I'm finally getting around to making this. Typically, I spam the discord channel with my ideas. But there are a few things I encounter that continuously irk me and thus continuously get shoved into the discord channel. It's rather redundant and unproductive. So I'm collecting the ideas that I consider particularly important into this post here. Some may be copied into the Arcade Rework post if they're significant enough. I do consider these ideas significant (that's why I've collected them here), but others may not. As I gather more ideas, I'll add them to this post. Each idea is kept in its own post so that any kind of discussion that occurs stays relevant and specific. Reworking Echoes of Madness As things are, the echoes of madness have a major inconsistency in their attack patterns -- specifically their windup time and their direction of attack. This results in several unfair situations to the player in story and especially arcade. My comments on the matter are found here. Resolving Problematic Temple of Seasons Synergy Currently in arcade, the Temple of Seasons area has some rooms that don't have season orbs. This results in insanely powerful and unfair rooms that can easily siphon half your HP or even drive it to 0. My comments on the matter are found here. Making Essence (and Loods) Meaningful Long Term Arcade mode presents the player with beautiful rewards such as essence and lood eggs. These items are effectively used to get nice cosmetics and trick out your Arcadia. However, their value diminishes quite quickly for faithful players. There needs to be a way to make these items valuable for all seasons of a person's "arcade career". My comments on the matter are found here. Making Present Bombs Fun and Fair The present enemies in SoG can drop bombs. These bombs are fine and dandy...but they act as walls that absorb a lot of a player's strategic attacks and counterattacks...and attacks miss-aimed can allow bombs to harm the player. I figure a better idea for bombs would be to allow some counterplay. My comments on the matter are found here. Reward Players for Pguarding Hydras Currently, Pguarding a hydra causes it to be repelled a significant distance away from you. This is a major disadvantage to melee players, who do a large portion of their damage by swinging weapons. You can see my comments on the matter in the post...but it's rather short. Basically, I think Hydras should fall right next to the player if they're pguarded. Scarecrow Jumping Rectification Scarecrows are cool and well-balanced enemies in the game. However, their jumping makes them a little too fidgety at close range. My post can be found in the link, but it's another short one. Basically, scarecrows should only jump the distance necessary to reach the player when in a close enough range, like jumpkins.