PillowBlaster wrote:-Golden Emperor works fine. It was toggled at first but I wanted more control over guidance so I made it only work if you hold the button.
Oh, I guess I missed this one, my appologies. However, it still makes no sense as to why you can "enable" it's stratocaster in the shop menu. I bet it would trully confuse a lot of people.
PillowBlaster wrote:-Deadmaker's Apocalypse actually is stronger per-se; it doesn't spray big blasts but a lot more of smaller ones, I prefered it that way.
Didn't knew that; although to be honest, after various of testing, it still feels much weaker compared to enchanted Apocalypse by ancient amplifier than to deadmaker's Apocalypse. Due it's blast, it's best used against horde of monsters that stick together, so it's already better at killing multiple smaller monsters in your sight than deadmaker's Apocalypse. Yet default enchanted Apocalypse is also very effective against multiple cyberdemons due it's damage, while at range deadmaker's apocalypse is just tickles cyberdemons while barely damaging them. The fire rate of spell feels much slower too in deadmaker's mode...
I did several tests in plutonia, hell revealed, valiant and chillax maps. No matter how much I wanted to convince myself that it is stronger than default enchanted Apocalypse from ancient amplifier, unfortunatelly it never did work out for me. I found that even free firebreath spell in deadmaker's mode is more powerful than deadmaker's apocalypse.
Maybe add the blast of enchanted Apocalypse from ancient amplifier to the deadmaker's Apocalypse? That way it could actually feel stronger than enchanted deadmaker, would also convince people to use it more than just to stick to beginner's spells which currently feels more badass and more powerful than the top-tier most overpriced spells currently in the game.
PillowBlaster wrote:-I don't have ideas for empowered variations on those for now, so I'll keep them as-is.
The
Chillgrasp is really in need of one. There is this idea I suggested in some previous thread:
What if for Deadmaker's Chillgrasp, you using the full potential of telekinesis, and this time you can even sucking up all nearby items and pickups all around you in a map toward yourself?? Also when you aim at certain pickup, bonus, item, or even a coin miles away from you all across the map, you can magnet it toward yourself as well too, by simply aiming at it. You also can suck up all nearby enemies around you toward yourself while damaging them and freezing them as well.
If you scratch the idea of ability to magnet all the coins\gold items as to how hard and complicated it would be to code, which would be a shame, it actually would work really great if you could magnet all the nearby enemies and freeze them in the process, just like you would if you grab them up with normal Chillgrasp. In fact, to make the spell even more fun, you could magnet multiple enemies toward yourself while constantly damaging them with freezing damage and make them spin around like Sheepshield while still radiating freezing wave out of their bodies like with normal Chillgrasp; and when you release the button you would just push them all away from you in all directions like you would do with phys cannon from HL2.
What do you think about this one? No need to take me literally, just wanted to share my feedback and I'm just curious for your opinion.
For
Annihilation, it could simple have dual-hand rapid fire of enchanted Annihilation casting like with Prism Laser, Threadcutter or Hammersmite, while ball would be the same as if it was enchated by ancient amplifier. Although on other note Cygnis could just summon a bigger and more deadly\spammy ball of absolute energy.
Rachmaninov's Punch is kinda hard to find out, kinda one of the least useful spell along with Apocalypse since he basically can use this "spell" with his hands alone now and it doesn't even consume mana. All I can think of is that it become even more powerful and now can cause mini-nuke on hit, while also piercing with flames through small enemies.
Corpseblast could just have a much bigger effective radius. Can't think anything more than that; so far I could probably say it's
the least useful spell in the game in deadmask's mode. A more complicated idea would be is to allow it to rise the spirit of dead enemies from their grave and force them join on your side. It would be exactly the same spirit just like of Voidwalker's Touch when you convince the enemy to fight on your side; except perhaps one dead body of enemy can summon infinite of these spirits of same dead body; one per shot of Corpseblast spell, of course.
PillowBlaster wrote:Also Skypunch is actually better, it throws much bigger and stronger fists by default.
Yes it is. It's actually one of the best spells in deadmask's mode right now. I didn't said a single word about it though. Could it be that you've mistaken it with Chillgrasp that I put in light-blue font?? If so, I'm sorry.
I try to use fonts so it's easier to remember about which exactly Spell I'm talking about it, just for easier understanding and reading. I guess I should use a bit more bright fonts, then.
Oh and the last thing I forgot to mention previous time. I noticed that wast majority of attacks and spells actually affect by environment, like fire gets extinguished in water yet lightning attacks get stronger in water, and ice attacks getting stronger in ice environment. So even deadmask's spell get neglected by water. So there is this one small oversight I noticed.
7)
Oversight: Deadmask's Thunderstruck doesn't get amplified when get hit in water.
What it does, how to replicate and how it affect the game: Whenever I shoot deadmask's Thunderstruck spell in to water, it's splash or damage doesn't get any stronger or bigger. Although it does when i shoot it in default mode, or enchanted by ancient amplifier.
Found and tested in: Doom 2, GZDoom 3.7.2, map01, map02, map18, map20.