Exited to see «Reworking Silksong’s crests» after retiring in 40 years.
@Some_guy_iguessКүн бұрын
Bro is NOT getting out of that copium pit
@QualicabyssКүн бұрын
You're way too optimistic smh
@dylansuperti214Күн бұрын
Bold of you to believe that the game will come out.
@the_hollandКүн бұрын
I can't explain why this is so unbelievably funny to me
@DRofYouTubeКүн бұрын
@@dylansuperti214silksong is a game that will come out, remember? It’ll just come out in the year 5202
@yahya8234Күн бұрын
"unbreakable strength is too powerful, it should be nerfed to 25%" Also : gives fury a 50% boost to damage at half health
@akidothompsonКүн бұрын
I agree strength should be strong but not to strong but 25% is to little and furry,yeah should get 75%but on 1 mask like before.
@trevjaydendavis3718Күн бұрын
And the worst part is that most of the time you arent gonna be at full health in a fight, so you constantly have a +~15% or so bonus.
@the_hollandКүн бұрын
Yeah... you got me there. I think Fury is probably too powerful now.
@ThePokegeek500020 сағат бұрын
@the_holland could in theory still have it scale up, but start later, if you wanted to still keep the scaling. a potential formula is: dmgMlt = (1 + n*MAX(0, (scalePoint-hp%)/scalePoint)), reaching a multiplier of 1+n at hp%=0 - for a multiplier of 1+n at c masks use hp%=(masks-c)/(totalMasks-c), presumably most useful at c=1.
@the_holland17 сағат бұрын
Math major?
@funkymonke_thegorillaКүн бұрын
Suggestion: when you finish this series you should get someone to make a mod with these changes implemented. I like the ideas of a lot of these and I think it would be fun to play around with them.
@evilded2Күн бұрын
That's true Ideas are quick and easy but when reality enters the picture they're often unforeseen conscience
@FlinGuSPluNkuSКүн бұрын
YAAAASS! I made a comment on the first video asking for this exact thing, I really hope it happens. I would do it myself, but I only know how to code in python which isn't supported in modding.
@the_hollandКүн бұрын
Hi Funkymonke, I would absolutely love that! Any modders should feel free to reach out!
@wolfysmm2710Күн бұрын
@ I was going to try but I also only know python >.
@TheOneAndOnlyOrbКүн бұрын
The problem with greed is that your main source of money are not enemies, chests or rocks, its the city crests, wanderers journals, kings idols and arcane eggs. Hollow knight's economy is completely broken because before you reach the city of tears you can barely buy anything, and after you do you can buy anything, except for the unbreakable charms, but at this point, just run colosseum of fools over and over again, it gives 1/2/3k geo per victory
@the_hollandКүн бұрын
You're thinking from a pro player's perspective, though ;) I think that's worth being mindful of.
@somebody4094Күн бұрын
@the_hollandmaybe put different buffs between increasing enemy geos and increasing item selling prices to Lemm
@the_hollandКүн бұрын
See, I thought about increasing Lemm prices - but I think that would just get annoying. And there wouldn't be much risk-reward in it
@yuftenkhemiss8897Күн бұрын
I think a better rework of greed would be to increase its charm notch count by one. In exchange, the player never loses geo upon death. You can even revert the percentage increase of geo to 20%. This fixes the issue with Lemm and makes it valuable even in its fragile form.
@Thy_Punishment_Is_OOFКүн бұрын
@@yuftenkhemiss8897 maybe let it leave you with 50% of geo after death with the 30% increase in geo gain from sources. Maybe it would save all the geo when it's in the fragile state, considering you sacrifice this charm to save geo.
@yuftenkhemiss8897Күн бұрын
1. I think a better rework of greed would be to increase its charm notch count by one. In exchange, the player never loses geo upon death. 2. I really like your change to fury because it makes it a viable charm for casual and experienced players.
@Thy_Punishment_Is_OOFКүн бұрын
Maybe, but only when it's fragile. When it's unbreakable it'll save only 50%, but will add 30% geo gain.
@the_hollandКүн бұрын
Cool! Thanks for sharing :D
@intquant19 сағат бұрын
@@Thy_Punishment_Is_OOF By the point you get unbreakable charms you don't really have anything to spend geo on anyway, so what's the point of nerfing something that's not really useful anyway.
@EnginesofNurgle-ku9ugКүн бұрын
Alternate proposition for strength - keep it at 50%, but make it reduce soul gained
@Thy_Punishment_Is_OOFКүн бұрын
alternate alternate proposition for strength - it gives 30%, but it increases by 10% with each nail related charm(excluding fury of the fallen and nailmaster's glory).
@kamilopupiloКүн бұрын
In my opinion, if a charm is so powerful that it needs a downside to it, the charm should be nerfed, that's why I'm not really fond of the charm systems in ori and nine sols
@the_hollandКүн бұрын
Cool idea!
@AlbinojackrusselКүн бұрын
The heavy body upgrade makes it obscene. With quickslash the boss will only have 0.25 seconds to do anything before it staggers, which is to say, you can functionally stun lock it for 9 full hits. Alternatively, if you stagger it twice then you can back off, spell twice before going right back to staggering (using a nail art coming back in for maximum safety). More spells if you have a spell build. Or you can use the staggers and quick focus to effectively get off free heals.
@the_hollandКүн бұрын
Yeah, it might be too strong! I can definitely see that
@BurnadaKnigterКүн бұрын
@the_holland How about every other hit for normal enemies and it takes 5 hits to stun a boss, but they cannot be stunned again for 4 seconds after (unless it's stagger)
@the_hollandКүн бұрын
Sure!
@TheOneAndOnlyOrbКүн бұрын
I love fury of the fallen as it is. It is the way it is because staying at 1 mask is infinitely more challenging and risky than at 2. And having the damage boost of 75% is just intoxicating. Used it to defeat absolute radiance on the ascended difficulty
@the_hollandКүн бұрын
That's totally fair! I'm less "all or nothing"-oriented than that, but I get your point :)
@AzamagonКүн бұрын
I got a different idea for Fury of the Fallen: Still grants +75% nail damage at 1 mask but also grants you Bloodfury. When Bloodfury is active, it is visualized by flames appearing behind your lifemasks. When Bloodfury is active, it allows you to cast an offensive spell at the cost of 1 lifemask when you don't have enough Soul to cast a spell. If you do cast a spell to consume a lifemask, then the Bloodfury buff is temporarily consumed (visualized by the flames behind the lifemasks disappearing) and triggers all "on damage" effects (Grubsong, Thorns of Agony, etc) and you have to wait for 5 secs until the Bloodfury buff comes back. This might require an increase of the charm cost to 3, perhaps?
@the_hollandКүн бұрын
That's a really fricking cool idea! I'm writing it down
@fishybu2Күн бұрын
once you finish the main series you should do a vid called something like rebalancing the rebalanced charms where you check ppls feedback on charms and change them if you think its a good idea
@somebody4094Күн бұрын
yep but the First video has over 1k comments and the legend Is answering to almost all of them
@the_hollandКүн бұрын
That was the exact idea I had, actually! But I'm glad to hear that you'd want that too
@slanyusКүн бұрын
It would be boring and repetitive imo, remaking his remake would just be content farming
@the_hollandКүн бұрын
Maybe
@titadogelo5090Күн бұрын
I think Mark Of Pride’s 25% was good enough, especially with the buff to Longnail which would make the nail massive when using both together Fury needs a small calculation rework, those numbers would get very big for low risk at high mask values - perhaps (empty masks - 2) or (empty masks - 3) over full masks? That might make it a bit weak early game Heavy Blow is nice, but 0.5 seconds might be a bit too much, especially with Quick Slash. Also, maybe Heart could give a percentage (rounded) of masks to not make it too strong early game, kind of like Joni’s Blessing. All in all, though, nice ideas!
@TlalocTemporalКүн бұрын
Perhaps Fury should have ramping percentages, so it's only at half strength when you're at ⅓ health. It would encourage being at very low health more. Lifeblood is also anti-synergy now as the reduced max health reduces the maximum power of fury.
@the_hollandКүн бұрын
Good points!
@neuralstrings8015Күн бұрын
I agree with most of these ones, except for heavy blow. I think it should have a small stun each hit that scales off of the knockback the enemy will recieve. For example: broken vessel will be stunned for a bit of time, while pure vessal will only be stunned a little bit. I think that this is more intuitive than what the video suggests. (I also have a idea that it would increase the stagger counter by 2 instead of decreasing the max by one but that might be a bit too overpowered)
@the_hollandКүн бұрын
More intuitive, huh? Maybe :O
@osobatalentu6944Күн бұрын
2:40 I hate when you said that. Of course you will not use health charm later in the game, because you don't need it, you already good at the game and need charms that boost ur dmg. You didn't make unbreakable heart good, you made it overpovered. Greed shouldn't give more geo from chest and geo deposits, because it hurts players that don't use it. No charm should work like this. I think it would be better to give it a new use in colloseum where when you use it you will get more geo after beating the trails. Strength needs to be strong, because it is a fragile charm, but it shouldn't be as strong as it is now. Maybe make it 40% more dmg. Steady Body is Steady Body and it is great charm with Quick Slash, but okay one without it. I think Heavy Blow could work, but it doesn't by many many desing choices in game. Your rework is good one, but it would have better too good. I think Quick Slash is hard charm to balance, because making it giving smaller buff would mean that people who likes it would be angry and annoyed. Longnail and Mark of Pride don't need changing it the stats, they already good. The issue is that Animation is wrong and in truth you have bigger hitbox on longnail than you think and smaller one than you think on the Mark of Pride, but because hitboxes are so in favor of the player you don't feel or see it that often. Most common thing you can see is that you will not pogo with mark of pride, if animation aligns with enemy, but not with hitbox. Fury of the fallen would be too good, because it would be far more better than the reworked strength that you showed
@ambllerКүн бұрын
true
@the_hollandКүн бұрын
:)
@defenestrater9004Күн бұрын
I had the idea that soul eater would give more soul the more damage you did. For example using nail arts or unbreakable strength would make it more powerful. I don’t like how soul catcher, spell twister and soul eater all do the same thing.
@the_hollandКүн бұрын
I can definitely understand that argument :)
@tacopizzasandwich621Күн бұрын
Honestly, to fix the problem of steady body being a crutch for new players, i would just put it somewhere in the city of tears instead so more experienced players can learn its nuances instead of using its surface level ability of no more knockback
@the_hollandКүн бұрын
Good idea! That's a really clever way to serve that charm properly up to the player :)
@STNDD23 сағат бұрын
Mark of pride didn't need a rework, and the combo should just be changed to extra range on nail arts (Also reduce the stun duration on heavy blow. Why is it so long??? You literally stun lock enemies without even trying. It should be every 3 hits on normal enemies and every 10 hits on a boss, and have lower stun duration)
@the_holland22 сағат бұрын
Meh
@imnotnice518615 сағат бұрын
Meh DXXXXXXX @the_holland
@cursedbeanboy142Күн бұрын
I have a massive problem with your decision to buff fragile heart, a problem that is a part of your philosophy with these changes that I think only has detrimental effects on your rankings: Charms ARE progression. I understand that you don't like that fact and want to change it, but I feel that this one change shows how these changes could negatively impact the game. To make my point, I'll ask you this: Where do you obtain fragile heart, or rather, when? Fragile heart is a charm most players get before they even have 6 masks, and I feel that is important to take into account when making these changes. These charms aren't in a vacuum, they're in a massive open world game filled with various challenges, items, enemies, and bosses. Fragile heart is an early game charm, and if you make it give 3 masks, it'd be by far the most overpowered throughout the early and mid game, and a really good charm in the late game for boss refights, colosseum, and pantheons. You talk a lot about wanting every charm to be viable compared to each other, but this one change would make this charm a must have for almost the entire game.
@the_hollandКүн бұрын
You mean as overpowered as Strength already is?
@cursedbeanboy14222 сағат бұрын
@the_holland I'd argue it'd be even more powerful than strength is for the early to midgame, and they'd be on par with each other in the late game. Remember, HP is a resource, so in the late game, additional HP can be translated into more damage tanking potential, less time and soul needed to heal, and a garuntee you will survive at least a bit longer and deal a bit more damage than you would have otherwise.
@honkra48067 сағат бұрын
@the_holland i don’t think this works as some sort of justification because yknow, you nerfed strength? so that’s just admitting that it wouldn’t be good as far as I can see
@somebody4094Күн бұрын
long nail is a charm that should be discarded in order to "upgrade" it with mark of pride
@lowfrequencywizardКүн бұрын
Don’t know man, it’s fun to stack them
@genio2509Күн бұрын
Long nail has its uses over MoP
@the_hollandКүн бұрын
I kind of like stacking them too!
@Grimhydra-tl1iqКүн бұрын
7:50 once i'm done with the corrupted files stuff i might code this, just not in near future as i have a project that will take much time to fulfill, but i might
@the_hollandКүн бұрын
Cool! Let me know if anything happens :)
@IQ_XYКүн бұрын
Quickslash decreases attack cool down (seconds per hit) by 33%, the attack speed (hits per second) is increased by 50%.
@the_hollandКүн бұрын
Jesus Christ
@weely31Күн бұрын
a mod for all these charms would go crazy
@the_hollandКүн бұрын
Totally agree! I wish I knew how to mod
@samtheslayer528011 сағат бұрын
Im sure someone could make a mod for it or at lest I hope that someone does but I have no idea how to mod but I hope someone else does
@the_holland8 сағат бұрын
Let's keep our fingers crossed
@NotGoingToGiveMyRealName18 сағат бұрын
greed should have the same effect but uses one notch, because right now you need to be specifically grinding geo for it to be worth it
@th3_ph4ntomreborn31Күн бұрын
I disagree whit Greed giving more loot from chest, ecc It basically makes it somehow mandatory to use it to open them... if it just increases the enemy loot it just feel more right. It's a charm for farming
@the_hollandКүн бұрын
Definitely a valid critique
@tranquilldart5110Күн бұрын
i have an idea for thorns of agony when you rework it, it should deal your current nails damage instead of base nail damage because its pretty decent early game but falls off near the end game? maybe give it a synergy with grubsong where if the thorns hit an enemy you also gain some soul to encourage the tanking hits style gameplay they both encourage
@the_hollandКүн бұрын
I like it!
@paulamarina0423 сағат бұрын
the main problem with thorns is that you can easily just swing your nail after getting hit in the same time it takes the thorns to activate. it needs at least x2.5 base nail damage to be somewhat worth (and it needs to give you control way earlier for it not to be annoying)
@jettowns7230Күн бұрын
Only thing so far is I think making strength work on nail arts would be really good, nail arts are just so niche even with nailmaster glory. Either that or make strength plus nailmaster a synergy thing maybe where it make nail arts stronger only if you have both equipped?
@the_hollandКүн бұрын
I really like that idea, actually! Writing it down :)
@BurnadaKnigterКүн бұрын
25% for strength seems a little too low, maybe 33% would be better?
@the_hollandКүн бұрын
Perhaps, although I worry it would still dominate the meta. But perhaps not. Thanks for the comment!
@BurnadaKnigterКүн бұрын
@the_holland Tbh it's a buff to the nail, it would have to be basically useless for people to not use it. And by making it basically useless it defeats the point of the series
@the_holland17 сағат бұрын
Touché, although I wouldn't say it's necessarily useless now... but who knows ':D
@BurnadaKnigter16 сағат бұрын
@the_holland Well, bc the difference between strength and quick slash went from 18% to 5%, there's almost no reason to choose strength over quick slash in pantheons, the only niche strength has is that its earlier than quick slash by a bit
@samtheslayer5280Күн бұрын
I think thorns of agony should cost 2 charm notches and do more damage the lower your health is (it also could have more range the lower your health is)
@the_hollandКүн бұрын
That's a pretty interesting idea! Cool 😊
@matealmanyaКүн бұрын
I watched the first part before going to work and was left wanting more. Now that I'm back, I see there's a second part
@the_hollandКүн бұрын
Wow, that's amazing timing! So glad you watched both parts, Matealmanya!
@Dooty-DootКүн бұрын
I'd love to see more synergies in these charm rework ideas, like how you mentioned Mark of Pride & Nailmaster's Glory as well as Fury of the Fallen & Grubberfly's Elegy. A simple example would just be that putting the two range charms together gives some sort of bonus (probably related to range).
@potatogamermanКүн бұрын
fury of the fallen and grubberfly is already in the game
@the_hollandКүн бұрын
Thanks for the feedback!
@TrixyTrixterКүн бұрын
I really like this suggestion, instead of making mark simply an upgrade or stack, when using both you get an extra upgrade.
@KnspioКүн бұрын
The nail length charms don't buff the nail art's length, so i think that would be a great addition to the reworks.
@the_hollandКүн бұрын
Nice! I'm writing that down
@flamingpaxtscКүн бұрын
I think the changes to Long Nail and Mark of Pride are unnecessary. I notice a good difference when using LN, and it’s really useful on bosses requiring just that extra little bit of space, like NKG. MoP also doesn’t need any change because it’s frankly pretty good. The extra leg room it gives the player is crazy. I also disagree with the change to greed. Geo rocks should give more geo, but not chests. It makes sense logistically and also prevents it from being too op early game
@the_hollandКүн бұрын
Those are totally fair opinions! Thanks for sharing them :)
@tevolozza_vgmКүн бұрын
When you said "number 4" I was literally tweaking
@the_hollandКүн бұрын
XD
@HumanoidDerpling16 сағат бұрын
Alternate Heavy Blow rework: It boosts nail damage by 50% and soul gain per hit by 33%, but now reduces attack speed by 33%. When paired with Nailmaster's Glory, it increases the damage of all Nail Arts by 75% and increases their soul gain by 100%.
@the_holland9 сағат бұрын
Cool idea :)
@lovestruck3328Күн бұрын
Greed being reworked to include chests and deposits is really really bad game design. It incentivizes not opening chests until you get Greed. That's just not fun.
@the_hollandКүн бұрын
That's definitely a valid argument, Lovestruck :)
@wanithhКүн бұрын
I like a lot of the changes made, but not the longnail and mark of pride changes. In my expereience, they are already pretty powerful. In my opinion, longnail is at the perfect level that it can be very useful but only if you're good/know when to have it in your build. For example, it can be very usefull for parrying pure vessel and hollow knight, and can also be useful in bosses like NKG.
@the_hollandКүн бұрын
Hey thanks man, and that's totally fair! I can definitely see your point :)
@zackmione5524Күн бұрын
This is a great idea and i live the redesign of fury... but it might be way to powerfull at thia point. Considering you get it at the beginning of the game i feel like you would grab and use it the entire game especial since only lossing 2 health gives more then fragile strength.
@the_hollandКүн бұрын
I can definitely see that point
@intquant18 сағат бұрын
Alternate suggestion for "fury of the fallen": - You can only take one hit now. - Every mask you've had gives 7% extra damage. - No effect when fighting radiant bosses (because no downside in that case). - (Optional) No effect when your shade is alive, to make the charm not so punishing to try out. Alternatively, geo doesn't get dropped with this charm equipped.
@the_holland17 сағат бұрын
Geo not dropping seems pretty strong, but I like your idea :)
@intquant16 сағат бұрын
@the_holland Maybe, but I assume that not having that mechanic would make the charm too unfun/tedious to use, with people feeling the need to unequip the charm to safely grab their shade back. Besides, hitless is a challenge and the game already doesn't drop geo in most late-game challenges.
@danitodoroki6237Күн бұрын
I think you could make it so that the fragile heart gives two health, and unbreakable gives 3. It makes it a bit more useful in the endgame while not helping too much at the start.
@the_hollandКүн бұрын
Hmm. I'd think that would break the spirit a little, but I kinda see your point
@JezElectro13Күн бұрын
Would be funny if Strength just got "Now it's 4 Notches" as a reference to Power Plus in Paper Mario being 6 BP, which was quite a lot but it was kinda worth it in a way. Then again, it wouldn't balance much
@the_hollandКүн бұрын
4 notches would definitely be a better change than what we have now, if you ask me :D
@speckmitei2229Күн бұрын
I‘d love a combo between Heart and Fury, where Heart doesn‘t count towards the max, but still increases damage if masks are lost (normal max = 89%; Heart max = 122%)
@the_hollandКүн бұрын
Uhh that's a pretty cool idea :)
@Kolega_takКүн бұрын
add strenght to that too (this might not be balanced)
@Neopolis3Күн бұрын
I don't really like Greed applying to chests and geo rocks. It'd encourage a kind of tedious playstyle of not opening chests and then going back with Greed equipped. And if you're ever out of money, you'd be thinking "damn, I wish I had micromanaged my Greed more", which isn't fun. I think it should just increase enemy dropped Geo by like, 50%.
@the_hollandКүн бұрын
I definitely see your point. I'm gonna write it down!
@DanBulboTheGamerКүн бұрын
I feel like for Heavy Blow, you make the Nail Arts charge much slower, to balance the fact that they stun the bosses every hit. And if you equip Nailmaster's Glory (assuming what it normally does ingame), the charge timer is just that of what it would be normally with no charms whilst still doing the stun. Kinda like Quick Focus and Deep Focus together
@the_hollandКүн бұрын
Although I'm not sure that nerf is needed because Nail Arts already take so long to charge, I kinda like that idea!
@vixokКүн бұрын
i love what you did here! my only complaint is that fury is op. i think that a good fix is that instead of fury going to 100% damage increase it only goes up to 50% and reaches 50% on 1 mask. that way it is similar to strength in terms of damage boost. also PLEASE make this into a mod i need these changes.
@the_hollandКүн бұрын
That's a really smart change! Maybe that's the proper way to balance it :D Thanks for the suggestion! And I wish I knew how to mod!
@wolfysmm2710Күн бұрын
I agree with a lot of these, but I think that strength should either now cost 2 notches, to allow for more versitality in other charms to add to it, or still give nail arts +50% damage as well. Along with this, there is a mod that allows you to change numbers and precents for charms, and I tried this with quick slash, reducing the number by 20%, and it just didn't work as well and I didn't want to use it. Also, it would be cool if you added some combos/synergy that form archtypes, like having two lifebloods will grant an extra lifeblood, or having soul catcher and spell twister might give you the regeneration effects of kingsoul, similar to the way that having sprintmaster equipped with weaversong makes them move faster.
@the_hollandКүн бұрын
Thanks for the comment, Wolfy! I think your Strength idea is amazing! I'm writing it down :)
@vinii2815Күн бұрын
a way I'd propose "fixing" fragile greed would make it be able to drop geo from bosses (not a huge amount but considering the amount of bosses on the game maybe 200~ geo) just to boost it on early game at least, and if that sounds too good then make it a synergy with gathering swarm instead, for bosses that already drop geo, just add those +200 on top of it
@the_hollandКүн бұрын
I actually *love* that idea! Writing it down - thanks, Vinii!
@pexdarkКүн бұрын
7:53 it should be noted that although quickslash increases swing speed, it's still handicapped by the animation time. Even if the nail is already off cooldown, it still has to wait for the animation to finish - unless you're a TAS and can animation cancel by performing a strike in a different direction. I think I've heard this in the fireborn any radiance video, though i can't be certain.
@the_hollandКүн бұрын
I think that's true! Although, if you were a TAS, I think you'd be able to get the attack speed above 32% - perhaps 32% is what the average human achieves?
@swampcrackКүн бұрын
I think a good rework for strength would be that your spell damage is reduced by 50%
@the_hollandКүн бұрын
An interesting idea!
@grilledfelineКүн бұрын
i think a neat idea you could do for this series would be creating a document where you put all of the changes proposed, it'd make a quick and easy place for someone to reference if they wanted to mod some of the changes into the game
@the_holland17 сағат бұрын
Not a bad idea, although that's a lot of work on my side. I'd rather get in contact with a specific modder and talk it out with them :)
@spoon551712 сағат бұрын
the only time i ever unironically used heavy blow was when I was doing Marmu on radiant difficulty because the extra knockback gave me more reaction time to her bouncing towards me
@the_holland9 сағат бұрын
Huh, I'd never thought about that. Cool you found a use for it!
@AzamagonКүн бұрын
A thought on making Longnail vs Mark of Pride a more interesting choice, based on your ideas: Longnail renamed -> Ironclash = 2 charmcost, +15% range. Also, on parry, gain +50% naildamage to your next nail attack within 2 seconds. Mark of Pride = 3 charmcost, +25% range and grants blade boomerangs on Great/Dash Slash.
@the_hollandКүн бұрын
Cool idea! Thanks for sharing :D
@hollow_guy_Күн бұрын
Will you make this into a mod? i would gladly play with these reworks
@the_hollandКүн бұрын
I'm sadly not a modder! But I would love that too, and I would definitely reach out to a modder if I knew someone :)
@colinmcgreevy4033Күн бұрын
Charms have to be a progression metric if they aren't universally available.
@the_hollandКүн бұрын
Are you sure about that? Isn't it enough to simply grant the player new options that they might want to try out? Perhaps later-game charms fit their playstyle better?
@DavidFowlerMusicКүн бұрын
I wanna play with that Mantis Lords nail art projectile so bad
@the_hollandКүн бұрын
Haha, so do I!
@grubbsgaben4461Күн бұрын
3:15 Dead by Daylight's "Barbecue and Chili" perk doesn't provide any "money" bonus since 2022 July, and you uploaded this video yesterday: 2025. Take this feedback as you wish.
@the_hollandКүн бұрын
I'm getting old
@somebody4094Күн бұрын
strengh could be a 35/40, 25 Is killing the charm
@the_hollandКүн бұрын
I want to kill it though! :D
@somebody4094Күн бұрын
@the_hollandwelll good luck with all the magic fans (like me) after shaman now i have also nail builds at ur door ahahah lets take the torches
@the_hollandКүн бұрын
😳
@MelodiCat753Күн бұрын
What if Quick Slash also reduced soul gain, given your point that more hits = more soul?
@genio2509Күн бұрын
That's my preferred idea for it. Reducing attack speed also removes the high skill ceiling that positioning and nail turnarounds give. While directly decreasing dps, which would be absolutely grueling in high challenges like P5 hitless.
@the_hollandКүн бұрын
Not a bad idea :)
@amr3305Күн бұрын
you should try making a mod incorporating all of these reworks after the end of the series
@the_hollandКүн бұрын
I wish I knew how to mod! That would be awesome
@dashat3938Күн бұрын
I feel like the unbreakable charms should be of equal strength to or be stronger than their fragile counterparts but are balanced by deactivating and reactivating under certain conditions instead of breaking on death. Thus, you can keep your really powerful fragile charms, while having balanced unbreakable charms. One hypothetical example of this: Fragile heart: Gives 3 masks. Breaks on death. Unbreakable heart: Gives 3 masks. On all 3 of those masks being depleted, the charm deactivates for 20 seconds or until you sit on a bench. Or alternatively, for those who like the "or be stronger than their fragile counterpart" idea: Unbreakable heart: Gives 4 masks. On all 4 of those masks being depleted, the charm deactivates for 35 seconds or until you sit on a bench. I like the 2nd idea better tbh.
@the_hollandКүн бұрын
Thanks for the input, Dashat!
@MauriceButNoКүн бұрын
Would be cool if you could find someone to mod in your charm changes to see how they'd work in practice
@evanluck1229Күн бұрын
I second this. I'd be pretty educational
@the_hollandКүн бұрын
Hi Maurice, I would absolutely love that! I'm sure it's some challenge, though!
@FabioJunior-xu4eo11 сағат бұрын
another rework idea for strenght, IT buffs nail damage by 15% and equiping mark of pride, quick slash and nailmaster adds 11.66 each to the strenght damage boost making it so if you have a nail build you get the original 50% buff, so it is strong in nail builds and weak in other builds
@the_holland9 сағат бұрын
Right, but... that doesn't really encourage creativity in my opinion ':D
@gavinhengels86710 сағат бұрын
Its so painful to watch him make completely fair and resonable changes to things like quick slash
@the_holland9 сағат бұрын
Haha XD
@gavinhengels8679 сағат бұрын
@ how would you feel if someone made your charm changes into a mod when this series is done?
@the_holland9 сағат бұрын
I would absolutely love that!
@Schenkel1018 сағат бұрын
Like with Shaman Stone, I think 25% is a bit low for Strength as a 3 notch charm, and 30% would better let nail damage stand as a viable alternative to spell damage. Quick Slash, my beloved, however, deserves a more thougthful nerf. I propose keeping the speed buff at 30%, or 25% at least, so you still feel the difference, more often than not, when you manage to get a quick extra hit in; instead we cause it to decrease your nail damage by 2 at baseline, or by 3 when Strength is equipped, and decrease soul colection by 1 at baseline, or 2 when Soul Eater is equipped (both changes affect the number of hits you need to reach the 33/66/99 Soul collection thresholds) , nerfing its generalist capabilities and the cumulative effects it has with other charms. I like the idea for Mark of Pride, but I think it should only increase the regular range of the Nail Arts when combined with Nailmaster's Glory. Instead, if Glory is combined with Grubberfly's Elegy, it creates the boomerang projectile, and Mark of Pride would increase the size and range of both Elegy's base projectiles and the boomerang. I think Fury would be a bit overpowered with these changes, and encourage the bad habit of face tanking and brute forcing bosses. I like the idea, but maybe it should increase damage by 8% per mask lost. This way, the bonus received at 8 masks lost would still be only 64%, and if we take a possible synergy with the newly buffed Heart into account, it would increase the maximum possible bonus to 88% once 11 masks are lost. This way, if you find Fury at the very beginning of the game, it would start out as a small last resort bonus, giving a modest damage boost, but scale incredibly if paired with Strength and Heart during the endgame, at the cost of 8 notches.
@thnizo8715Күн бұрын
I think a better buff to heavy blow would be for it to give a 50% damage increase when hitting an enemy with a down slash (because gravity would make heavy things hit harder) and keep the knockback. This way players get a small disadvantage if they fight enemies and bosses normally but get rewarded for changing the way they fight them
@the_holland17 сағат бұрын
Strength 2
@drakath5727Күн бұрын
Steady Body is incredible, increasing damage output in nail builds by letting you get more hits in consecutively due to quick slash's knockback outpacing your run speed being removed and allowing you to hit bosses in situations you normally can't like with Pure Vessel and Grimm. Its balanced by the fact you actually LOSE early game mobility in wall strikes, losing the knockback applied to yourself on literally everything and not just enemies is a serious downside for those replaying the game and trying to blitz through the early game. There's only one change i'd give steady body and thats to remove the property on upward slashes where you lose all upward vertical velocity on nail hit. This would allow you to chain together hits much more reliably on bosses that fly.
@the_holland17 сағат бұрын
That's a very specific thing that I didn't know existed ':D But cool!
@promienodrzutowysamuel790Күн бұрын
Tgat is not how Greed works. It's not a flat 20% increase to everything, it has varying effects depending on the enemy. 20% is the minimum, but there are even enemies whose geo drops get doubled with greed.
@the_hollandКүн бұрын
As far as I understand it, it's 20% rounded up.
@paulamarina0423 сағат бұрын
@the_holland iirc it depends on the specific geo coins dropped, not just the raw value. the way it works is really weird and should probably be made more consistent tbh (in which case it should probably be buffed accordingly, maybe at ~50% geo increase)
@Laezar122 сағат бұрын
suggestion for quick slash : increase attack speed by 33% but doubles the cost of spells. Instead of just trying to balance the soul gain I think this would be a cool way to give it a unique identity where you do gain more soul but only for healing, while it makes spells very costly making it a very nail focused charm. Double cost might be excessive so it could be something like +50% but it can't really go below that because of the increased soul gain, it has to be noticeably higher than the increase in soul you gain.
@the_holland21 сағат бұрын
Perhaps you're right. Thanks for the suggestion!
@jcstrikesagain68421 сағат бұрын
This is a good series bro well done on it. Super engaging
@the_holland17 сағат бұрын
Hey, I really appreciate that! Thanks for watching :D
@xmomazosКүн бұрын
there is a catch here because with buffed un/breakable heart combines with reworked fury of the fallen at 1 mask you deal 90 percent and with 3 around 72 percent
@the_hollandКүн бұрын
Yeah... yeah it might be too powerful.
@wat-o-melonКүн бұрын
Second idea for heavy blow rework! To stay more true to it's original idea, the change isn't too big. Instead of 75% knockback bonus, it ups to 100% added knockback And it moves down to 1 notch, because it deincentives nail combat by pushing. This is coming from more of the pure incentive to keep it away from you, perhaps to use more ranged options such as spells, to find more time to heal, or to combat quickly moving attacks from enemies better. And it's left at that. (Honestly I like your redesign better, but this is what my redesign was)
@the_hollandКүн бұрын
Haha, I appreciate the idea! I think the problem is that you rarely if ever want to push enemies away, but I supposed I might be wrong about that - maybe in colosseum? Thanks for the comment!
@somebody4094Күн бұрын
if you want there is "abyssal bloom" which has a very similar effect based on the lost masks, from the pale court and ohh man that charm is broken af
@the_hollandКүн бұрын
Haha, I completely forgot what the charms from Pale Court did! I hope I didn't rip it off too much
@GB-sr9kv19 сағат бұрын
heavy blow is insanely powerful with quick slash, for normal enemies it should be 4 hits until a stun and 6 hits for a boss to stun to prevent stun locks
@the_holland17 сағат бұрын
I've already added a stun-immunity effect to the charm!
@GB-sr9kv17 сағат бұрын
@the_hollandi re-watched the part where you mentioned stun immunity however if you just dodge for a few seconds and then stun lock the boss again, it makes it so the boss can only dish out around 2-3 attacks in that time frame which destroys bosses like nkg, the need for dodging is much less which makes defensive charms not as great when using heavy blow, i think removing the stun immunity but making it so you need more hits to stun the boss works better
@the_holland17 сағат бұрын
Well, you could make the stun immunity as long as you needed it to be :) But I get your point.
@TylerCatheyКүн бұрын
YUUUUUHHHHH ‼‼ been waiting for this to drop
@the_hollandКүн бұрын
I'm so glad to hear it, Tyler! 😄
@TylerCatheyКүн бұрын
@the_holland gonna need part 3 now 😧
@the_hollandКүн бұрын
I'll get on it soon! 😋
@polish371713 сағат бұрын
Quick slash and heavy blow might have a powerful, unintended synergy. Imo if there were to be stun mechanics, they'd need to be totally rebalanced. Imo fury of the fallen in your version would be op because of massive damage boost. The intended use of fury was a last ditch effort in a troublesome situation, not a constant damage buff. Devs didn't expect that some players would just go and fight bosses at 1 mask. Solution: notch cost is 1, but the effect is temporary and lasts only, let's say, 45 seconds max. After that fury is disabled and reactivating it requires healing a set number of masks or to full health, whatever is reached first (maybe 5 masks?)
@the_holland9 сағат бұрын
Well, Quick Slash *was* indeed rebalanced in this video ;) I agree that I made Fury too powerful. Whoops.
@parsaadhami8740Күн бұрын
Fragile heart is very powerful early game, but once the player gets better and bosses deal double damages, it gets worse. So being able to make it unbreakable balances it. And this might be controversial, but I think the only reason people think it’s weak is because optimized charm builds are usually used for radiant bosses or any godhome grinding. Also, with the fury changes(which are busted, good idea but the numbers need to change), fragile heart would give you 12 masks and fury at 1 would give 11/12=0.917 buff, which is insane. In general, I think taking two thirds of the percent increase for damage would make it more balanced, or you could start the buffs from half health. Also, I think heavy blow stun should only apply for nail arts. It would make fighting normal enemies more interesting and it would give bosses another layer of deciding whether to build up stun or get more soul. I really like the idea, but right now it lacks decision and is probably overpowered. As a bonus, this would indirectly buff nailmasters glory.
@the_hollandКүн бұрын
I like your ideas. Thanks for sharing!
@walls171Күн бұрын
I don't like the change to greed, I think chests indeed shouldn't be affected, this is because chests are a one time thing not renewable so at least to me and I would bet many, it will result in feeling scammed because we didn't open the chest with greed, or we would just not open chests and come back with greed, making unnecessary and honestly annoying trips My suggestion for greed, is that it should cost 1 notch, this is mainly because compared to all other charms that cost 2+ notches they all center around combat so in my eyes any charm taking more than 1 notch without making me stronger for a fight feels unnecessary, specially when 1 notch charm I mostly use them because I happened to have a left over notch
@the_hollandКүн бұрын
I agree with your criticism
@paulamarina0423 сағат бұрын
i think a neat way to balance heavy blow would ironically be to bring the increased nail knockback back. this would make it harder to completely cheese bosses by stunning them over and over. though with enough skill stunlocking would be a perfectly valid playstyle, and a pretty fun one at that!!! it could also make for dedicated charm builds, something like hblow+sbody+qslash+mop. and hey, thats very unambiguously in the spirit of the charm anyway though ill say 0.5s stun would be insanely op in practice. id bring that all the way down to ~0.2s
@the_holland21 сағат бұрын
Thanks for sharing!
@EtherLight-fx2gwКүн бұрын
I feel like a better change for quick slash would be to make every concurrent hit faster upto 50% similar to the mark of purity fro pale court
@the_hollandКүн бұрын
That's a cool idea too! Writing that down
@evilded2Күн бұрын
The thing is it doesn't really matter how well a charm works if it's the only charm within its niche. Greed is ONLY good for grinding money from killing the same enemies over and over. Since the effect it gives is completely unique It doesn't need to compete with other charms. Dash and Sprint Master are the same they only compete with one another within their primary use case.
@the_hollandКүн бұрын
That might be, but unless I don't feel compelled to use the charm (even though it has a unique effect), that still feels underwhelming to me :)
@jkjkrandomКүн бұрын
9:38 if your going to buff both longnail and mark of pride you should probably make them stack additively In base game they stach multiplicativly and that would be a somewhat insane 56% buff from both after changes vs the ~44% for both base game. With additive it would only be a buff from ~44% to 50%
@the_hollandКүн бұрын
Wait, you sure they stack additively? I feel like they're so useless together, LOL. But totally! I think it should be a cap of 50% Thanks for the comment :)
@echothesilent4693Күн бұрын
I like normal Unbreakable strength and Quick Slash more but at least you somewhat improved Heavy Blow
@the_hollandКүн бұрын
I hope so!
@kirillnebero7752Күн бұрын
Pantheon mask binding might become a problem with new fury and elegy
@the_hollandКүн бұрын
Why would you think so? :)
@theplague5803Күн бұрын
1:45 Agreed There is literally no reason to take off unbreakable strength at its current stand point
@the_hollandКүн бұрын
I'm really pleased you agree!
@benro6564Күн бұрын
The only thing id change about fury is giving a way to self damage yourself down to 1 hp. It can still not work on radiant bosses for balance reasons, but intentionally damaging yourself to use it for quick boss kills is tedious and kind of pointless
@the_hollandКүн бұрын
That's also a good point :) I think my solution partly fixes that issue!
@kwapow8135Күн бұрын
I think the heart charm should be percentage based (maybe 33% extra), as 3 extra hearts early game is significantly more impartial than late game
@the_hollandКүн бұрын
That's not a bad idea, actually :D
@kwapow8135Күн бұрын
*Impactful not impartial, oops
@echothesilent4693Күн бұрын
Unbreakable Heart is a good name even if there's no fragile version.
@echothesilent4693Күн бұрын
Un Heart and Life Heart are completely different. Grubberfly elegy.
@echothesilent4693Күн бұрын
The names could be Unbreakable Heart, Encompassing Greed and Empowered Strength
@the_hollandКүн бұрын
Haha, I kind of agree with that, actually! Felt a bit weird just calling it "Heart"
@AccursedPotato9 сағат бұрын
The proposed heavy blow is waaaaay too strong. Combined with Quickslash and charms that increase your nail's range, you could almost stunlock non-boss enemies and keep bosses from moving or attacking a considerable amount of the time. I'd probably double the hit requirements to stun at least. Additionally, to solve your unbreakable/fragile charms problem, make them stronger while fragile and give Divine the ability to swap your charms between fragile and unbreakable for a small price after making them unbreakable.
@the_holland8 сағат бұрын
Interesting idea :)
@deuriul3561Күн бұрын
I think that fury of the fallen might be too OP for early game with this rework. When player has 5 masks, losing each is 20% damage increase, so basically new strength value, but from the very start of the game (while strength is somewhat guarded by VS and dash) and without fragile drawback. Although, it works nicely with health increase: the more heath you get, the harder to use the effect (need to lose more masks for the same %), but also you can get more damage at 1 mask.
@the_hollandКүн бұрын
I totally agree with your entire comment - I think Fury is too powerful now. Thanks for sharing your thoughts!
@TrixyTrixterКүн бұрын
Hearth: I agree with this change its a fine one. Greed: Honestly I still think its not that good and could honestly go all the way to 50%. Its not like you can buy consumables to become immortal like some other games so the geo bonus is never gonna last beyond when you find the last upgrade you need to pay for. Edit: Also as has been said, it becomes really feel bad if you already opened some chests and the later realize that greed would have boosted it, just cut away the changes and simply increase the % gain imo makes it more useable and the game a bit less grindy when you find a situation where you need to do it. Strength: Disagree. Not for nerfing this charm in this way. If you have to give it a nerf simply make it reduce spell damage by 25-30% when used. Spell twister: Yes, it is perfect as it is. Steady Body: I feel it could use some kinda buff, but since its already 1 charm notch I really do not know what I or you could do. So I guess no changes makes sense. Heavy Blow: I like the redesign, I feel like it would become one of those Auto include charms tho which worries me. But since the original is so bad I think this is still a good change. Quick Slash: Don't like the change, but understandable. Long nail: Yes! I like this. Mark of Pride: Honestly just making it 30% wass good enough, I do not think it needs the secondary effect. But Its fun so lets go! Fury of the Fallen: I really like this, more damage if your at 1 mask, but not useless when your above it. Potentially tho, cap it at 75% as it currently is and simply have it count up based on the numbers of masks you are missing so that at 1 mask you gain the full 75% increase.
@the_holland17 сағат бұрын
Thanks for the comment!
@davidhernandez3945Күн бұрын
It would be really cool seeing a mod with this balance changes
@the_hollandКүн бұрын
I definitely agree with that!
@Emason-j9cСағат бұрын
For the breakable charms you should have given them a debug like strength increases your nail damage by 50% but it decreases spell damage
@whistlewind3927Күн бұрын
The idea for fixing glowing womb is simple to me just remove the soul cost (and maybe remove the damage downgrade from defenders crest)
@the_hollandКүн бұрын
Yeah, I can see that being a healthy change :)
@_hiso.10 сағат бұрын
loving the series i hope someone makes this real
@the_holland9 сағат бұрын
Thank you so much
@infeinfeКүн бұрын
I think strength should also work on nail arts. Maybe it's not intended, but currently it just doesn't
@the_hollandКүн бұрын
Writing down your suggestion :)
@cokeman432Күн бұрын
Honestly a lot of these are really cool and creative, especially Mark of Pride and Fury, though I think a bit of tweaking on the numbers would be in order for Fury since 88% is a lot (which can go even higher with the new Heart.) Heavy Blow is also a weird one since I like the rework but I also see the sheer power of a quarter-second stun. Even when not considering bosses, I think it would end up a crutch for newer players since it's so easily accessible. Perhaps make it so it only stuns on Nail Arts? Could work... Also instead of stunning a boss every three hits I think you could go the TC route and up its staggering ability, bringing it from one less hit to two or three which I feel would add some interesting depth to the charm. If you fight a boss at a slow pace you don't notice the bonus nearly as much as when you combo it. Still really cool video though, honestly excited to see what you do with charms like Sharp Shadow and Nailmaster's Glory. Cheers!
@the_hollandКүн бұрын
It's actually half-a-second stun :O ! But you're totally right that it might be too accessible for what it does now... I hadn't thought about that. Thanks a lot for the comment and the nice words! Cheers!
@Unsalted_DriftWood-by5ii20 сағат бұрын
Make thrones of agony scale with fury of the fallen so lower the health stronger the thorns, additionally you can make it so it increases range of the thorns for even more utility
@the_holland17 сағат бұрын
Someone suggested that already, funnily enough!
@Alaeamine2024Күн бұрын
Imagine stody body whit quick slash and heavy blow and grub of fly and finally fury of the falling will be a very great compo. As i understood heavy blow make the boss stop for 0.5 after 3 hit, whit those other charm you can just spam slash at the boss from far away.
@the_hollandКүн бұрын
Epicc!
@PureVoidChaosКүн бұрын
I’ve said it before and I’ll say it again, you should contact some modders!
@the_holland21 сағат бұрын
I don't know any, PureVoidChaos! But I wish I did! It's a great idea :D
@PureVoidChaos19 сағат бұрын
@ with how bored the community is nowadays, I wouldn’t be surprised if some were watching this video. There are also a lot on the mask maker project in the discord server.
@the_holland17 сағат бұрын
Cool! Maybe I should go check that out at some point
@Davi-zo4luКүн бұрын
I think even with the buff, i still don't think heavy blow will be that powerful
@the_hollandКүн бұрын
Fair enough! I think stuns can be quite powerful
@insertuncreativenamehereКүн бұрын
I'm actually baffled you chose to buff heart and greed, but after hearing your reasoning...yeah, that makes sense. I forget heart ever exists outside of unlocking Lifeblood Core or stacking it with lifeblood charms to be tanky. And greed, I thought it was fine, I usually equip it all of early game, but sometimes it is hard to notice the difference. Though geo also has the issue of falling off once you buy everything. Also, how would Heavy Blow work with Cyclone Slash? I'm also surprised you chose to buff Longnail and Mark of Pride, they often feel like must-haves compared to other charms at times. I also like the changes to Fury, damage scales the less health you have. Also, I really like your charm synergy ideas. I'm excited to see the rest of this series. Mostly pointing fingers at Hiveblood and Kingsoul.
@the_hollandКүн бұрын
I'm not entirely sure how Heavy Blow and Cyclone Slash would interact, but it would probably just stun for its duration, or apply the regular Nail's "three-hits-to-stun"-rule :) Thanks for the comment, and I'm glad you're excited for the rest!
@shadowflame354313 сағат бұрын
Ayyyyyyy, my Fury and Grubberfly synergy made it in!