Small correction, but the Glow sticks aren't the only light which doesn't stop Gloombats from attacking you: The Laser Pointer also doesn't cause them to attack you. it's a small thing, though, considering how weak the laser pointers are.
I think the laser pointer should be buffed to have some sort of functionality against normal entities (eg. stun eyes for a few seconds, slow down grumbles, but less so than bulklight or flashlight) since right now it’s uses are overshadowed by more common and more effective items.
@@aterrariaPlayer492The problem is that most players wont know that, since you can barely see the grumbles with the laser pointer and you might not even be able to find the spot.
@@Expirment.25TheRealYea, It should also be better against giggles, maybe completely getting rid of them or stunning them for much longer compared to other items.
As for the gold being rare to obtain, i have a theory for it : Because the floor is in the mines, it makes sense that miners who worked in the mines grinded alot of gold. that's why there is barely any gold left in the mines. also if you hack the game and use freecam at the ending of the game you can see under the castle's staircase, there is a huge block of gold (like a treasure). Perhaps that's where all the gold went to.
And why would the hotel have coins everywhere? You shouldn't try to apply real world logics into this game because that's far from the intention this game is aiming at
Balancing changes. Good theory, but this logic shouldn’t exist for balancing changes. A little unrealistic logic is okay seeing this game is about going through Doors and survival literal MONSTERS.
@@thestupidmogus literally what i was gonna say, thanks. also. the devs might just do this for the memes because u know, it's the mines. and also what proves my theory is the ending in the castle under the staircase there is a block of gold
@@A59rithe problem with the strap light is that you can't look up and down with it. Headlight would solve this problem and if anything, maybe they can make it so you can put it in rift and transform it into a headlight or find a helmet in mines to combine them and prob create headlight that way (but that's just unnecessary tho).
i feel like the whole point of the candle now is to be BAD as a detriment to the 6 item slots you now have instead of infinite, and the only reason you would carry it is to upgrade it and have it be op like it used to be, if not more so. idk but that kinda feels like what the devs were going for edit: i also feel the same way about the clock, it seems like it was made simply for door 50 and thats why it always spawns there, i mean its not like its rare for its semi useless functionality, it LITERALLY always spawns TWICE so you dont have to worry about it only being 1 time use cause there is 2 of them
I mean the candle in my opinion is a upgrade for your ligther, since the durability of the ligther was reduced, the candle works as a extention of it, giving it more brightness and having a bigger radius. Again, just my opinion
@@TheSquareEngineer But I do think it would be cool if you could put it down on the floor and have it stay lit. I think that would be a cool functionality.
The clock doesn't work on grumbles because they aren't as sensitive to sound as is figure. It could work on giggle as seeing how sensitive they are and possibly make them fall off the ceiling
@@aarontharakan7794 Could maybe be used in certain situations where you don’t have a place to hide to further the structural instability of the cave and send some boulders down to block Rush or Ambush, causing them to despawn. Maybe it could also cause Giggles to lose their footing and fall to the ground, dying upon impact. Also, it would make sense to have it rarely spawn in lockers as it’s impossible to know the time without them, due to the Mines lacking clocks. Or you could buy one at Jeff’s Shop. It feels like there should be some kind of last resort if something attacks and there’s way to avoid it, and there’s no Crucifix at Jeff’s Shop anymore so it’s a much less viable option. I also feel like earthquakes should always cause boulders to fall from the ceiling as it would provide a new hazardous room type akin to firedamps or dark rooms, which would be good for Mines exclusive modifiers. It could also make Rush and Ambush more unique in the Mines as now you have to navigate through large rocks to find a hiding spot. I also think that maybe using a clock would at least cause a Grumble to wake up and start patrolling the Nest, but it will also cause some boulders to fall in some of the bigger pathways giving the player a small area that you can crawl through that Grumbles can’t, as sort of a risk-reward situation. It could also be used to break some sort of crystal to access something. A cool way to reintroduce the Scanner into the game is having an extremely rare garden type room (There are gardening side rooms, but this one would be a full room behind a labeled door. There are rooms like this but they’re even rarer than the ones behind unlabeled doors.) that’s larger than normal, featuring a pathway with a maze of Snares that leads to a vine-covered chest, which contains the Scanner. The Scanner would actually be useful in the Mines as generator rooms tend to take a lot longer to complete and the Nest is a lot bigger than the Library or the Electrical Room, so instead of people using the Scanner because of their skill issues with Figure, it would actually be helpful to find the anchors. They could also rework it so it puts a little rectangle by the correct door so it can help with the second Seek chase and make an efficient counter to the copious amount of Dupe doors (seriously though, why are there so many). As for how to balance the Laser Pointer which is probably the weakest item here, I was thinking that it could stop a Grumble in its tracks if the player manages to shine it in both of its biggest eyes for at least 3 seconds.
@@aarontharakan7794 I also feel like Rush’s ability to come from the front in the Mines isn’t a sufficient upgrade. It’s cool but it doesn’t really make it any more special. I was thinking they could make it so earthquakes cause rocks, stalactites and sometimes the wooden supports used to hold up the rocks to fall from the ceiling to damage players, and make hiding spots harder to navigate to. The falling debris could be avoided by standing underneath a door frame. This would provide a new hazard to avoid, a buff and interesting gimmick for Rush and Ambush (before attacking, they cause earthquakes, so this would make it harder to navigate the room to find hiding spots, since you’d have to navigate around rocks and fallen stalactites and even potentially need to crawl underneath fallen wooden supports. Having to wait underneath a door frame for rocks to finish falling before you hide would make encounters with Rush and Ambush much closer as you’d have to remember your hiding spot and the path to get there.), something to explore with modifiers, and it would just be cooler in general. For balancing they could make it so Ambush has less severe earthquakes (it also makes sense from a lore standpoint as judging from how they behave in game, Rush is stronger than Ambush in terms of physical strength, but Ambush is smarter and faster) that don’t really add extra obstacles and they could also make it so that Rush doesn’t have as much of delay when spawning, and delays are less frequent. They literally had this idea on their fingertips with the Seek chase and the falling boulders, it sucks that they didn’t do this because this is the perfect upgrade for Rush and Ambush.
I feel like any balancing would end up just causing more hatred toward Floor 2 of the game. People originally complained that the Mines was too hard, so they needed some parts of it. However, it is still decently hard in my opinion-especially Door 150 as I believe it was not nerfed at all. To take away/nerf some of the items that players sometimes find very necessary to survive-mainly the Bulk Light for slowing down Grumbles-will most likely only bring more hate to the devs. More hate will reduce their morale, meaning that they’ll feel discouraged to work on future floors and updates if people are just going to complain about the little things.
Fair point but, if they were to make these changes in a possible mines+ update by then most people wouldn't care since they would have beaten it or gotten used to it
I agree they should be making buffs, not unnecessary nerfs, the items are the least unbalanced part of the mines anyways, they should focus on alternative ways to help in door 150 or the seek chases
I think a good balancing thing for gold would be to make it so you can sell items to Jeff. I think it would add more functionality to things like the candle as well and will make it more worth having.
_The award for best video's title goes to: _*_"Yapping About The Balancing Problem In Roblox Doors Floor 2 For 8 And A Half Minutes."_*_ By cheddar balls!!!_
One idea i hace for the candle 🕯 1 it shouldn't need to be relight every time you put it away 2 it could still detect entities but you have to relight it after it detects a entity The possessed candle can stay the same
i agree with the point you make about gold but i cant agree with the rest mines in general have more dark rooms and even the regular supposedly "lit" rooms are still dark so you need the extra lightsource that is glowsticks same thing applies for bulklight, you need a more powerful flaslight for darker areas and bulklight is essential when getting away from grumbles as it slows them down also bulklight isnt a straight upgrade to the flashlight because as the bulklight has the same duration with the regular flashlight, one battery refills way less bulklight energy compared to the regular flashlight
Also, giggles can completely block necessary routes at times, and when your only option for that is glowsticks, which although common are still limited, it's quite annoying
I really feel like the bulklight shouldn't even be in the mines pre-run shop. It's basically the equivalent of having a skeleton key in the hotel pre-run shop
To expand on the clock idea, i think it would be super cool if the clock had a use for every 50th and 100th door. Imagine if the clock could distract grumbles and also provoke seek so that seek worms and hands target it during the dam encounter. If so, I think the clock should be able to be used more than once so that it doesn’t feel like its wasting an item slot.
Why would it distract anything other than figure? Figure attacks the alarm clock because it’s a noise that he’s un familiar with, and is unable to tell the difference from the player and alarm clock. Maybe it could bring grumbles to an area if they haven’t seen you, but that would cause traffic jams.
in my opinion, it’s not that hard. Many people think it’s hard because it takes multiple attempts. Once they get used to it and beat it they will probably say it’s too easy
the reason gold is so uncommon in the mines is the fact if you do a floor 1 and 2 run you’ll have way more money to buy everything in the shop. Personally I don’t think gold should transferred in between floors to keep it balanced so money still has a good spawn rate in floor 2.
honestly this is a tough call because the devs really have to consider whether they want loot to be balanced around you using checkpoints or by playing through the floors back to back. it might be as simple as just making it so there is more loot if you start on a later floor and less if you're coming from a previous floor. but honestly, im kind of okay with actually becoming super powerful if you play continued runs. i did a run from backdoor to floor 2 and i had an insane amount of items at the end but it didn't necessarily feel unearned
I think the reason that gold doesn’t spawn too often in the Mines is because the people that were in the Mines probably didn’t bring money with them into the mines. The reason gold is so common in the Hotel is that people actually lived there, and of course, they would carry money around. I also think that the Alarm Clock should be used to distract all boss monsters that appear at the halfway mark and at the end of the floor.
Actually, the bullklight is balanced because : it’s full charge time is 2 minutes and it’s same amount as normal flashlight BUT normal flashlight needs 2 batteries for 2 minutes and bulklight needs 4 batteries for 2 minutes ( I’m actually ur OG fan, no offense )
Bulk light is for mines while flaslight is for the hotel Even tho bulk light emits more light we gotta consider that mines are much darker than the hotel.
good, but dumb (Or great) ideas i have: 1. Lighter: Add an item called lighter fluid (works like batteries but for the lighter) So the lighter isn't wasted. 2. band-aids: Make it a continuous +5 health every second until you have gained the regular amount you'd normally be given, to add an effect. 3. lockpicks: As stated in the pre-run shop, they are meant to sometimes break, but as of now, every use they break. change it to have a 1/4 chance of breaking. lastly 4. bring back the healing for vitamins but make it a smaller amount of health than it was.
Simple correction to the whole video. Floor 2 is too hard, therefore there are a lot of unbalanced things to make it easier. With no powerful items, Floor 2 would be impossible. This whole video is redundant and just a rant, a personal opinion, along with pointless complaining and pickiness.
why tf would you wanna progress slower? Take advantage of the op items while you can and why ask to nerf them. Its not like their weapons to use againts players or smth.
Glow sticks should be more rarer, but pretty common, the limit of 5 glow sticks is unnecessary. Gold is pretty common, that is, if you loot a lot like me, but I guess your play style is different.
I didn't have a problem with gold tbf cause the items in jeffs shop is cheaper in floor 2 (i just make sure to look through every locker and sub-room in my playthroughs)
I only look in the sub rooms in case there’s a greenhouse room. if there’s a room with a ton of lockers I will just skip it because it’s way too time-consuming to look through every locker especially considering you might not even beat the run
About the big flashlight, uhhhmm IT TAKES 4 ENTIRE BATTERIES TO FILL IT UP TO 2 MINUTES OF CHARGE, and strap light takes 1 all the flashlights have same life of 2 mins, but the thing is they take a different amount of batteries, 1, 2, and 4, so I personally believe the big light is fine, but the strap light is kinda just bad
Your nerf suggestions are pretty weird 1. Glowsticks are insanely useful in nest, since they can save you your so vital bulklight, and will help you to not get lost, removing them will make floor too hard 2. Gold is less common in mines because in this case hotel will lose its value, because you can find a lot of gold in hotel, while mines are more focused on giving you mines 3. Bulklight is usually found in vine chests 4. However I agree with you on candle 5. Kinda agree on you with clock, but we don't even know if grumbles are good at hearing
@@Mikrofalówka27273 without glowstick you need to waste your Bulklight faster, which is considered vital item Completing nest without light source is basically death sentence Also it allows you to see grumbles from far away, which is also pretty neat
@@Mikrofalówka27273 I anyways can't complete doors now After recent update roblox became very laggy, now im getting constant freeze lag which makes seek chase impossible
saved me from typing all this because this is so true glowsticks are balanced as i only use them for the nest anyway as its useless otherwise. cant even guarantee you'll find a bulklight so with extremely bad luck you can just be hopping in with 10 glowsticks and if they were nerfed to less limit or frequency youd be running into the nest one of the hardest doors even more difficult. clock is a weird suggestion too
Bro the whole point of glow sticks spawning more is to stun giggles if they nerf that you would have no counter towards them if they are basically blocking your way Also laser pointer also doesn't aggro gloombats They made gold more common and prices of jeff shop cheaper for example bulklight used to be 600 gold now its only 300 And bulklight and flashlight aren't that different to call bulklight that op bulklight is just brighter and more durable but also aggros gloombats way more And if they make bulklight it would make the mines harder and more unfun for everyone And candle thing is just for lore so if they change it that would ruin it although i agree that they should make normal candle better by making it more durable and brighter or something else but not something to do with guiding light as that would ruin possessed candle lore And for the clock you can actually use it to track dread especially when in the mines because there is no clock to tell the time there and in figure rooms of floor 2 dread still spawns after 10 mins of not being afk so clock is a good way of knowing when its going to attack Anyway these are some points I wanted to make and didn't want to sound rude/offensive.
@@someguythatlikesyeeting9415 yeah I don't think people knows how important it could be to track dread when you don't have a wall clock the portable clock is the best especially for the third figure rooms in the mines (the one which u need to get the fuses for) dread can still spawn there and usually take a lot of times looking for the fuses while trying to avoid figure and clock helps me keep track of dread
I feel like the glowsticks, gold, and clock are ok as they are. Yes the glowsticks give off more light than most items, but you can carry around the other light sources. Once you throw a glowstick you can't move it + you need them to counter Giggles, so you need to get a decent amount of them from looting. I've never had a problem with gold in the mines, I can usualy afford 1-2 items when I reach Jeffs shop. Also money carries over from the Hotel so I think it's to encourage players to play both floors. You only ever get 2 one-time use clocks and their both in the area you need them, it would be diffirent if you found them just lying around all over the place. I do feel like the Bulk Light and Candle need balanced, The Bulk Light is literally garenteed to be in the first vine chest you openand is really OP. Also correction, it does not have the same durability as the Flashlight, it has 30 seconds MORE (it only gains 30 seconds of duration from batteries instead of a Flashlights minute, but 30 seconds is more than enough if your mostly just flashing it when you enter a dark room like I do). As for the candle, another person said they think the candle is meant to be a wasted slot so that you have to some what "earn" the possessed candle. Which makes sense, however it is definitly weak.
I think the gold is fine, it's money. Doesn't really make sense to find a lot of money down in a mineshaft, however batteries, bandages and glowsticks do make a lot of sense, those things you would need to see and/or for if you get injured or cut. It'd actually make more sense if gold was one of the rarest items in the mines. Besides the mines I think is more meant to be continued after floor 1 and not played on its own, since floor 1 has a lot of gold Hotspots after Jeff's shop, so you'll have gold for his shop in floor 2
The same thing can be said about the Gummy Flashlight, it needs to be updated, it’s weak, make it slightly less powerful then flashlights most common brother, but with the tradeoff of being immortal.
STOP. TRYING. TO RUIN. THE ITEMS. We don’t want to pressure the devs to nerf stuff (especially after floor 2’s release day) (Btw, the only things I agree with is the gold, candle, and clock. Everything should be kept the way it is)
THE CANDLE IS JUST A BUFFED LIGHTER NOW, with the changes here there would not really be a reason to get the possessed candle as it would barely even be an upgrade. The candle and possessed candle are perfect the way they are now. (In my opinion)
I think glowsticks are perfectly balanced. There area of light is perfect, especially because you go through plenty of large rooms. The large amount you carry and how frequent they spawn is fitting for how many you use. And gloombats will take out the glowsticks after a few seconds. And the reason why its range is so large for you is because you're playing on very low graphics. On top of them being common, in multiplayer, plenty of other people will be using them. And you use them on Giggles. With gold, you're not looting enough. You can easily buy a bulklight if you loot properly. And if you can't even buy a bandage pack, that's 100% on you. However, in multiplayer, where others will be getting that gold, then I understand. I completely understand with the bulklight, and that it should be as common as the crucifix in vine chests. And instead of finding a bulklight as the first item in vine chests, it should be normal flashlights. The candle is defiantly underpowered, and your solution is perfect. The clock is fine as is, you only find it in door 49/50 so it's supposed to be specific. And if it lured Grumbles to a specific section, it would make the traffic jams that Grumbles get into worse. And Grumbles are smart, so why would they go after a small clock when chasing you.
wtf do you mean bulklight should be as rare as crucifix bulklight feels essential to 150 to light up the cave enough and its only 250 knobs pre run shop anyways so it shouldnt be that rare if its kind of needed for stuff. normal flashlights do little to nothing in the mines and cant slow grumbles much at all. bulklight is needed thats why its first. these nerfs are just trying to make 150 too hard
My guy, i was playing with another guy, so i died on seek chase, and them i just died from an weird bug in door 150, that the minecart was supposed to move and break the wood planks, but the fricking minecart just stopped in the middle of the ramp when the Grumble tried to catch us; Man i want so hard that revive back from LSplash!
Honestly, I disagree with the candle balancing. It makes more sense to have the possessed candle to have the entity detection, seeing how it’s… *POSSESSED* The normal candle is, well, just a normal candle. Having to relight it constantly is annoying yes, but it gives off more light than the lighter.
Bulk lights only charge 25% per battery. Flashlights charge 50% per battery. Strap lights charge 100% per battery. That’s how they are superior to the bulk light.
Admittingly it makes since with the items being Overpowered As Floor 2 has very high skill ceiling and is very difficult so maybe the devs balanced it with good items. Bandaids are needed because of screech and giggles. Lights are needed because the mines are often dark. And Batteries are needed to charge those items. I'm honestly ok with the Unbalanced items but i 100% understand The other way around
Hey heyyy, just here to basically refute the arguments used in this video and defend the item's balance (Note: This is not meant as any sort of hate, I'm just here to share my opinion and defend a bit the items mentioned in the video, of course some items can be worked up with a bit, but its just my OPINION, not any sort of hate, matter of fact i enjoyed the video, anyway let's get started) 1- Glowsticks: Yeah the glowsticks do illuminate the room a lot and appears a lot, but the glowsticks are a great alternative source of light for the one who aren't lucky enough to find any sorts of light and are scared of dark rooms, technically glowsticks are pretty weak irl, but making it weak in game would basically make it very...bad imo, because then no one would use it if it barely illuminates anything, and the amount of glowsticks that can be held is perfect because glowsticks are pretty small and can be carried easily, not being able to hold more than 5 makes no sense due to its size, especially considering the spawn rate of the item 2- Gold: Gold doesn't spawn that frequently in the mines because... realistically speaking...who would leave lots of gold laying around in the mines? Sure, it is annoying that you might not have enough gold for Jeff shop...if you decide to spawn straight up in the mines without going through the hotel first, pretty sure you can have enough gold for the jeff shop in the mines if you go through the hotel first, but i understand your point there 3- Bulklight: First of i wanted to correct you in something, the battery life, no it is not the same as the normal flashlight, the battery life of the bulklight compared to the flashlight is much bigger, especially because the bulklight was made to be...bigger after all, the reason its powerful, its because it was made to be big and strong just like it is irl, so it makes no sense to nerf the light of an item that was made to be strong in the first place, the flashlight is rare in the mines because you would more commonly find bulklights and straplights in the mines than a normal flashlight used on land, like a hotel for example, although rare in the hotel, you can still find it, and also it is easy to find the bulklight if you have sheers, which most people will mostly miss or might not appear at all, the only guaranteed place to appear 100% being the courtyard in the hotel, but most people rather spawn directly into the mines than going through the hotel all over again, thus making it the same rarity as a normal flashlight imo 4- Candle: I think nothing needs to be changed about the candle imo, i know, i know... relighting it constantly after unequipping is annoying, and the mechanic that made it good is now gone, BUT now the candle is realistic at least, it makes sense that it goes out after unequipping it, after all, why would it stay lightened up in your pocket? Something i disagree, is about how the normal mechanic should've been kept to the candle, like, if the normal mechanic was kept to the normal candle, why would people need the possessed candle then? Ah, the candle is now blue and doesn't need relighting...but what else? Why would people need the possessed candle then? The only difference would be that the candle wouldn't need to be relighted and nothing else, thus making it pretty much useless because you can use the normal candle and relight it, why would you need the possessed candle to do the same thing for you a normal candle would do, but without the relighting? Would be...pretty much useless, especially considering how easy it is to find environmental fireplaces and lighters imo 5- Clock: This one doesn't need much explanation, the grumbles aren't like figure, they aren't sound reliant to find out, they can see just fine, so why would they need to follow a sound to find you in the first place? The figure can't see and is sound reliant to find you, so the item is perfect as it is That's it! Again this is not made for hate in any way, i enjoyed hearing your pov about how the items can be changed and i wanted to share the reasons why they're perfect the way they are, again i loved the video! Keep up the great work!
-I agree on the glowsticks cause its very reliable than other light sources,personally I use it to track my way back in room 150 as well and makes that part of the game alot easier as they are easy to find stacking up to 10x which we wont have to really worry about running out too quick. -Candle does need to be shown some love. -The gold spawn rate is pretty decent in my opinion . -Clock is fine as it is -Bulk light is fine as it is -We might think the floor 2 is easy personally but there is a major number of players who are finding it quite difficult to beat the floor with the current perks and state of game as the numbers suggest for which I dont blame the devs as it is a trial and error game and we learn as we play more only thing thats exploitable is just the number of glowsticks we can carry and candle being too weak thats all I can say.
Honestly the candles changes are certainly to do with canon, i dont think it should stay as is, also it would kinda make the possessed candle a little less useful, and tbh it makes sense, why would a normal candle be able to detect entitys like screech, whixh dont even make enough wind to blow out a candle afaik, Also the clock distract9ng grumbles is a horrific idea, theyd completely block a passage amd even if they broke it i feel its make your situation worse 9 times out of 10, also grumbles can see, figure did get buffed so i think its good they added something to help but theres really nowhere else it should or could be used, and thats fine tbh, not all items need a helpful use EVERYWHERE,
The alarm clock suggestions don’t make sense, no entities other than figure should be distracted by a alarm clock other than grumble, but that’s why it’s only available in those 2 rooms near and with figure in them. Also if alarm clock were to distract grumbles where would you find them in floor 2? Also grumble isn’t blind so alarm clock won’t be as useful and if he was chasing you at the time of it going off he would still chase you down as he isn’t blind.
Unpopular opinion but the lighter was completely brought down to the core with this update it literally triggers firedamp AND is weak due to it being slowly drained in the stagnant water rooms (flood tunnels)
I have a theory about figure and his meat piles, figure might be an endangered species and has multiple habitats, via the multiple areas, and those piles of flesh might be a result of some kind of hunting of figure, virus, or just starvation as the lack of food, via players and batmoths.
The glowstick isn't as powerful when you have max graphics, due to shadows the corners of the room are completely dark so you have to use more to light up the corners. Also the other light sources cost a lot of knobs. So if you want to play a run and are not sure if you can complete it, glowsticks are the best. Therefore I think they are balanced.
I feel like a simple fix for the bulklight would be just to remove it from the pre-run shop, and make it exclusive to Jeff's shop, or at least make it as rare as let's say a skeleton key or a crucifix in the hotel!
As someone with a major fvcking skill issue, please don’t nerf items more. Although in all seriousness, part of why the mines might feel easier then the hotel did is 1. You know the mechanics from start 2. Only three new entities were added so you know all the others, making trail and error less of a thing
The possessed candle has the symbol of guiding light on it and before the update the candle would be extinguished by guiding light. It makes send a normal candle can’t detect entities but one infused with guiding light can. I would say to slightly buff the duration of the candle and remove the feature where you have to relight it every time.
I dont think the max glows ticks you can bring should be 5. I think 10 is already balanced but still needs to nerf the brightness of the glowsticks abit or decrease spawn rate
tbh glowsticks are fine. sure one can light up a room but you can't aim the light direction at all. plus, the rooms are big and dark and flashlights are rare, so you need some kind of light source.
Glowsticks are perfect the way they are, they should be common as if you don’t buy any of the flashlights in the pre run shop these things are your only light source as flashlights don’t spawn naturally and biglight/straplight/laser pointer only spawn in the shear chests
unpopular opinion: With PVE games it is best to make everything a little overpowered as unpowered item can be terrible but don't make it to a point where it is game changing.
bro sthu floor 2 is hard enough you dont need to nerf the items bruh bulk light is already hard enough to get and you need it for 150 bc it slows down the grumble and grumbles are really hard to beat so dont nerf bulk light pls bro and the glow sticks dont light up that much idk wth you talking about and the reason why most items are overpowered its bc floor 2 is 5x harder then floor 1 so sthu
I like your thinking, but for the clock, the thing about the grumbles is that they are the opposite of figure, they have good eyesight but bad hearing, while figure has no eyesight but very good hearing.
strongly disagree with the changes to the glow stick because the glow stick has several uses such as marking the path at 150, stunning giggle and others.
I think everything about the items are fine and the glowsticks are good for bullying the giggles and to survive the gloombats while the bulk light helps alot for big areas in the mines and many things you want changed well i dont and its the mines there will be less gold
I do hate the fact that they changed the difficulty because so many people were complaining about it being too hard, although the gold spawn rate is still the same.
@@Anotherandomuser022 Ok the gold is noticeable less, But that might be just the mines are. The shop doesn't even sell exclusive stuff, I got everything I needed just from looting
I think the overall nerf of floor 2 was good. Back then before nerf we could get eyes, giggles and figure in one room, making it very hard to complete. I couldn't get to seek before the nerf but after the nerf I can beat it and it's still challenging
well the clock has two functions first one being distraction and the second function being to see the time wich is useful when you are trying to get dread
You o know where in a freaking mine and that's why there's more of those giant light other than flashlight like who in the right mind bring flash light in mine itself