I like hearing Tyler's criticisms about the game because he obviously wants the game to do well, so it's always constructive and he's fairly passionate about it
@@frontrider3240 but that's not the case. All you need is two orbs to get that achievement. If you just play for the first time you will play the starting character anyways. By the time you are fed up with the starting character and want another character you will already have got that achievement.
@@Jehty_ But a lot of people aren’t playing for the first time. We already played the starting character, got tired, and want a new one. Locking that behind an RNG gate is just going to make people not want to come back to play the character.
That’d be pretty good, I’d also add one that whenever ballution gets added to an enemy for whatever reason, an additional one gets added like the oil for ballwark, and maybe one that increases the damage of ballution
@@TheYeetedMeat I could see something about it leaving a puddle and then anyone who steps in the puddle gains the stacks the enemy had on death that would be really cool
I think achievements are a great way to handle unlocks, but not for something as important as new classes. Unlocking new orbs and relics would be a better way to handle it.
This unlock in particular is BS, as it essentially REQUIRES you get the doubling ball. plus another poison. So, if RNG doesn't deliver those, you just aren't going to get there.
I feel like if you have the egg, you should be guaranteed the chef as well as long as you pick question marks. It just seems frustrating to get the first half of a side quest and not the second.
Maybe not guaranteed, but definetely a much higher chance. Games do that all the time where they rig rng to the players favour in order to make the game more fun. It's something they could do here too
“As long as you hit question marks”. If it’s not too much, the game can calculate the path that goes through the most events and guarantee a chef if you go down that path
I feel like it would've been really good if the unlock achievement was just easier. Keep this hard achievement as an actual achievement, but make the unlock one like "get a stack of 10 ballution on one enemy". Then you could imagine starting up the game for the first time knowing nothing, discovering ballution and then subsequently (probably) unlocking a brand new character that focuses on that new thing. Way better flow IMO
Base peglin already starts with a crit dagger so make him the crit class then you have to get an achievement related to criting to unlock bulwark guy and so forth. Builds a nice flow to the game and lets you explore what each class has to offer before giving you the omni peglin when you already know how all the classes work so you are not overwhelmed.
I can definitely understand your complaints for the character unlock process, especially with wanting to experience the build with that character. It should be that you need to beat a challenge related to the previous character (this case being the Balwark guy) to unlock the next.
I think a good mechanic would be for the "omni" character to unlock a new orb type after completing a challenge with the character specific builds; Balwark after winnning with the Balwark character, Poison after winning with the poison character.
@@Ganpan14O I mean you can still have it unlockable with the main peglin. But the point is then that once you unlock one specialty character, you can use them to do specialized builds to unlock the rest. Have characters unlocked by mastering a build, but dont have it be the same build as the one that unlocks them.
It could be cool to add a “challenge mode” where you have to beat the game with the character you want to unlock and certain restrictions, like increased enemy damage for Balladin or reduced debuff amount for the new character
It might be cool if there were a poison "potion" ball that flies in an arc, so it can hit enemies that are further back, but it will also hit flying enemies if they are in the way
Dude yesterday I got peg bag and then got the morbid relic at the end of the first act. I then was offered the other “additional refresh” relic. I had sooooo many refreshes on screen and also morbid. It was very strong.
The forge is probable going to show up a lot close to the release date of the update so it increases the chances of users seeing it, a future update will probably re-balance the probabilities
The AOE would still have been good becuase it wouldn't decrease the amount of poison in your deck, allowing you to build it up faster when focusing on building it
The way I got this character was really painful, I didn’t have the orb to double stacks so I was only applying 6 per turn but I was against the new enemy in the last area that has 99 health and only takes one at a time, I got up to exactly 50 stacks right at the end of the fight, it was really close and it was pretty fun to experience getting there Also with the new character I’ve had so much fun with poison/status builds, it works different than I thought but with the new orbs and relics it’s a lot of fun to play and experiment with
2:10 - yeeeah, the vault hunter's team (modpack for minecraft) did this extremely well, their quest basically goes by giving you the hardest item you'll require for the next quest then asking you to use it, it's brilliant you get to use the mechanics by yourself and it prevents breaking the flow of the tutorial by making you go grind. It also has some interruptions like "get lv 5" or "get lv 10" which is not that great generally but they use it for the good purpose of it which makes you learn a bit then go experiment. Also since it's minecraft and modded you can just quickly discover new stuff by yourself.
I just did a little calculation, and it appears that an enemy, if you only add 6 posion every single turn, needs to have atleast 2340 HP, and that's if your orbs deal no damage at all, which is improbable The math is 60 initial posion damage + 50 every turn (because at the end of each turn it's -10), so 60 + 110 + 160 + 210 + 260 + 310 + 360 + 410 + 460 = 2340 510 isn't there because I assume that the instant an enemy gets more than 50 poison on him, you get the achievement So yeah without the double posion orb the enemy needs to have around 3000 HP, assuming you deal less than 100 damage per turn, always throw level 3 poison orbs and survive 9 turns of this! Kinda hard achievement to get, yup
The new character isn't really based around poison tbh, it just gives enemies random debuffs, which may or may not be poison. So it doesn't seem to be that much better a character to do a poison than the regular peglin. It might actually be easier to do a poison run with the regular peglin than the new character since regular peglin gets to choose between more relics, and thus has a higher chance of getting ones that buff poison.
@@kdevelopergw exactly. The normal peglin can get any orbs. The new character can get only a select set of orbs, which I'm not sure contains poison orbs, rather just high damage or crit orbs
Being honest, the better solution would be to interact with the mechanic but not build around it: Balladin: kill 50 enemies while having bulwark Poison character: get 50 kills with ballution It makes it achievable over time without needing to make a serious commitment to its power fantasy first.
An idea for the character unlocks would be to have any excess gold people have at the end of a run get saved to a menu shop where people could unlock different characters. Edit: I am going to put what was in my comment here so it is also easier to access. So it seems that this idea wouldn’t work for this game but I do like the idea of insane achievements unlocking better more exotic characters/items and then having a shop with standard characters that aren’t too expensive, cost the same amount, and don’t require anything different. The shop will allow players to mess around with different mechanics without dissuading them from having to play multiple games (should be able to unlock it on the first run). A way to balance it could be that the first run could unlock something and then, non-linearly but also non-exponentially, increase the price. The separation of the two mechanics would be cool because it gives new players a way to unlock new mechanics without having to grind while giving them and more experienced players more late game unlocks. It would be a pretty cool mechanic for a game that wouldn’t deter from the original idea and I wouldn’t be surprised if some games already have something similar to this. Maybe not the best fit for Peglin though.
Nah, achievement is already a pretty good way. It's just the achievement is a little ridiculous. Ballwark are easy, since there is a lot of ballwark relic and orbs, plus it is not expiring. 50 ballution are almost impossible to get unless you get doubling ballution, due to the damage being high, and also it's expiring. The little orb it has also does not help. And lastly, they need a way to nudge the players into getting the achievement. Ballwark can be obtained while making other build. Ballution can't be said the same.
@@Nostrite Yup, I think halving the current requirements would be okay. Though I like the idea of base classes in a shop and surprise unlocks hidden in achievements.
I would strongly advice against that. New players are worse at the game, so they need the most 'help' winning runs, meanwhile new players are also the ones who have the most to unlock, and thus both want to spend their gold to win runs, and not spend their gold to unlock new stuff. Meanwhile experienced players have unlocked (nearly) everything and thus can spend their gold freely, those last few unlocks can wait while they play around with all the content they already have. Perhaps have any gold earned be available twice. Any gold earned is earned both in the run and in the meta. Or perhaps the meta can use a second currency and for every purchase in a shop the shop owner rewards the player with some meta currency to unlock new stuff.
So it seems that this idea wouldn’t work for this game but I do like the idea of insane achievements unlocking better more exotic characters/items and then having a shop with standard characters that aren’t too expensive, cost the same amount, and don’t require anything different. The shop will allow players to mess around with different mechanics without dissuading them from having to play multiple games (should be able to unlock it on the first run). A way to balance it could be that the first run could unlock something and then, non-linearly but also non-exponentially, increase the price. The separation of the two mechanics would be cool because it gives new players a way to unlock new mechanics without having to grind while giving them and more experienced players more late game unlocks. It would be a pretty cool mechanic for a game that wouldn’t deter from the original idea and I wouldn’t be surprised if some games already have something similar to this. Maybe not the best fit for Peglin though.
I think the whole ballution/poison thing needs some additions. There are no relics of my knowledge that synergize with poison so stacking 50 on one enemy is brutal. Most enemies don't have enough hp to survive long enough to be holding 50 ballution. It's a very luck based grind (The amount of pre-event-rng is crazy anyway) and not being allowed to get those characters (not even the achievements) through custom builds makes this harder than it needs to be.
Maybe instead of forcing you to get the super difficult ones, there could have been two smaller achievements, one for applying ballution 6 to an enemy and one for gaining like 10 ballwark
this run; and a couple runs ive had recently have made me realise that blindness is actually really strong that relic which applies blind 4 to enemies you hit + piercing can do wonders; and against all bosses except for the qr code one; if youre low on damage it can really help you out. i dont think ive ever utilised it well but i feel like darkness eterball in a thin deck or with ambidextionary would make most bosses trivial even with low damage
Wish the character unlock was more linear. Og leglin has one to unlock the armor guy, the armor guys "get 100 armor" challenge would then unlock the poison one, and the poison guys "apply 50 poison" challenge could unlock the next guy. Konda prove you figured out your current character to get a new one.
I just had a very good thought for a new relic that could improve the game at least in diversity they could add more status effect enemies and then add a relic or two that helps remove status effects
You mentioning the balanced scales reminds me how I dislike the buff. While it's useful and all, it's one buff which does something redundant, and I'd rather the scales would just add musricle and spinnise, so they would combo with each build, and still be "balanced" (gives the same amount of each buff).
I think I like how Issac does it best. Either as a reward for a previous character, or by dipping your toes into a specific build. Poison I or II would be great for our Roundrel Peglin unlock, since it wouldn't eventually get ridiculous to unlock with (Onion) Peglin.
i think a better way to handel this is to start you with 1 class peglin, and then if you get th eachievement tied to that class THEN you unlock the next class, so its more of a "hey heres a guy who focus on poison, if you can master his posion gameplay we will give you a guy who focuses on bulwark), then have the "omni"peglin be the last peglin you unlock. once you have the achievement for every peglin and master every build, you get the peglin who is master of all
I have a sleeping disorder. Your calming voice helps me to fall asleep. I have tried alot different things. For some unexplained reason your voice works. Thank you and I do enjoy a great pegging video 😂
A nice and simple unlock system I think would be to have the default Peglin start out with only the non-class orbs and relics, then whenever you unlock a new class, those orbs and relics are also unlocked for the classless Peglin. This way, new players aren't overwhelmed with options right at the start and the new characters can act as introductions to the new mechanics. It could also instead unlock the orbs and relics for the base Peglin only when they're encountered by their respective class, to further reinforce the idea that the first introduction should be with their dedicated class. Adding in banishes and/or rerolls could be a simple way to deal with bloat, give the player a few at the start of any run, with the default Peglin having a way to get more, maybe something like +1 after each elite, +2 after each boss. It could also be interesting to have an unlock system like Slay the Spire where playing more with a character unlocks new options. This way some of the more complex orbs and relics can come in once they're more comfortable with the core mechanics, plus it would act as another dopamine inducing progression system like achievements. And obviously there should also be an achievement system specifically to guide the player to new unlocks like in Vampire Survivors. This is basically a necessity for a good roguelike, but I think Vampire Survivors' system is definitely the best implementation I've seen.
on a perfect ballution run with only the orbs that deal 6 ballution, to deal 50+ ballution you would need to hit the enemy 10 times and need to deal at least 2340 (60+110+160+210+260+310+360+410+460) damage plus the orb's damage
I think this game woulf heavily benefit from a system similar to DemonCrawl's. You can optionally select certain orbs or relics as preferred, that makes them overall 20% more likely to show up during a shop or on the field. This way you can influence your builds to the style or achievement you want
what they could do is when you finish the run you get to "evolve/ascend/prestige/etc" one of the orbs you have in your deck. Each orb would evolve to specialize the peglin into one of the new characters. For example, each of the orbs that apply poison would evolve the peglin into the poison character (only the first one would fully unlock the character). This way there's still the challenge of completing the run with the effect, but not in a way that makes you do a specialized run to unlock the corresponding character. They could also add in whatever encyclopedia shows which orbs or characters you unlocked, which orbs you were able to evolve. Not every orb would necessarily have to unlock a unique character, and some orbs would unlock the same character, but it would be a way to require exposure to the class specific mechanic to unlock the mechanic. It would also probably make me more likely to play multiple runs in a row, the first exposure to the mechanic could be interesting enough to want to evolve with that orb at the end of the run and then do another run to use the new character and get more experience with that mechanic playing a run with the new class. Maybe if I discover a mechanic I might be willing to play more runs than I would have normally in an attempt to finish a run with some of it so I could unlock and play the class that specializes in it. If I have to play a run that's specialized in the mechanic without the benefit of specializing in the mechanic or the support to specialize more easily, just to unlock the class that specializes in it, it's probably gonna take me quite a few runs to get lucky enough to find the necessary pieces to do so, many of which are specialized builds as is just maybe not as specifically done as the achievement requires. And if I've already done likely a handful of specialized builds in the new mechanic, it's already become an old mechanic and the excitement to try the new class is lessened.
Having a hidden character tide to a niche achievement as a reward sound great much better than most games where achievements are worthless and simply add set number of points to a profile.
I think Tyler is right that the order of gaining the classes is a bit backwards and it makes me think that the current way that the game sets it up can be different. When you start the game you can choose “apprentice” classes where the peglin gets access to most orbs but more chance to get the, say ballance, orbs. After you get the achievement then you get the actual ballance class and once you unlock a few of the actual classes you can unlock the normal peglin with unlimited orb access.
I think one thing the game is going to need is orb unlocks. I totally agree that the orb pool can feel bloated as more orbs are added, making it harder to make a build focussed on one strategy. My suggestion would be that the base character gets something along the lines of "Advanced Peglintuition" once a certain number of orbs and relics are unlocked to choose from 2 or 3 extra options instead of just 1. This would keep the feeling of a jack of all trades while also helping the character to find synergies. That said, it would also be nice to be able to unlock new characters playing as any character instead of one in particular.
I think keeping the characther unlocks this way could work if the characthers had orbs and relics that expended a lot on the mechanic. That way, unlocking the characther is kinda like the tutorial for the extremly complex builds specific to the characthers
7:42 I'm assuming/hoping in version 1.0 they will have a different way. But I definitely agree, I was so excited the day the update dropped and then buy the time I unlocked the character, I could play one game with the poison character. I had to try 3+ runs because I just didn't see the "double poison" orb the first 3 times. The ballwark character took me multiple tries as well - both unlocks are almost more of a puzzle to survive with very little damage, because if you have normal damage, then you will win the fight before you have time to build poison or ballwark
Quick underestimate: Assuming you only throw maxed out Ballution’s Stings, it would take about 10 throws to get 50 stacks of Ballution, and the enemy would need over 2,800 health to survive just the Ballution.
6:00 Case and point: If you ONLY do 6 poison per turn and have infinite poison 3 orbs (so it's a consistent 6 per turn), then the minimum damage (if you just throw into the pit every time) is 60+110+160+210+260+310+360+410+460=2340 damage. The bare minimum that JUST poison is dealing in that situation is enough to kill anything except the bigger bosses. Seems clear you NEED some poison doubling to make it reasonable.
I think it should also be mentioned that there’s an achievement for applying bramball on enemies, but it only needs to be level 6. Even if there’s only two sources of it (the orb and the branch of ember relic) it seems out of place to have such high requirements for the ballwark and ballution achievements by comparison
I should have said this last video, but I see a lot of benefits with the way the poison character is unlocked. 1. it gives you something to work towards, bonus points because it's something unique and weird. 2. It rewards you for doing well with a build by giving you tools to make that specific build even stronger in the future. I get where you're coming from with you not being able to make a single video about a really strong poison build, but it just means you get two great poison videos, with the build getting stronger on the second video. Who doesn't want 2 videos instead of 1? :D
A cool idea would be to have some sort of like "modifiers" to addreplay value. An example would be a modifier that lets you switch your class specific orbs for the ones that belong to other characters
I think why Ballution achievement is such a pain compared to Ballwark achievement is that A: There is no relics for Ballution yet, so by orbs alone you need to climb to 50, which practically requires 1 specific orb and B: The very nature of Ballution means that the target will die faster the higher it climbs. The achievement could probably be made easier by including Ballution relics, lowering the needed Ballution to 30 or something, or having it be 50 total Ballution on the field, so the AOE Ballution orb helps more.
a good idea to fix the character-unlocking achievements would be to have their specific orbs locked until actually getting the achievement, and having the actual achievement be something similar to their strengths (like, get to 200 max health to unlock the balladin, or apply 10 debuffs on a single enemy to unlock the poison character)
Basically the only way to get this achievement is with the doubling of stacks, otherwise enemies die too quickly. So I totally agree with Tyler that this is not a good way to unlock a new character. It all boils down to luck: is Douball Douball offered to you or not?
As soon as I saw this I started a run and I got super lucky by getting 3 Toil and Trouballs and removing the others, which was enough to unlock the new character without doubling the effect
What Tyler is talking about at the beginning of world 2 is exactly my experience. I got the game a few days ago and I’m overwhelmed trying out new builds and trying to unlock the characters that I know exist but don’t know how to unlock (at least the balladin). I haven’t been able to get a ballution build going once because I get every other orb in the game offered to me, but I did have a sick orbelisk run and I managed to get the peglin chef with the egg, so I’m having fun but I’m still annoyed
pretty sure the idea behind the way you unlock characters is that the 'base' peglin is the intended way to play the game, and the different 'classes' are more like tutors, coaxing you in a certain direction. I don't like it either but game design wise that's the only explanation I can think of, it's definitely a way to keep the 'base' class alive and played, most other similar games with multiple classes end up having it be forgotten and completely replaced after you unlock anything else since it feels obsolete, I suppose psychologically, unlocking something new makes you inclined to play it at the very least, and potentially gives the impression or bias that it's harder but better, like higher skill ceiling, higher skill floor
I agree with Tyler on his concerns but i am by no means some sort of expert on Peglin and it took like 3 runs (first 2 resetting after first boss) to unlock the character. I probably just got SUPER lucky but i basically had managed to get to the poison dagger orb and the double orb and got the wall and ez unlocked him. Got a second chance at final dragon boss where i still just had poison dagger ball and double ball since thats what i made my build into.
I can definitely respect the criticism, It reminds me a lot of the requirements needed to unlock many characters in The Binding of Isaac, which weren't disrupting at all, and honestly quite fun. I think the main difference though is that you could do it with any other character, meaning you can do unlocks sequentially, which doesn't disturb the game flow. In perspective, it's more the latter issue that's the most bothering than the achievement itself.
I am going to cry unadulterated tears of joy when Tyler finally gets to join the rest of us in the hallowed halls of those who have gotten the Peglin chef and subsequently the cake. Stay strong, our cakeless king.
I know one of the orbs is called cauldron bubball, but it feels like a missed opportunity to not have orb or relic called "Witch's Balldron" or something that synergizes with ballution. It could even be shaped like a cauldron!
I think the unlock requirement would be fine if there were a lot of classes to unlock, if there were like 7 to 10 classes to unlock you would be able to go for multiple and have options during the run depending on what items you get, there's also easy-ish ways to get the poison challenge done, one being removing all orbs then adding one poison orb, that way you can have the orboros orb carry you until you get a poison orb, then upgrade the poison orb and on the final boss just skip the orboros and spam the poison orb. It's just rng to get the remove all orbs event and then get a poison orb, though that one is not that bad, you almost always see at least 1 poison orb. Right now the mission is just kind of a pain because it's the only thing you really need to do and there will just be runs where you will basically be wasting your time because you won't find a suitable build. Also poison 30 would probably be a better number to do the challenge, at least for now, later if there's a lot of classes they could bump it up so that it's more of a challenge.
Yea your criticisms are spot on, not only from a gameplay perspective but also content perspective because you make a poison build video to get the character and then you do another poison build video with the character. Less of a problem for you specifically though because you have other series going as well but you can see my point right?
The unlock mechanic itself is fine in my opinion, it's just that with the amount of relics and orbs the game has nowadays it has become very hard to reliably get a specific build. They could do something similar to Brotato, where you get the full range of choices at the start, but depending on what you take or what your character starts with, you are more likely to get items from the same category.
the dragon fight is unironically great for building up ballution/ballwark just by virtue of being kinda easy to drag out over a longer period. shame there's a lack of relics for ballution though
I feel like a good way to keep the achievement style of unlocking but reducing frustration / luck would be to have some sort of pseudo challenge you could do for each character, something simple like replacing one stone with ballution's sting and the daggorb with the doubling poison orb, and the criteria is to win the run rather than reach 50 poison (and maybe add some more tweaks to the gameplay in the challenge such as specific set bosses that ballution works well against idk). This would get you introduced to the mechanics from the start of the run and wouldn't have you failing to acquire the character because you just couldn't get 50 poison, whether you kill things too fast or don't get enough poison orbs to supplement the build.
Thinking about, the fact that the special goblins are locked behind achievements awards achievement hunting, which 20+ years ago was it's own reward. The fact that trying to achieve it and unlock the bonus character is probably a feature, not a bug.
I feel a good soloution to the unlocking characters is just to require you to get a good run with that characters mechanic to unlock the next Ie. Balladin, to unlock him you just use regular peglin, and you have to win with say 10 unique orbs in your deck To unlock the poison peglin, you would have to get the bullwark achievement with the balladin This way its a sort of daisy-chain of trying out and unlocking the new characters as they release You could also give it the option to still unlock the characters via the regular peglin too, as an option for progression if you dont like the newer characters as much
the unlocking should have been somewhat in order like, the regular peglin doing massive damage in one hit makes other peglins scared so they get into armor, and the armored one reaching 100 ballwark being "invulnerable" makes them experiment with poison to deal with that. the super poison could then unlock a healer or something
6:10 - so 6 per turn -1 per next turn you buld up in 5's but dealing damage at 5x+1 until 5x+1 is over 50 to at the 10th turn. trowing only poison balls and disconsidering extra damage you have 6+11+16+...+46+51 which is a PA with 10 term so (51+6)*5 = 285 triggers = 2850 damage.
Technically they *sort of* have a way of telling you how to unlock the characters. The achievement icons for those specific achievements are the headgear of the respective peglins they unlock. That, of course, doesn't mean it's a *good* way of telling you how to unlock the characters. I do like the idea of having them behind achievements of some kind, but it makes more sense to me to have them behind 'easy' achievements as opposed to 'challenge' achievements. Something like 'Destroy 10 shield pegs in one shot' or 'Apply three different status effects to a boss' could have been cool; and perhaps a '?' event where you meet the peglin in question and they do something for you (For example, the Roundrel could give you a random status effect orb) could explain how to unlock them. Maybe the Roundrel could be like... "You're trying to fight the dragon? You're going to be destroyed! You might stand a chance if you can blind or poison it, though... Show me you can do something like that and I might try to help you more." Then once the character was unlocked, the event would change; Peglins you're not playing as could still show up, but they'd say something slightly different... "Good luck on your way to slay the dragon! Not to say I don't believe in you, but you definitely won't manage it without a little poison... Here you go!"
I think that the ideal outcome for the concept of "adding classes based on a completable goal" be: A: clearly state what hte goal is, and B: have the goal synergize with the previous character. That way, the goal sort of becomes "optimize and attune to that character" rather than being dissonant to it
Taking damage with 50 ballad should've been the unlock of poison Achievement is "no amount of armor can protect you from this" or smt like that. Bc ofc armor cant protect you from poison, plus itll let you play the new character. Somehow chaining characters like that for unlocks
I cheesed the balladin unlock. Got the relic that adds 5 ballwark when a shield peg is created, and just kept purposely whiffing shots against the act 2 wizard. Ended the fight with 500 ballwark.
With a character that has access to the whole orb collection, I feel like it needs some form of rerolling the post-battle shops. Otherwise, you can just get severely limited by random pull, even with starter Peglin getting 1+ options already
I like hearing Tyler's criticisms about the game because he obviously wants the game to do well, so it's always constructive and he's fairly passionate about it
It's quite interesting as a semi passionate roguelike player to hear outside peoples opinions on mechanics I think are normal. I definitely like it.
yeah he doesn't feel overly negative or positive its just really nice to hear
@@frontrider3240 but that's not the case.
All you need is two orbs to get that achievement.
If you just play for the first time you will play the starting character anyways. By the time you are fed up with the starting character and want another character you will already have got that achievement.
Agreed
@@Jehty_ But a lot of people aren’t playing for the first time. We already played the starting character, got tired, and want a new one. Locking that behind an RNG gate is just going to make people not want to come back to play the character.
i think ballution could really use some relics to supplement it, like one that makes it no longer decay every turn
That’d be pretty good, I’d also add one that whenever ballution gets added to an enemy for whatever reason, an additional one gets added like the oil for ballwark, and maybe one that increases the damage of ballution
One that spreads the Ballution of slain enemies to the ones behind them would be insane.
@@TheYeetedMeat I could see something about it leaving a puddle and then anyone who steps in the puddle gains the stacks the enemy had on death that would be really cool
Are we just remaking slay the spire relics now?
@@blo0t260you got a problem?
It’s crazy how hard it is to find the chef when you want him, but you somehow constantly get the anvil right at the beginning 😂
Time for some classic pegging action, along with some special liquids.
I can feel the ballution inside of me
@@TheYeetedMeat sounds like a very serious infectiorb dude, idk if a simple visit to the doctorb is gonna be enough, you may need some orbperation
@@thaumoking9947 teach me your ways
@@blu8009teach me yorb ways
I think achievements are a great way to handle unlocks, but not for something as important as new classes. Unlocking new orbs and relics would be a better way to handle it.
Maybe a better unlocking system would be with beating 5 games with the previous character.
This unlock in particular is BS, as it essentially REQUIRES you get the doubling ball. plus another poison. So, if RNG doesn't deliver those, you just aren't going to get there.
@@Nevir202 The achievement itself is cool, especially if you had the POISON CHARACTER to help you out.
I think its fine as long as the game tells you about it and is likely and manageable ie. 10 poison
@@randomjapsi yeah. There is not enough ballution to help this achievement.
I feel like if you have the egg, you should be guaranteed the chef as well as long as you pick question marks. It just seems frustrating to get the first half of a side quest and not the second.
Disagree on making it guaranteed, but maybe at least a 1/10 chance would be better
Maybe not guaranteed, but definetely a much higher chance. Games do that all the time where they rig rng to the players favour in order to make the game more fun. It's something they could do here too
They could set it to where when you have the egg one of the question marks is guaranteed to be the chef you just don’t know which one it is.
“As long as you hit question marks”. If it’s not too much, the game can calculate the path that goes through the most events and guarantee a chef if you go down that path
Then the first question mark you hit would be the cook, always
I feel like it would've been really good if the unlock achievement was just easier. Keep this hard achievement as an actual achievement, but make the unlock one like "get a stack of 10 ballution on one enemy".
Then you could imagine starting up the game for the first time knowing nothing, discovering ballution and then subsequently (probably) unlocking a brand new character that focuses on that new thing.
Way better flow IMO
Base peglin already starts with a crit dagger so make him the crit class then you have to get an achievement related to criting to unlock bulwark guy and so forth. Builds a nice flow to the game and lets you explore what each class has to offer before giving you the omni peglin when you already know how all the classes work so you are not overwhelmed.
oooo, i love the idea of making the base peglin a crit class actually
I can definitely understand your complaints for the character unlock process, especially with wanting to experience the build with that character.
It should be that you need to beat a challenge related to the previous character (this case being the Balwark guy) to unlock the next.
I think a good mechanic would be for the "omni" character to unlock a new orb type after completing a challenge with the character specific builds; Balwark after winnning with the Balwark character, Poison after winning with the poison character.
It isn't sequential is the only issue, you can unlock Roundrel first, and in fact I did
That's the way FTL does it, sounds like it could work
@@Ganpan14O I mean you can still have it unlockable with the main peglin. But the point is then that once you unlock one specialty character, you can use them to do specialized builds to unlock the rest.
Have characters unlocked by mastering a build, but dont have it be the same build as the one that unlocks them.
It could be cool to add a “challenge mode” where you have to beat the game with the character you want to unlock and certain restrictions, like increased enemy damage for Balladin or reduced debuff amount for the new character
POISON TIME
I rarely comment, but I'd like to point out his Toil And Trouball bouncing perfectly to the beat at 12:51. Made me chuckle.
It might be cool if there were a poison "potion" ball that flies in an arc, so it can hit enemies that are further back, but it will also hit flying enemies if they are in the way
you mean an orbenmeyer flask
@@xvnzhire this man for orb name ideas
It’s always Aliensrock and never Aliensjazz or Alienscountry
Dude yesterday I got peg bag and then got the morbid relic at the end of the first act. I then was offered the other “additional refresh” relic. I had sooooo many refreshes on screen and also morbid. It was very strong.
The forge is probable going to show up a lot close to the release date of the update so it increases the chances of users seeing it, a future update will probably re-balance the probabilities
Re-ballance
@@chaseandrews8114 touche'
The AOE would still have been good becuase it wouldn't decrease the amount of poison in your deck, allowing you to build it up faster when focusing on building it
The way I got this character was really painful, I didn’t have the orb to double stacks so I was only applying 6 per turn but I was against the new enemy in the last area that has 99 health and only takes one at a time, I got up to exactly 50 stacks right at the end of the fight, it was really close and it was pretty fun to experience getting there
Also with the new character I’ve had so much fun with poison/status builds, it works different than I thought but with the new orbs and relics it’s a lot of fun to play and experiment with
2:10 - yeeeah, the vault hunter's team (modpack for minecraft) did this extremely well, their quest basically goes by giving you the hardest item you'll require for the next quest then asking you to use it, it's brilliant you get to use the mechanics by yourself and it prevents breaking the flow of the tutorial by making you go grind. It also has some interruptions like "get lv 5" or "get lv 10" which is not that great generally but they use it for the good purpose of it which makes you learn a bit then go experiment. Also since it's minecraft and modded you can just quickly discover new stuff by yourself.
HALLO
8:27 Defresh potion is incredibly good, especially with Matryorbshka.
I just did a little calculation, and it appears that an enemy, if you only add 6 posion every single turn, needs to have atleast 2340 HP, and that's if your orbs deal no damage at all, which is improbable
The math is 60 initial posion damage + 50 every turn (because at the end of each turn it's -10), so 60 + 110 + 160 + 210 + 260 + 310 + 360 + 410 + 460 = 2340
510 isn't there because I assume that the instant an enemy gets more than 50 poison on him, you get the achievement
So yeah without the double posion orb the enemy needs to have around 3000 HP, assuming you deal less than 100 damage per turn, always throw level 3 poison orbs and survive 9 turns of this!
Kinda hard achievement to get, yup
The new character isn't really based around poison tbh, it just gives enemies random debuffs, which may or may not be poison. So it doesn't seem to be that much better a character to do a poison than the regular peglin. It might actually be easier to do a poison run with the regular peglin than the new character since regular peglin gets to choose between more relics, and thus has a higher chance of getting ones that buff poison.
I'm not sure it can even get poison orbs
@@hhjk4 tyler literally got 3 poison orbs this run as the normal peglin
@@kdevelopergw exactly. The normal peglin can get any orbs. The new character can get only a select set of orbs, which I'm not sure contains poison orbs, rather just high damage or crit orbs
@@hhjk4 it has everything excluding ballwark stuff, with it being the other way round for balladin
@@osmar328 I didn't notice, thanks!
Being honest, the better solution would be to interact with the mechanic but not build around it:
Balladin: kill 50 enemies while having bulwark
Poison character: get 50 kills with ballution
It makes it achievable over time without needing to make a serious commitment to its power fantasy first.
An idea for the character unlocks would be to have any excess gold people have at the end of a run get saved to a menu shop where people could unlock different characters.
Edit: I am going to put what was in my comment here so it is also easier to access.
So it seems that this idea wouldn’t work for this game but I do like the idea of insane achievements unlocking better more exotic characters/items and then having a shop with standard characters that aren’t too expensive, cost the same amount, and don’t require anything different. The shop will allow players to mess around with different mechanics without dissuading them from having to play multiple games (should be able to unlock it on the first run). A way to balance it could be that the first run could unlock something and then, non-linearly but also non-exponentially, increase the price.
The separation of the two mechanics would be cool because it gives new players a way to unlock new mechanics without having to grind while giving them and more experienced players more late game unlocks. It would be a pretty cool mechanic for a game that wouldn’t deter from the original idea and I wouldn’t be surprised if some games already have something similar to this. Maybe not the best fit for Peglin though.
Nah, achievement is already a pretty good way. It's just the achievement is a little ridiculous.
Ballwark are easy, since there is a lot of ballwark relic and orbs, plus it is not expiring. 50 ballution are almost impossible to get unless you get doubling ballution, due to the damage being high, and also it's expiring. The little orb it has also does not help.
And lastly, they need a way to nudge the players into getting the achievement.
Ballwark can be obtained while making other build. Ballution can't be said the same.
@@hamizannaruto yeah for sure, 50 ballution is INSANE, unlocking characters should 'almost' be achievable on accident.
@@Nostrite Yup, I think halving the current requirements would be okay. Though I like the idea of base classes in a shop and surprise unlocks hidden in achievements.
I would strongly advice against that. New players are worse at the game, so they need the most 'help' winning runs, meanwhile new players are also the ones who have the most to unlock, and thus both want to spend their gold to win runs, and not spend their gold to unlock new stuff. Meanwhile experienced players have unlocked (nearly) everything and thus can spend their gold freely, those last few unlocks can wait while they play around with all the content they already have.
Perhaps have any gold earned be available twice. Any gold earned is earned both in the run and in the meta. Or perhaps the meta can use a second currency and for every purchase in a shop the shop owner rewards the player with some meta currency to unlock new stuff.
So it seems that this idea wouldn’t work for this game but I do like the idea of insane achievements unlocking better more exotic characters/items and then having a shop with standard characters that aren’t too expensive, cost the same amount, and don’t require anything different. The shop will allow players to mess around with different mechanics without dissuading them from having to play multiple games (should be able to unlock it on the first run). A way to balance it could be that the first run could unlock something and then, non-linearly but also non-exponentially, increase the price.
The separation of the two mechanics would be cool because it gives new players a way to unlock new mechanics without having to grind while giving them and more experienced players more late game unlocks. It would be a pretty cool mechanic for a game that wouldn’t deter from the original idea and I wouldn’t be surprised if some games already have something similar to this. Maybe not the best fit for Peglin though.
Lol the past two videos have been him flirting with the oboe but then choosing something else until finally halfway through the video lol
I think the whole ballution/poison thing needs some additions. There are no relics of my knowledge that synergize with poison so stacking 50 on one enemy is brutal. Most enemies don't have enough hp to survive long enough to be holding 50 ballution. It's a very luck based grind (The amount of pre-event-rng is crazy anyway) and not being allowed to get those characters (not even the achievements) through custom builds makes this harder than it needs to be.
Maybe instead of forcing you to get the super difficult ones, there could have been two smaller achievements, one for applying ballution 6 to an enemy and one for gaining like 10 ballwark
Ayyyy let’s gooo! Your upload timing is impeccable. Always looking forward to my afternoon dose of aliensrock!
the achievment might as well say "Win a run with Double Double in your deck" because that's effectively what it is.
The alien rock should be a relic that makes black holes act like pumpkin pi
(Any/all)
this run; and a couple runs ive had recently have made me realise that blindness is actually really strong
that relic which applies blind 4 to enemies you hit + piercing can do wonders; and against all bosses except for the qr code one; if youre low on damage it can really help you out. i dont think ive ever utilised it well but i feel like darkness eterball in a thin deck or with ambidextionary would make most bosses trivial even with low damage
love aliensrock ruining my sleep schedule as usual
Wish the character unlock was more linear. Og leglin has one to unlock the armor guy, the armor guys "get 100 armor" challenge would then unlock the poison one, and the poison guys "apply 50 poison" challenge could unlock the next guy. Konda prove you figured out your current character to get a new one.
I just had a very good thought for a new relic that could improve the game at least in diversity they could add more status effect enemies and then add a relic or two that helps remove status effects
Got the game for my self finally and im glad i did. Thank you tyler for showcasing games tht would otherwise go unnoticed 🎉❤
You mentioning the balanced scales reminds me how I dislike the buff. While it's useful and all, it's one buff which does something redundant, and I'd rather the scales would just add musricle and spinnise, so they would combo with each build, and still be "balanced" (gives the same amount of each buff).
I’m excited for the next Peglin episode! I wonder exactly how the new character works
I think I like how Issac does it best. Either as a reward for a previous character, or by dipping your toes into a specific build. Poison I or II would be great for our Roundrel Peglin unlock, since it wouldn't eventually get ridiculous to unlock with (Onion) Peglin.
i think a better way to handel this is to start you with 1 class peglin, and then if you get th eachievement tied to that class THEN you unlock the next class, so its more of a "hey heres a guy who focus on poison, if you can master his posion gameplay we will give you a guy who focuses on bulwark), then have the "omni"peglin be the last peglin you unlock. once you have the achievement for every peglin and master every build, you get the peglin who is master of all
I'm so glad you put in the effort to go through those ten runs to get this vid.
I have a sleeping disorder. Your calming voice helps me to fall asleep. I have tried alot different things. For some unexplained reason your voice works. Thank you and I do enjoy a great pegging video 😂
i love sleeping to pegging videos with tyler
A nice and simple unlock system I think would be to have the default Peglin start out with only the non-class orbs and relics, then whenever you unlock a new class, those orbs and relics are also unlocked for the classless Peglin. This way, new players aren't overwhelmed with options right at the start and the new characters can act as introductions to the new mechanics. It could also instead unlock the orbs and relics for the base Peglin only when they're encountered by their respective class, to further reinforce the idea that the first introduction should be with their dedicated class. Adding in banishes and/or rerolls could be a simple way to deal with bloat, give the player a few at the start of any run, with the default Peglin having a way to get more, maybe something like +1 after each elite, +2 after each boss.
It could also be interesting to have an unlock system like Slay the Spire where playing more with a character unlocks new options. This way some of the more complex orbs and relics can come in once they're more comfortable with the core mechanics, plus it would act as another dopamine inducing progression system like achievements.
And obviously there should also be an achievement system specifically to guide the player to new unlocks like in Vampire Survivors. This is basically a necessity for a good roguelike, but I think Vampire Survivors' system is definitely the best implementation I've seen.
on a perfect ballution run with only the orbs that deal 6 ballution, to deal 50+ ballution you would need to hit the enemy 10 times and need to deal at least 2340 (60+110+160+210+260+310+360+410+460) damage plus the orb's damage
You got that salt shaker relic IRL ❤
Damn the piercing relic is insane, double damage vs the windows logo, more against the mole, and strong especially combined with branball
Thanks for your content Tyler, you're such a pleasant personality. Hope it goes well man, take care!
TYLER MY LUNGS NOOOO
Congrats on unlocking the character, Tyler!
I can only imagine how much of a nuisance it would have been if you didn't get Douball Douball.
I think this game woulf heavily benefit from a system similar to DemonCrawl's. You can optionally select certain orbs or relics as preferred, that makes them overall 20% more likely to show up during a shop or on the field. This way you can influence your builds to the style or achievement you want
what they could do is when you finish the run you get to "evolve/ascend/prestige/etc" one of the orbs you have in your deck. Each orb would evolve to specialize the peglin into one of the new characters. For example, each of the orbs that apply poison would evolve the peglin into the poison character (only the first one would fully unlock the character). This way there's still the challenge of completing the run with the effect, but not in a way that makes you do a specialized run to unlock the corresponding character. They could also add in whatever encyclopedia shows which orbs or characters you unlocked, which orbs you were able to evolve. Not every orb would necessarily have to unlock a unique character, and some orbs would unlock the same character, but it would be a way to require exposure to the class specific mechanic to unlock the mechanic. It would also probably make me more likely to play multiple runs in a row, the first exposure to the mechanic could be interesting enough to want to evolve with that orb at the end of the run and then do another run to use the new character and get more experience with that mechanic playing a run with the new class. Maybe if I discover a mechanic I might be willing to play more runs than I would have normally in an attempt to finish a run with some of it so I could unlock and play the class that specializes in it. If I have to play a run that's specialized in the mechanic without the benefit of specializing in the mechanic or the support to specialize more easily, just to unlock the class that specializes in it, it's probably gonna take me quite a few runs to get lucky enough to find the necessary pieces to do so, many of which are specialized builds as is just maybe not as specifically done as the achievement requires. And if I've already done likely a handful of specialized builds in the new mechanic, it's already become an old mechanic and the excitement to try the new class is lessened.
Having a hidden character tide to a niche achievement as a reward sound great much better than most games where achievements are worthless and simply add set number of points to a profile.
I think Tyler is right that the order of gaining the classes is a bit backwards and it makes me think that the current way that the game sets it up can be different. When you start the game you can choose “apprentice” classes where the peglin gets access to most orbs but more chance to get the, say ballance, orbs. After you get the achievement then you get the actual ballance class and once you unlock a few of the actual classes you can unlock the normal peglin with unlimited orb access.
I think one thing the game is going to need is orb unlocks. I totally agree that the orb pool can feel bloated as more orbs are added, making it harder to make a build focussed on one strategy. My suggestion would be that the base character gets something along the lines of "Advanced Peglintuition" once a certain number of orbs and relics are unlocked to choose from 2 or 3 extra options instead of just 1. This would keep the feeling of a jack of all trades while also helping the character to find synergies.
That said, it would also be nice to be able to unlock new characters playing as any character instead of one in particular.
I think keeping the characther unlocks this way could work if the characthers had orbs and relics that expended a lot on the mechanic. That way, unlocking the characther is kinda like the tutorial for the extremly complex builds specific to the characthers
7:42 I'm assuming/hoping in version 1.0 they will have a different way. But I definitely agree, I was so excited the day the update dropped and then buy the time I unlocked the character, I could play one game with the poison character. I had to try 3+ runs because I just didn't see the "double poison" orb the first 3 times. The ballwark character took me multiple tries as well - both unlocks are almost more of a puzzle to survive with very little damage, because if you have normal damage, then you will win the fight before you have time to build poison or ballwark
Quick underestimate:
Assuming you only throw maxed out Ballution’s Stings, it would take about 10 throws to get 50 stacks of Ballution, and the enemy would need over 2,800 health to survive just the Ballution.
6:00 Case and point: If you ONLY do 6 poison per turn and have infinite poison 3 orbs (so it's a consistent 6 per turn), then the minimum damage (if you just throw into the pit every time) is 60+110+160+210+260+310+360+410+460=2340 damage. The bare minimum that JUST poison is dealing in that situation is enough to kill anything except the bigger bosses.
Seems clear you NEED some poison doubling to make it reasonable.
I think it should also be mentioned that there’s an achievement for applying bramball on enemies, but it only needs to be level 6. Even if there’s only two sources of it (the orb and the branch of ember relic) it seems out of place to have such high requirements for the ballwark and ballution achievements by comparison
I unlocked the Roundrel against the same elite you did! Can't wait to see how you enjoy the crazy starting relic that lil peglin has.
I should have said this last video, but I see a lot of benefits with the way the poison character is unlocked.
1. it gives you something to work towards, bonus points because it's something unique and weird.
2. It rewards you for doing well with a build by giving you tools to make that specific build even stronger in the future.
I get where you're coming from with you not being able to make a single video about a really strong poison build, but it just means you get two great poison videos, with the build getting stronger on the second video. Who doesn't want 2 videos instead of 1? :D
I'm very happy that tyler remembered to enable the music
ITS POISON TIME
A cool idea would be to have some sort of like "modifiers" to addreplay value. An example would be a modifier that lets you switch your class specific orbs for the ones that belong to other characters
I think why Ballution achievement is such a pain compared to Ballwark achievement is that A: There is no relics for Ballution yet, so by orbs alone you need to climb to 50, which practically requires 1 specific orb and B: The very nature of Ballution means that the target will die faster the higher it climbs. The achievement could probably be made easier by including Ballution relics, lowering the needed Ballution to 30 or something, or having it be 50 total Ballution on the field, so the AOE Ballution orb helps more.
a good idea to fix the character-unlocking achievements would be to have their specific orbs locked until actually getting the achievement, and having the actual achievement be something similar to their strengths (like, get to 200 max health to unlock the balladin, or apply 10 debuffs on a single enemy to unlock the poison character)
13:03 best edit of all time
Basically the only way to get this achievement is with the doubling of stacks, otherwise enemies die too quickly. So I totally agree with Tyler that this is not a good way to unlock a new character. It all boils down to luck: is Douball Douball offered to you or not?
As soon as I saw this I started a run and I got super lucky by getting 3 Toil and Trouballs and removing the others, which was enough to unlock the new character without doubling the effect
@@LohStorm okay,I accept that it is possible, but as you mentioned yourself: you got REALLY lucky
Im glad that this run was technically not the poison build. Can't wait for the true poison build
What Tyler is talking about at the beginning of world 2 is exactly my experience. I got the game a few days ago and I’m overwhelmed trying out new builds and trying to unlock the characters that I know exist but don’t know how to unlock (at least the balladin). I haven’t been able to get a ballution build going once because I get every other orb in the game offered to me, but I did have a sick orbelisk run and I managed to get the peglin chef with the egg, so I’m having fun but I’m still annoyed
pretty sure the idea behind the way you unlock characters is that the 'base' peglin is the intended way to play the game, and the different 'classes' are more like tutors, coaxing you in a certain direction. I don't like it either but game design wise that's the only explanation I can think of, it's definitely a way to keep the 'base' class alive and played, most other similar games with multiple classes end up having it be forgotten and completely replaced after you unlock anything else since it feels obsolete, I suppose psychologically, unlocking something new makes you inclined to play it at the very least, and potentially gives the impression or bias that it's harder but better, like higher skill ceiling, higher skill floor
I agree with Tyler on his concerns but i am by no means some sort of expert on Peglin and it took like 3 runs (first 2 resetting after first boss) to unlock the character. I probably just got SUPER lucky but i basically had managed to get to the poison dagger orb and the double orb and got the wall and ez unlocked him. Got a second chance at final dragon boss where i still just had poison dagger ball and double ball since thats what i made my build into.
I can definitely respect the criticism, It reminds me a lot of the requirements needed to unlock many characters in The Binding of Isaac, which weren't disrupting at all, and honestly quite fun.
I think the main difference though is that you could do it with any other character, meaning you can do unlocks sequentially, which doesn't disturb the game flow. In perspective, it's more the latter issue that's the most bothering than the achievement itself.
I am going to cry unadulterated tears of joy when Tyler finally gets to join the rest of us in the hallowed halls of those who have gotten the Peglin chef and subsequently the cake.
Stay strong, our cakeless king.
everyone's a matryorbshka away from turning to dust
would be cool if you could pick what types of orbs can show up in the run with the starter peglin, like disabling balwark or whatever
I know one of the orbs is called cauldron bubball, but it feels like a missed opportunity to not have orb or relic called "Witch's Balldron" or something that synergizes with ballution. It could even be shaped like a cauldron!
Tyler, in the future, take out the purple one first. It's the one buffing the red ones.
I think the unlock requirement would be fine if there were a lot of classes to unlock, if there were like 7 to 10 classes to unlock you would be able to go for multiple and have options during the run depending on what items you get, there's also easy-ish ways to get the poison challenge done, one being removing all orbs then adding one poison orb, that way you can have the orboros orb carry you until you get a poison orb, then upgrade the poison orb and on the final boss just skip the orboros and spam the poison orb. It's just rng to get the remove all orbs event and then get a poison orb, though that one is not that bad, you almost always see at least 1 poison orb. Right now the mission is just kind of a pain because it's the only thing you really need to do and there will just be runs where you will basically be wasting your time because you won't find a suitable build. Also poison 30 would probably be a better number to do the challenge, at least for now, later if there's a lot of classes they could bump it up so that it's more of a challenge.
i was literally sitting there waiting for this to come out so i can watch it before bed. bonus that its peglin
Yea your criticisms are spot on, not only from a gameplay perspective but also content perspective because you make a poison build video to get the character and then you do another poison build video with the character. Less of a problem for you specifically though because you have other series going as well but you can see my point right?
The unlock mechanic itself is fine in my opinion, it's just that with the amount of relics and orbs the game has nowadays it has become very hard to reliably get a specific build.
They could do something similar to Brotato, where you get the full range of choices at the start, but depending on what you take or what your character starts with, you are more likely to get items from the same category.
the dragon fight is unironically great for building up ballution/ballwark just by virtue of being kinda easy to drag out over a longer period. shame there's a lack of relics for ballution though
Love the midnight posting I’m always up at this time
Id really like to see a masochist peglin. Focusing on self damage, that'd be cool.
problem is theres only 1 self damage orb
I feel like a good way to keep the achievement style of unlocking but reducing frustration / luck would be to have some sort of pseudo challenge you could do for each character, something simple like replacing one stone with ballution's sting and the daggorb with the doubling poison orb, and the criteria is to win the run rather than reach 50 poison (and maybe add some more tweaks to the gameplay in the challenge such as specific set bosses that ballution works well against idk). This would get you introduced to the mechanics from the start of the run and wouldn't have you failing to acquire the character because you just couldn't get 50 poison, whether you kill things too fast or don't get enough poison orbs to supplement the build.
Thinking about, the fact that the special goblins are locked behind achievements awards achievement hunting, which 20+ years ago was it's own reward. The fact that trying to achieve it and unlock the bonus character is probably a feature, not a bug.
I feel a good soloution to the unlocking characters is just to require you to get a good run with that characters mechanic to unlock the next
Ie. Balladin, to unlock him you just use regular peglin, and you have to win with say 10 unique orbs in your deck
To unlock the poison peglin, you would have to get the bullwark achievement with the balladin
This way its a sort of daisy-chain of trying out and unlocking the new characters as they release
You could also give it the option to still unlock the characters via the regular peglin too, as an option for progression if you dont like the newer characters as much
poison is pretty Poglin, but this is ALWAYS Peglin
the unlocking should have been somewhat in order like, the regular peglin doing massive damage in one hit makes other peglins scared so they get into armor, and the armored one reaching 100 ballwark being "invulnerable" makes them experiment with poison to deal with that. the super poison could then unlock a healer or something
6:10 - so 6 per turn -1 per next turn you buld up in 5's but dealing damage at 5x+1 until 5x+1 is over 50 to at the 10th turn.
trowing only poison balls and disconsidering extra damage you have 6+11+16+...+46+51 which is a PA with 10 term so (51+6)*5 = 285 triggers = 2850 damage.
Technically they *sort of* have a way of telling you how to unlock the characters. The achievement icons for those specific achievements are the headgear of the respective peglins they unlock.
That, of course, doesn't mean it's a *good* way of telling you how to unlock the characters. I do like the idea of having them behind achievements of some kind, but it makes more sense to me to have them behind 'easy' achievements as opposed to 'challenge' achievements. Something like 'Destroy 10 shield pegs in one shot' or 'Apply three different status effects to a boss' could have been cool; and perhaps a '?' event where you meet the peglin in question and they do something for you (For example, the Roundrel could give you a random status effect orb) could explain how to unlock them. Maybe the Roundrel could be like...
"You're trying to fight the dragon? You're going to be destroyed! You might stand a chance if you can blind or poison it, though... Show me you can do something like that and I might try to help you more."
Then once the character was unlocked, the event would change; Peglins you're not playing as could still show up, but they'd say something slightly different...
"Good luck on your way to slay the dragon! Not to say I don't believe in you, but you definitely won't manage it without a little poison... Here you go!"
I think that the ideal outcome for the concept of "adding classes based on a completable goal" be: A: clearly state what hte goal is, and B: have the goal synergize with the previous character. That way, the goal sort of becomes "optimize and attune to that character" rather than being dissonant to it
LMAO Pink Floyd the wall comment was gold. Good work as always editor
PEGGINGGGG!!!
I love pegging!
(And getting pegged) *COUGH COUGH*
Taking damage with 50 ballad should've been the unlock of poison
Achievement is "no amount of armor can protect you from this" or smt like that. Bc ofc armor cant protect you from poison, plus itll let you play the new character. Somehow chaining characters like that for unlocks
The perfect video to watch while my home AC is shitting itself and my balls are sweating an entire swamp
I cheesed the balladin unlock. Got the relic that adds 5 ballwark when a shield peg is created, and just kept purposely whiffing shots against the act 2 wizard. Ended the fight with 500 ballwark.
With a character that has access to the whole orb collection, I feel like it needs some form of rerolling the post-battle shops. Otherwise, you can just get severely limited by random pull, even with starter Peglin getting 1+ options already
wow that branch of ember sand arrows synergy was so cool
YESSS this is the poison video that we were waiting for
Your vids are always fun. Looking forward to the next one!