I would love this. I missed out on how fun Footbombs were because when I tried them early-on they didn’t seem very good. I think there’s probably a few S1 curios I’d like to try again, too. Though I think one of them is almost carbon-copied in S3. Which would be something they wouldn’t have to do if they didn’t get reset every season. This would probably lead to fewer overall curios per season. I’d be fine with that, so long as we had a nice initial selection.
Underwater is hard agree (though TBH, the Kobyss were always more of a problem than the breath meter; wildly over-tuned set of mobs).
The candle/air totem mechanic is really not that bad. It’s even easier now than it was before they changed it. I honestly preferred it before, it had a higher level of engagement in preserving the candle power versus tossing down the candle, fighting, then picking it up again.
Pointless. People would math out the optimal length and just do that.
Anyway the biggest problem in Delves is Brann. He needs a complete redesign because his entire kit works against itself. You’re supposed to move mobs over his traps, but he has a thousand stuns and fears which make that impossible. Half the mobs spam cast bars so they don’t even move when they’re not stunned; they’ll get stunned while casting, then immediately start casting again once unstunned. I’m pretty sure I’ve seen mobs stay in the same spot for a solid 30 seconds due to his chain stuns/fears and the mob’s own casting. It’s ridiculous.
His potions don’t overlap and have ZERO indication of when they’re going to disappear, and damage is crazy spikey leading you to being absolutely fine for 20 seconds, until the potions disappear, then you take a bunch of damage all at once, run over to one of the potions because you need healing only to find it’s not actually there any more, and then you die, and then you see Brann start throwing more potions.
I’ve been saying this since Mid-Season 1: the potions need about 5 seconds of overlap where new ones are up before the old ones disappear, and they need a ticking timer like bombs have showing when they’re going to disappear.
Moreover, he throws the potions often times in-sync with a boss’ “Zone of Bad” ability which leads to them being tossed into the zone of bad so you have to take damage from the zone of bad to get healed.
The entire system of Companion abilities and Mob/boss abilities needs to be reconsidered from the ground up to not conflict with each other so badly.