and hours of content that we have been spoiled with because of it.
I think the difficulty of level 3 was just not really obvious, but the time needed to get there and the resulting more difficult return (especially through level 1) was very dangerous. Also being found on level 3 is generally an immediate death sentence, because the wardens are so fast and have a huge blast range. So if you put down a few too many pressure plates and doors the survival rate of level 3 might immediately drop to 0%. And finding eggs there might become almost impossible D: . Some decks are becoming large enough to handle the time spent in the dungeon now though, so the time issue might become less of a challenge to these players. Grians hazard block focused deck was working really well for him
The problem is they keep looking at etho. Etho makes it looks easy. Some people haven't even went to level 3 yet, tango gonna make level 3 harder which is sad for those who never went before yet
I think that the ominous ambience is the best part of Decked Out 2 design because it really sets the mood. Like imagine you were walking down your stairs and you heard a shrieker followed by three high-pitched noises.
Let's see how Level 3 performs this week! Am absolutely looking foward to more funny deaths there. If Level 3 is still too easy, you could scatter blackstone pressure plates on the ground, making them very effective and hard to see noise traps! Especially, when the runners have darkness!
I Hope Tango has enjoyed his very well deserved break! I'm not sure if my Decked Out withdrawal feels the same but it has allowed me to catch up not only on Tango's streams but also countless other hermits!! I can't wait to fall behind in Decked Out content again, once the dungeon opens on Monday!!!
In her recent video, Gem made it down the depth charge lake to the barrel and it contained 3 coins and one frost ember. At this stage, she had spent 14 minutes in the dungeon. Seems like an awful reward for such a risk.
It's amazing how much dungeon knowledge the hermits have accumulated! In the beginning the hermits were dying left and right at easy obstacles (like River of Souls) and the water+spike obstacles near the exit, and now they navigate so precisely, mastering so many dungeon-skills!
This entire game is insane. You're putting in so much work to make it keep working. You're an evil genius, Tango. Thank you for your hard work and dedication!!!
This past phase saw some really good runs from all the hermit! 20 tomes for both Etho and Cub is crazy! Also, I wonder what method Tango ended up going with for the permasneak problem in floor 3. I really liked the idea of clank and hazard increasing if noise wasn't made (opposite of the first two floors)
When Tango mentioned that Cleo's egg is a very difficult spot to find and that no one is probably going to be able to locate it, am I the only one who thought Cleo's egg is placed in one of the crevices of one of the Warden Staircases with Soul Fires?
I expect that the frost ember card shop’s redstone is too complicated to touch, but I had an idea for a card. “Bargain Bin” (Permanent, Ethereal): The card shop reveals two cheap uncommon cards instead. So instead of 4 random cards, it only reveals two uncommon cards less than 26 embers or so (i.e. the lower half). This would be bought in the crown shop, targeting players who are struggling to get lucky buying uncommon cards, whilst being unappealing to those in the lead. Seems you have a lot on your plate, so no worries if you skip this. Thanks for making such a crazy game.
No idea if Tango will see this, but I have 2 suggestions. 1: Make it so one of the uncommon cards is always available to buy. (random which one) 2: a Legendary card that drops a key in the lower level of the crypt at the start of the game. (this is to combat those low luck rounds when you can't find a key on lvl 1)
Hey tango, big fan. I think with the changes you’ve made to level 3 people will begin to mix in some fast movement into the perma-sneak strat. If they are going to alert to wardens anyways… gotta zoom! So your clank gen on lvl 3 in the next phase may start to be a factor. If no clank gen on 3 and 4 causes nerf to your clank block cards. Excited to see!
Tango not going to put clank generators will make the game quieter with less sound effects, which actually will make the heartbeat the main loud noise left. The burning dark will feel so much more creepy 😮
When the main competition is done, I’m really hoping for a tag team run mode but make it so the top ember earners team up with the least ember earners.
just bought both deskmats. I couldn't decide and there was a bundle pricing, so just got both. Why the heck not? Thank you for creating such an amazing game, Tango. You truly inspire many of us, and are so talented with what you do. Keep up the amazing work.
932 your game is like one of the best games ever I’m telling you just from that number alone you can tell that you did something awesome good job major props to you
I hope when Mojang gets around to expanding on the Deep Dark, they add a hostile mob that can see the player but doesn’t aggro the Warden. I think that would help with making an appropriately difficult Warden level.
Idea for the Citadel. Make it so when someone has to use the "Pick of Shame", it announces it like Doc's morning and night announcements. If I remember right the observer will see when something is taken off or put on an item frame. That could be the trigger for it.
Tango, you're the champ, thank you. I can see how hard you're working in the videos, I can't imagine what it is for you off-screen. Also, on the yt side of things, I'm happy to see Scar. I've been worried.
I think the auto crafter will be fun, and a huge QOL update. But that's all it is, fun and QOL. It's not like slime blocks which unlocked an entire new branch of the game. That being said, I think it's one of the best things added to the game. - Condensing Iron/Gold - Automated piglin bartering without having to do a ton of crafting. - Kelp/Bamboo are now properly fully automated as the best fuel sources in the game without having to rely on autoclicking blaze / wither skeleton farms. I also love the idea of making a shulker-based "auto-crafter" somewhere. You have a 3x3 grid on the floor and you put in shulkers of items in the spots they would go in a crafting grid. Once all area loaded, you press a button, and it will send those items, craft them, and output all the items and pack them into shulkers for you. This kind of thing will become the next step up after auto-smelting systems I think.
Idea for a card related to the egg locations after they all have been found. The Card calls out a random hermit's name, then in the embers/coins/crowns will be dispensed into the barrel at the egg location. They disappear at the end of the run. hermits might be running back up to different levels just for those items. :)
I like the idea that for level 3, you need a key to leave. The door locks behind you and the only way to get a key to drop is to generate clank. It would allow people to sneak as normal going in, but force them to then make some noise and have some risk on the way out.
Card idea: sell a pack of 5 (maybe 7) cards called "Do Over". If all of these cards get played during your run, either clank aggregation resets to zero or all hazards open up - perhaps both. You'd have to pay the price of taking up many spots in your deck AND you have no guarantee all these cards would play - but the reward would be tremendous.
there are virtual complete safespaces in the dungeon I'm pretty sure though? camping there waiting for your final do-over cards to play would be optimal and very boring
37:00 Crafting Logs to wood to chests to hoppers will be crazy useful. Mainly because it's so darn timeconsuming, I do hope tho that you will be able to put a filter on it for each slot. Would love that a lot to be honest. :D
What about adding the various floor keys to the crown shop so if you arent confident in your key luck you can spend a few crowns to take a key in with you.
Tango for the key problem that is on floor one. You can have a block get push up in the big table room infront of the jump area for keys when they hit max treasure, or pay there if you want. Can't wait to see all the changes you made. Have a fun weekend at twitch con.
I've been waiting earnestly. tango, you are such an amazing content generator, both for yourself and others, and your personality is a delight. my wife and I were saying how nice it would be to live around you and Mrs T, but.... it's already too hot for me here in Iowa! I want to move back to New England! So you're safe from us for now. XD
37:47 Wireless redstone for the autocrafter should be possible with the new calibrated sculk sensors though, but it'll probably take people some time to really get the hang of working with them...
On Level 3 There could be a Ravager that gets Dropped in sometimes when you enter the Dungeon, only if their choice is for Nightmare? Level 4 choice, from a Minecart Tape of Ravagers. Although that is alot of work. BTW this is the best Minecraft game I totally Love watching everyone's view on this and I love the Long Livestreams from Tango's View. I wish I had the funds to donate and buy things to Support your work. But I can only just enjoy this amazing content, this is what my family watches at night now is Decked Out Runs.
For auto crafter factory signaling, have a water stream circling the factory that droppers can use tickets on to request resources. The resources could then either be put on the same stream or a different one.
Idea for an ethereal card. Takes the first 5 cards from your deck and plays them again, that way you increase the size of your deck for that run. Could help a few hermits catch up.
Idea for the coin to key converter: Style it to be a metal forge that takes time to heat up (hence the x minute delay for use) to melt the coins and the press into a key shape. Could make for some fun hammer hitting/forge fire sound ambiance while converting
I am convinced that only watching Etho play decked out has really warped my perspective on the difficulty of decked out.
Definitely, very few hermits see a Ravager and think to themselves "where should I leave this guy for when I'm on my way out?" They all are improving in how to dodge/kite them but other hermits get surprised by them and then only think on how to get by without dying and not on where to leave him.
That is a good point,
Thank you for the insight, gonna keep it in mind
i just started checking out other hermit's runs and it looks so much harder when other people are playing haha
The smartest guy will always win this game. If there are people equal to Etho, then it could be called a competitive environment. Which is probably not the case. I believe at most it is a friendly competition, and Etho is just killing it.
I am sure you are correct on this 😆
The fact that etho is still stomping the competition while tango is actively trying to hold him back, shows just how difficult it can be to balance a semi competitive game.
Tango should just leave etho be lol. Guy not even trying to be competitive and yet still winning 😂 tango gonna just make it too hard for the others
@@ionmeth2031he is just playing by the rules and playing to the mechanics, something he took to early, just like do1. It’s a mindset, and there are no issues with his play. The main issue is the other hermits not having this same mindset and just now catching on (like cub)
@@ionmeth2031seriously. Etho added 12 cards to his deck and still earned 16 tomes (6 left over from last phase and he traded 2 of those). He's also earned almost 250 more embers than 2nd place which is nuts.
Is there a website to see how many embers each hermit has gotten?
@@tysonhoffmann301 yes look up tracked out spreadsheet
For the extra level 2 Ravager, you should name it "Etho's request"
Just to rub it in if he ever dies to it, and to let everyone else know who to blame...
That would be awesome
Or Ethos little friend....lol
YESSSSSSSSSSSsss
I like the idea level 4 isn't any ravegers or wardens. It's just gem with a knife.
Honestly, would be just as terrifying
Ah yes tango just hires Gem to sit in the dungeon XD
Oh yeah, she’s just waiting there, with a diamond sword.
Maybe handicapped with a pumpkin head, and slowness, actively hunting
Discordant voices on a music disc chanting “GeM iS gReAt” over and over
@@TheVampireFreddo They start off quiet but slowly get louder and louder the longer you spend in level 4.
terrifying@@MagnorCriol
etho: Im not going for tomes this week
also etho: here's twenty tomes
That's what I was saying lol
I was watching his video like: okay what cards is he gonna ge- TWENTY TOMES!!!!!
blud didn't get the cards he wanted at the right times@@Chazmo53
Just leftover embers spent on times, right? 🤔
@@MarieAxelsson He buys tomes when the shop doesn't allow him to buy any cards he needs and wants which is rather often because only 4 cards show.
And that doesn’t count for the few he traded for shards and ones he may not have submitted.
Etho is the type of person to want higher difficulty purely to see if he can handle it
Or markiplier
Ngl that’s just me lmao
(And I dont mean the etho part)
There's definitely an irony about the shards distribution and Etho still doing as good considering inside Decked Out he sometimes plays greedy (within reason) but when it comes to trading cards and shards with Hermits Etho is by far the most fair and least exploitative. See his wholesome interaction with Cleo as proof.
One thing about Etho is that he never, _never_ plays dirty. Sure, he'll exploit mechanics that seem to give an advantage, but its always within reason and is generally due to faulty design.
The Hermits might be gremlins (looking at you, Scar and Grian) but they all genuinely have a heart of gold. Cleo might be a powerhouse in every Life series, but she has a heart of gold - just see her interaction when Mumbo asked her to blow up his base.
@@StuffandThings_ I think Etho enjoys finding those 'design exploits' in games. He has said a few times in his lets play that he has played a lot of boardgames and he loves them. He also has played some card games (not sure which one exactly). You can just tell that he has a natural instinct for which cards are good "bang for your buck". Like he basically just rushed Loot 'n Scoot cards in phase 2, which gave him a huge advantage.
@@koenbrink Yeah Etho's game sense is honestly scary good, like I don't think I've ever seen someone with better game sense than him. Finding design exploits is like an extra bonus challenge for him to have fun with and adds some of his natural quirky chaos to the equation.
Etho's mentioned in passing through his lets play series that he used to code mods and play around with exploits in games like WoW, so. Definitly has a mind for mechanics
Etho asking for additional ravager and warden is crazy.
Etho IS crazy. I mean he needs a challenge.
It took him all of two phases to manipulate the game mechanics and force Tango to change it so he can't break the game lol
He has by far the largest and most powerful deck in all of DO2.
@@Chazmo53that’s actually not true,
Doc has a larger and more powerful deck I think, if he doesn’t, he’s very very very close to etho.
@Coolgirl_ig_ I haven't seen all of Doc's deck. I know his is huge though. I just think Etho's might be stronger simply because he can go through each floor so fast, get keys and loot and then still have like 16 cards left over once he gets his artifact, and he will still have like next to no Clank built up. I mean they literally had to nerf treasure and embers to having a maximum amount because he was able to get like 14 crowns in a 15 minute run.
Having a ton of cards is one thing but having so many speed cards on top of insane treasure and ember cards means he can go in and get out way faster with way less difficulty. I mean if a speed card was played while he's in Level 3 then there's literally nothing that could be done to stop him because he could move so quickly to the treasure and then rush out before a Warden even got within kill range.
@@Chazmo53 doc has a larger cost to his deck, he also had max loot and scoots, etc. etho was the first to start farming treasure, and it was nerfed because of him, but that was many phases ago so I don’t really understand what your trying to say there. I’m aware size isn’t everything, but docs deck is both big and powerful, and I think stronger than ethos due to him not submitting tomes. That being said nobody else is even close to the (360 I think?) that doc and etho have, cub is at ~250 last I can remember.
@@Coolgirl_ig_ Etho has the largest deck and most expensive deck as well. Dock has 33 (non ethereal) costing 462 and Etho has 35 (non ethereal) costing 500
Tango's disappointed "Why is it Grian's job to submit your tomes?" is great.
You could really hear his dad side coming through in that sentence 😂
It was. I wonder if Scar died and Grian picked them up
Grian and Scar definitely did shenanigans. The only question is whether those shenanigans were intentional
@@ZandomImRandom Start at about 4:40, that's where Scar mentions that Grian didn't submit his tomes
I mean scar has been very sick and it would've been nice if he let it slide
I love how honest Tango is about his mistakes, you can really tell he cares about the game
You are somehow the only comment after over an hour.
@@Savagecabbige78-ww8qw sometimes it doesn't show all the comments when it's set to top comments only, switching it to newest first will show them all
Well yeah, as if him working on it for 15 months before releasing it didn’t show that already lol
so rude...@@alexgrissom3513
I feel like that's what we'd expect 10 years ago, but with how awful the companies that make games are nowadays, whenever the creator of any game cares about their game, it feels like such an insane rarity
I do love how tango has gone from warning his chat to temper their expectations for etho, to nerfing a strategy he found under the guise of preventing the emergence of an unhealthy meta, to him just straight up stating he is changing mechanics to nerf etho specifically
To be clear I am of the opinion that this is a good thing, if etho gets too far ahead then it stops being interesting.
yeah, i agree@@John-lh1qx
@@John-lh1qxhm it is less interesting but it's still really funny
love etho
Changing stuff to nerf etho doesn't look great
@@ameerasim2534 Why not? The game is meant to be fun for all the hermits to play and if etho is too far ahead of everyone else it stops being fun for them.
Tango: "How many phases left?"
Yes... the answer is yes... all the phases, please never stop, I literally can't get enough. I watch every hermit's decked out videos
Yeah maybe declare an official winner after the last phase and just keep going after that with more fun twists
10:35 I absolutely love how doc and etho are the only ones to react and proceed to look at each other with sheer terror as to what tango has planned for level 3
They're OGs and think similarly. They know what Tango armed with redstone is capable of
HAHAH
It'd be cool if there's like a Ole Rusty on level 4 . Requires two kits or something. Helping Ole Rusty rewards more. For only the greediest of dungeon crawlers.
itd be a great incentive to make some loud noises down there for greedy players (etho)
@@quinquangular184you know for a fact Etho would find a way to get both Rusty and Ole Rusty every single run and get over 100 embers every run.
Remember, Etho's mere existence causes the rules of the game to bend and break. If there is a loophole, he will find it and cause mayhem with it.
The wardens would instantly kill him lol
The loophole I can see is that there is a bigger reward than rusty. And both could be used in 1 run.
@@Ewokpilot65yea it won't work cuz warden can smell so he will die very quickly
Suggestion for the "no key" dilemma, once looting for floor one is maxed out, or after a specified duration, you could have a piston extend a block that allows the jump boost key on level 1 to be reached without jump boost.
This is so much smarter than my idea of giving jump boost when the max loot has been hit and the door hasn’t been opened lol
I'm seconding this
That just defeats the purpose of needing jump boost to get the key though? Like, Tango has done everything in his power to stop people without jump boost from getting to that spot.
@@zacke.1286 okay, but handing out a key doesn't defeat the purpose of getting the jump boost card? Your logic makes absolutely no sense, lmao.
I don’t think there should just be a free key after a given amount of time. I think either after some time or when the treasure runs out, some sort of challenge area (either parkour or something else) should open up that rewards a key but is difficult to do.
Idea to completely replace quickdraw with a similar level of intended power, but more actually valuable to a decked out player: redraw. A card comes out of your discard pile and is shuffled back into your active deck, where it can be played later. It basically lets you have a slightly bigger deck, which is exactly what a deep-delving explorer wants.
That's a neat idea! I haven't seen this suggested before but it's often a crucial part of deck building in other games
Quick draw is the last card that costs 70 embers right?
Why is it useful and soo expensive? Could you not have some other card in it's place instead?
@@bowxfire5275 It basically has the power level of your next two cards, which will typically always be higher than the powerlevel of any 1 card. You get more powerful effects faster. Which means faster key drops, faster power ups etc. The longer decked out goes on, the more often players will start exciting the dungeon with cards left in their deck. At that point any quickdraw just equals more cards being activated during your run.
@@bowxfire5275 Every time you quick draw you're effectively reducing the time to play all of your cards by 20 seconds, which means you can get the maximum benefit from your cards with less time in the dungeon. Less time in the dungeon means less risk from hazard and potentially clank.
But, as it's currently implemented, you can quick draw (I think) up to 6 times, which means you're playing your entire deck 2 minutes faster (about 3 Hazard cycles faster). I don't really think that's enough benefit for the current price, and maybe not enough to actually consider using brilliance.
For 70 embers, I would personally consider something like 5 quick draws per brilliance to be worth it. With the max brilliance, this could play your entire deck 5 minutes faster (8 hazard cycles faster).
However, the changes to prevent farming also make quick draw a bit risky, as it increases the chance you'll draw treasure/ember cards after reaching the max for the current floor.
Especially since it's already implemented, I think quick draw should still be a thing, just with the benefit:price ratio of the card more in line with others.
Redraw is a great idea, and I'd consider it more useful, especially based on the amount of time players spend in the game. But afaik it would be difficult to implement at this stage, as the per card limit system might prevent the redrawn card from being played.
As mentioned above there is an intrinsic value to playing cards faster. But looking more at the hazard and stumble cycles, it really shows how off the value:price ratio is.
As it's currently implemented, a player could add 3 brilliance for 210 embers, saving 3 hazard cycles and 1 stumble cycle. Alternatively, they could stand still in a safe location for 2 minutes and add 1 sneak and 2 stability for 23 embers to block the increase from those cycles. That doesn't fully account for the benefits & costs of each scenario, but it's still an order of magnitude difference in price 😢
Leave it to Etho to dedicate a phase to build his deck and STILL somehow reach an amount of tomes nobody would ever comprehend.
There's a reason he's the Lord of Minecraft and the King of Decked Out.
@@apathydron yeah, it shoul dbe king of minecraft and lord of decked out, but technically the dungeon master is the lord of decked out so.....compromises must be made
to be fair half of those tomes are actually from the previous round, he bought so many tomes then that he decided to stash a bunch away
@Bt-cq6te he's the Lord of both lol.
Can't wait till 1.21 when Etho gets his hands on the auto crafter and somehow makes a fully functional factory that auto crafts any item you want at 80 items per second.
@@snailymitchhe only stashed 6 and then he traded 2 so he only had 4 carry over
@@Pathoz must've misremembered then i totally thought he carried over like 8 or so shards
I didnt think level 3 was in a bad spot. it was "wasting" the players time and make their run back through level 2 and 1 harder. And also keep in mind that you have to get through level 3 twice once you go down to level 4
Yeah, my view on it is that making lvl3 fairly low pressure as long as you stay quiet was great because it made most of the hermits forget that hazard was still ticking the whole time they were down there. Sure you can stay There for ages. But did you forget you have to get out again?
It was a different, quiet and subtle threat I really appreciated tbh.
But if it's not working for the game as a whole, I'll be interested to see how the tweak works out.
And it was really scary hard with the dark.
Statistically it’s not deadly enough, people should be dying in each level, taking more risk every time they descend a floor. As it stands now, the actual death rate in level 3 is extremely low, even tho the survival rate on deadly is still relatively low that’s not the main focus. Hope this came across clearly!
I think this was absolutely true in phase 2 and 3, but as people have learned the layout and built bigger decks to offset the "time waste" it has actually become trivial compared to levels 1 and 2. People who were running deadly in phase 4 were not running out of cards, reaching max clank from stumbles and dying to vex/hazard combos anymore like in the past.
You are such a great role model for keeping ego out of your work. Whether people are fawning over Decked Out, criticizing it, or reporting issues, you remain on an even keel and respond with openness and honesty. That's commendable. Also, it's no surprise Etho is stacking up those snow layers... Those Canadians do that all winter, every winter... They get the most practice irl!
I love how etho just balls out far above everyone and is like "so can we get moar ravagers"
It's just like the big billionaire corporations that want more regulations
@@16m49x3 No? He wants it to be harder because he has a 75% success rate not he wants to hold everyone else back. Note that Cub also wants it to harder because his success% is high too.
@@16m49x3well that comment was a bit out of pocket
@@meredithmora4131
The people that's far ahead with more resources to deal with obstacles will benefit from obstacles being put up.
That's all
Etho is the kind of guy to want more difficulty just so he can learn how to handle it
I totally understand that Etho has to get the least amount of shard. But I really enjoy watching him play so that sucks :(
Fear not, he has enough crowns stocked up to buy an extra 5 runs, before any of his phase 5 runs. The only way tango has to stop Etho running is to close the dungeon.
etho will average 11 crowns/run in phase 5 and end the phase with 128 tomes and half a deck of rares
Yeah but it will be even more rewarding when he still dominates
Its less nerfing him, and more buffing everyone else. Same result, but hey, that's what a catch up mechanism is
What did you expect? It's Etho. His whole online presence is just him figuring out how to destroy the limits of Minecraft.
If he got any extra shards he'd have 80 tomes stockpiled.
Etho's the most tame Hermit but also the most insane. He will bend the laws of Minecraft at his own leisure lmao
What about a trophy for the 1000th run? That would be super cool and easy to do!
You could just take that counter below the door in the lobby, and set it up so when the 1000th shard it entered the signal strength reaches 4, or 5, or whatever. This triggers a one-time T-flipflop that plays an audio disk announcing it, and delivering a trophy into their deck-return item stream.
5:49 10:27 19:57 all these Bdubs moments are hilarious 😂
Also, love how Tango goes from perfectly putting all the trophies on each hermit’s room nicely to just throwing the items on the ground 😂
Hahahaha I thought this too 🤣🤣🤣
Etho: I might change my strategy next time.
Tango: To not be amazing?
I know tango is frustrated with the difficulty of level 3 but I think level 3 will be harder when level 4 opens and hermits have to search and find a key. As well as having to rush through it to get out of level 4 and head back to the start!
When Gem said "put me in level 4" I think that would be hilarious 😂 maybe level 2 would be better but it would be so funny to put her in there with like a wooden sword or something as one of the dungeon mobs 😅
multiplayer decked out
I have been so invested in Decked Out 2 (particularly Etho as a long time Etho and Decked Out fan, because of course) that I literally had a dream about Decked Out 2. It was Etho running a level 3 from first and third person view, and _remarkably_ realistic. There were a few weird bits because dream logic. The funniest part was that Tango had added a third Warden, but it was female (pink color scheme and its name ended in -ette) purely because he thought it was funny for some reason.
12:35 I really want to see a run where Gem is hunting down Etho on level 4, maybe in the same way Tango did the fake ravengers run. so the run wont count unless Etho makes it out (lets be honest he wont Gem will kill him) I think it would make for a very entertaining video
gem could also put on a textured pumpkin of a ravager/warden. It would be hilarious
I love how supportive your wife sounds, comes in and is like "did you show the thing" shows she's interested in what you do
I think the Quick Draw card could be repurposed so that it quick draws 2 cards that have already played. This extends your deck and justifies the price perhaps?
Decked Out 3, powered by the Crafter, will have countless possibilities
just picture a Crafter that creates a piece of armor as loot, and you don't need to craft that armor before hand -- or be concerned if there are enough on storage for the game
Tango a few months ago: "Guys, temper your expectations about Etho"
Etho today, having won multiple stages: "Tango can we add more Ravagers and Wardens?" 😅
4:01 results of phase 4
9:02 first place
1:05:12 number of eggs remaining
Maybe tango can do his coin thing in the armory of level one. You enter xx amount of coins and then a piston pushes out a block to allow non jump boost hermits to jump up, get a key, and have access to the berries.
Have you seen Grian's reaction to finding the pickaxe?
So wholesome. Good job.
Didn't he leave without getting the pickaxe artifake? How does he have it? 19:47
@@bowxfire5275 Yeah. I yelled at him to grab it, but he never does what you tell him to. Hermits, eh?
I like Grian's content but I have to say that reaction sound too fake to me.
He did it 100% for the content.
I've seen him cutting some other hermits speaking purposely (I not mean in voice chat, I mean during the edits in his videos)
@@Random_person98everyone should do that when it fits the content, though. obviously, it's possible to do it badly, but I don't think there's any shame in it as a practice.
@@Random_person98grian cuts a lot to drive people to other channels. That do include all the small talk etc. To also help them out
Tango, I don’t know what you have planned for the forge, but here are a few ideas:
1. To access the forge, players could use an extra key from the dungeon. Many people are taking keys out, and they feel useless because they could have been extra treasure drops. Maybe leave 3 and 4 keys lead to higher rewards then 2 or something
2. Maybe have an ember locker? Players could store embers there and get a locker key. They have to take the locker key in the dungeon next run and if they die, they loose the embers in the locker forever. Obviously it can’t be too op, so maybe 3/4 of the embers in the locker will disappear? Like if they put 40 embers in, then they get only 10 back.
3. Instead of adjusting the ember shop, the discounted cards could be in the forge. There could also be a card that gives more discounted options, like the eye on the prize card
I love the game so much tango, really one of the greatest inventions in survival Minecraft❤❤❤
Mrs T is a delight. You've done such a great job on the first three levels, can't wait to see lvl 4! Lovely that Rusty is the hermits mascot 🎉
Btw thanks for uploading these to your 2nd channel
For egg hints: since, it would be kind of meh to get a hint for an egg that may have already been found from a dropper, it may be funny to make a speakeasy-style, slide opening (piston hole somewhere in the main fortress) where you personally give them a hint when they pay you crowns.
I think an interesting twist to the game such that it is progressively harder as you go deeper would be that you don't get keys randomly, instead you get compass for each floor and you have to submit it to get the key - only on your last deposit spot do you get the artifact. I am not really thinking about the implementation side of things, just from the gameplay perspective. The runs would probably get a bit slower, so there would be a some balancing issues with clank and so on, not to mention it probably wouldn't be as much fun to do multiple runs as it would be way more tedious that way. But I like the idea of it being something like a "boss run" at the end when the players get comfortable with each floor and want the run to be a little harder to successfully finish without the game being changed too much.
If i recall DO1 had a mode where you had to get several compass locations in a single run, could be implemeted here as a possible outcome when selecting the hardest mode, you find one compass location only to be given another compass, possibly on another floor.
@@ericpeterson9110 there was one challenge compass that did that but not a whole mode for it
@@apersonwhomayormaynotexist9868 Ah, that makes sense.
Would be neat to implement here, but i'm guessing this late in the game there might not be time.
I want to suggest a reward for the most memorable run (by community poll)
There are some that I can name on top of my head.
- Scar compass, Cub clutch run, Ethos little slime, Gems keys, Xisuma lackey, etc.
It would give something for the community to stay hyped and more exposure for the hermits they don't normally watch.
Tango and a few others have stated that anything based on subjective opinion isn't a great idea for the hermits or their community and as a result they would rather not even entertain the idea
@@riuphane eh.... that is unfortunate
I hope you're super proud, Tango. What you've accomplished here is nothing short of amazing! Plus, don't feel bad for taking personal time!
"A calendar: to remind me of the inexorable passage of time" Joe has the best quotes xD
It just really fills me with joy that you hid Cleo's egg in the most hellish place in lv 3 possible. I think she'd get a real kick out of that. I can't wait to see where it's hidden.
I think Brilliance (quickdraw 2) if flawed, because not only does it waste a card slot (which will be much more profound when people start maxing out their decks), the card inherently does nothing. Once you consider the first of the two quickdrawn cards to simply be replacing the Brilliance draw, you're only really getting one extra card draw, not two. The hidden cost of this is reducing the play time of your run by a whole minute.
You could change it to quickdraw three cards instead of two, but this only makes the hidden cost of reducing playtime worse. Maybe you could fix it by making it shuffle the quickdrawn cards back into their deck, or even have it shuffle any two cards that were already played back into their deck. This might get out of hand if they have a full set of Brilliance cards, so maybe make the reshuffle only happen 1 to 3 times per game to prevent potential infinite exploits.
my first idea for the auto crafter was to use it as a compactor. Attach it to an iron/gold farm. Hook up an item filter to take all the ingots or nuggets and feed them into a crafter with a comparitor set to activate at a strength of 9 so as soon as it gets 9 ingots/nuggets it spits out a block/ingot.
As somebody who has come to be really annoyed by the UIs, I would totally set up an iron farm system where I could just press a button and have it spit out iron ingots, iron blocks, or iron nuggets as I need.
new core mob is an interesting concept, but soooo easy to do wrong.
Given that the zombie is your default melee mob, skeleton the ranged attack and creeper the sneaky explosion, they'd need to find a new type that fits the old 3 without feeling fake.
some magic mob, like a spectre or ghost that only comes out at night might fit well. Make the nights scarier.
I don’t see why evokes aren’t just made more common. A new mob would be cool, but there’s also some that are underutilized. Herobrine could be a cool addition too, though.
there's already a mob that makes nights scarier if you don't sleep, everyone hates it because it flies
@@Archer690ChannelAND PEOPLE VOTED FOR IT
49:10 What if Brilliance was permanent and thus fired straight away? Getting out some fast cards could put more treasure in the dungeon for a fast key or early clank/hazard block could be quite powerful and speed up runs considerably. Could combo with Speed Runner nicely. As a double-edged sword it could also hit less optimal cards like Second Wind.
Amazing job on decked out. A truly amazing accomplishment. You should be immensely proud of yourself and thank you for the hours and hours of content that we have been spoiled with because of it.
You could make the wishing well on Level 1 as a way to wish for keys. Throw in one coin for a chance to get a key. Each wish generates 1 clank.
Lmao, they already have enough clank and hazard waiting for key to spawn and you still want to increase it?
Risk/reward. By he's just spitballing ideas
I think the difficulty of level 3 was just not really obvious, but the time needed to get there and the resulting more difficult return (especially through level 1) was very dangerous. Also being found on level 3 is generally an immediate death sentence, because the wardens are so fast and have a huge blast range. So if you put down a few too many pressure plates and doors the survival rate of level 3 might immediately drop to 0%. And finding eggs there might become almost impossible D: . Some decks are becoming large enough to handle the time spent in the dungeon now though, so the time issue might become less of a challenge to these players. Grians hazard block focused deck was working really well for him
The problem is they keep looking at etho. Etho makes it looks easy. Some people haven't even went to level 3 yet, tango gonna make level 3 harder which is sad for those who never went before yet
I think that the ominous ambience is the best part of Decked Out 2 design because it really sets the mood. Like imagine you were walking down your stairs and you heard a shrieker followed by three high-pitched noises.
Let's see how Level 3 performs this week! Am absolutely looking foward to more funny deaths there.
If Level 3 is still too easy, you could scatter blackstone pressure plates on the ground, making them very effective and hard to see noise traps! Especially, when the runners have darkness!
You said "this week", making me think like it's open soon. At least it's only 4 days from now...
Blackstone pressure plates are actually perfect sheesh
I Hope Tango has enjoyed his very well deserved break! I'm not sure if my Decked Out withdrawal feels the same but it has allowed me to catch up not only on Tango's streams but also countless other hermits!! I can't wait to fall behind in Decked Out content again, once the dungeon opens on Monday!!!
Glad to know I'm not the only one with withdrawals
In her recent video, Gem made it down the depth charge lake to the barrel and it contained 3 coins and one frost ember. At this stage, she had spent 14 minutes in the dungeon. Seems like an awful reward for such a risk.
It's amazing how much dungeon knowledge the hermits have accumulated! In the beginning the hermits were dying left and right at easy obstacles (like River of Souls) and the water+spike obstacles near the exit, and now they navigate so precisely, mastering so many dungeon-skills!
This entire game is insane. You're putting in so much work to make it keep working. You're an evil genius, Tango. Thank you for your hard work and dedication!!!
This past phase saw some really good runs from all the hermit!
20 tomes for both Etho and Cub is crazy!
Also, I wonder what method Tango ended up going with for the permasneak problem in floor 3.
I really liked the idea of clank and hazard increasing if noise wasn't made (opposite of the first two floors)
Maybe placing hidden pressure plates around the place?
I want the attendance awards to just be tiny cute cosmetic hats 😂 u get max one and only if you've been at one of these phase closing events 😂
I think adding an extra warden and pressure plates scattered aroind lvl 3 is the perfect touch to add to DO.
I have had quite a hard day with university tasks and such today and am glad to be able to watch this to rest a bit.
When Tango mentioned that Cleo's egg is a very difficult spot to find and that no one is probably going to be able to locate it, am I the only one who thought Cleo's egg is placed in one of the crevices of one of the Warden Staircases with Soul Fires?
I expect that the frost ember card shop’s redstone is too complicated to touch, but I had an idea for a card.
“Bargain Bin” (Permanent, Ethereal): The card shop reveals two cheap uncommon cards instead.
So instead of 4 random cards, it only reveals two uncommon cards less than 26 embers or so (i.e. the lower half). This would be bought in the crown shop, targeting players who are struggling to get lucky buying uncommon cards, whilst being unappealing to those in the lead.
Seems you have a lot on your plate, so no worries if you skip this. Thanks for making such a crazy game.
That's a pretty good idea!
No idea if Tango will see this, but I have 2 suggestions.
1: Make it so one of the uncommon cards is always available to buy. (random which one)
2: a Legendary card that drops a key in the lower level of the crypt at the start of the game.
(this is to combat those low luck rounds when you can't find a key on lvl 1)
i love these decked out vods
Hey tango, big fan. I think with the changes you’ve made to level 3 people will begin to mix in some fast movement into the perma-sneak strat. If they are going to alert to wardens anyways… gotta zoom! So your clank gen on lvl 3 in the next phase may start to be a factor. If no clank gen on 3 and 4 causes nerf to your clank block cards. Excited to see!
Idk why but i love watching the hermits huddle behind tango as hes doing his shard round and seeing them open the iPanic door for him
Decked Out 2 is just the best. You did/'ve been doing such a great job with it, Tango! 👏👏👏
Tango not going to put clank generators will make the game quieter with less sound effects, which actually will make the heartbeat the main loud noise left. The burning dark will feel so much more creepy 😮
I like the idea of the egg hunts from the shop being called "Rumors" and the wording of the hint is themed as such
We understand it's all playtesting right now. Thank you for such an amazing game and thank you for working so hard to balance it!
When the main competition is done, I’m really hoping for a tag team run mode but make it so the top ember earners team up with the least ember earners.
YESSSSSSS. It really has been 100 years good lord WE MISS YOU!
just bought both deskmats. I couldn't decide and there was a bundle pricing, so just got both. Why the heck not? Thank you for creating such an amazing game, Tango. You truly inspire many of us, and are so talented with what you do. Keep up the amazing work.
“Improvements for level 3” is a weird way of saying “I had to make the Etho-proof”
The puffer fish were hilarious when that your reaction was priceless
932 your game is like one of the best games ever I’m telling you just from that number alone you can tell that you did something awesome good job major props to you
I hope when Mojang gets around to expanding on the Deep Dark, they add a hostile mob that can see the player but doesn’t aggro the Warden.
I think that would help with making an appropriately difficult Warden level.
Idea for the Citadel. Make it so when someone has to use the "Pick of Shame", it announces it like Doc's morning and night announcements. If I remember right the observer will see when something is taken off or put on an item frame. That could be the trigger for it.
Tango, you're the champ, thank you. I can see how hard you're working in the videos, I can't imagine what it is for you off-screen. Also, on the yt side of things, I'm happy to see Scar. I've been worried.
Go ask the person that is so chaotic that it’s unbelievable we don’t question his artifact
I think the auto crafter will be fun, and a huge QOL update. But that's all it is, fun and QOL. It's not like slime blocks which unlocked an entire new branch of the game.
That being said, I think it's one of the best things added to the game.
- Condensing Iron/Gold
- Automated piglin bartering without having to do a ton of crafting.
- Kelp/Bamboo are now properly fully automated as the best fuel sources in the game without having to rely on autoclicking blaze / wither skeleton farms.
I also love the idea of making a shulker-based "auto-crafter" somewhere. You have a 3x3 grid on the floor and you put in shulkers of items in the spots they would go in a crafting grid. Once all area loaded, you press a button, and it will send those items, craft them, and output all the items and pack them into shulkers for you. This kind of thing will become the next step up after auto-smelting systems I think.
Idea for a card related to the egg locations after they all have been found. The Card calls out a random hermit's name, then in the embers/coins/crowns will be dispensed into the barrel at the egg location. They disappear at the end of the run. hermits might be running back up to different levels just for those items. :)
I like the idea that for level 3, you need a key to leave. The door locks behind you and the only way to get a key to drop is to generate clank. It would allow people to sneak as normal going in, but force them to then make some noise and have some risk on the way out.
Card idea: sell a pack of 5 (maybe 7) cards called "Do Over". If all of these cards get played during your run, either clank aggregation resets to zero or all hazards open up - perhaps both. You'd have to pay the price of taking up many spots in your deck AND you have no guarantee all these cards would play - but the reward would be tremendous.
there are virtual complete safespaces in the dungeon I'm pretty sure though? camping there waiting for your final do-over cards to play would be optimal and very boring
Imagine selling a baby rusty plushy in the crown shop 😂
37:00 Crafting Logs to wood to chests to hoppers will be crazy useful. Mainly because it's so darn timeconsuming, I do hope tho that you will be able to put a filter on it for each slot. Would love that a lot to be honest. :D
What about adding the various floor keys to the crown shop so if you arent confident in your key luck you can spend a few crowns to take a key in with you.
Great dual welding from him great fortunetelling that they would end on 20 I did not expect the first place time that’s interesting
I don't know how hard the redstone for this would be, but what if quickdraw grabbed cards from your discard and replayed them.
Tango for the key problem that is on floor one. You can have a block get push up in the big table room infront of the jump area for keys when they hit max treasure, or pay there if you want. Can't wait to see all the changes you made. Have a fun weekend at twitch con.
I've been waiting earnestly. tango, you are such an amazing content generator, both for yourself and others, and your personality is a delight. my wife and I were saying how nice it would be to live around you and Mrs T, but.... it's already too hot for me here in Iowa! I want to move back to New England! So you're safe from us for now. XD
With as much time as you spent on everything surrounding DO I don't blame you for taking a few vacations. You have earned it.
37:47 Wireless redstone for the autocrafter should be possible with the new calibrated sculk sensors though, but it'll probably take people some time to really get the hang of working with them...
On Level 3 There could be a Ravager that gets Dropped in sometimes when you enter the Dungeon, only if their choice is for Nightmare? Level 4 choice, from a Minecart Tape of Ravagers. Although that is alot of work. BTW this is the best Minecraft game I totally Love watching everyone's view on this and I love the Long Livestreams from Tango's View. I wish I had the funds to donate and buy things to Support your work. But I can only just enjoy this amazing content, this is what my family watches at night now is Decked Out Runs.
Get to know each other just be people outside of your jobs have fun
For auto crafter factory signaling, have a water stream circling the factory that droppers can use tickets on to request resources. The resources could then either be put on the same stream or a different one.
A dm/gm screen with the desk mat art would be a cool merch option.
I really hope the original decked out background song comes back for the Burning Dark ! Good luck
Idea for an ethereal card. Takes the first 5 cards from your deck and plays them again, that way you increase the size of your deck for that run. Could help a few hermits catch up.
Already missing decked out despite it being closed just for a few days 😂
Idea for the coin to key converter:
Style it to be a metal forge that takes time to heat up (hence the x minute delay for use) to melt the coins and the press into a key shape. Could make for some fun hammer hitting/forge fire sound ambiance while converting