I've done a couple of runs with the new balance since yesterday and I have to say it is a pleasure to play. Before this update, the difficulty progression was like jumping off the side a cliff and if you survived the fall, you won. You'll just have to drag yourself to the end after that. But now, the progression is more akin to scaling a hill or a small mountain that gets increasingly steeper as you go on. Much more natural and enjoyable in my opinion.
But there's a few things I noticed and wanted to share/discuss here.
-Sacrifice rooms: Those are empty on later floors because the item pool runs out. It was recently discussed that more items would simply be added to the pool so it doesn't run out. But until those new items are ready, could the sacrifice rooms be limited to 2 items per room so the pool can provide for the later floors too? As a bonus, that might make that sacrifice challenge reasonable to complete now.
-Paragon mini-boss: Just before performing his final freakout attack, could Paragon turn toward the player so we have to dodge that last attack?
-Terminus: Jaywalker can be used to cheese the fight in a major way. Basically, you step out of the teleporter, activate the boss, step back behind the one way arrow with Jaywalker and shoot at the boss with no risk of retaliation.
-Out to Lunch: That's the levelup perk that prevents mini-boss/condemned from spawning 10% of the time. I don't really understand why you would want to skip those, but if you sacrifice a high level perk for it, shouldn't it at least be more reliable than 10%? Maybe I'm missing something here.
-OP items: On a recent run, I acquired the Turbo Blaster (powerful hyperspeed minigun), which resulted in enemies melting in record time. It did cost 90 credits, but it still felt quite over the top for something I can find as soon as the 4th floor (3rd with the looter perk). But things got crazier when I picked up the Missile Man item (infinite missiles until hit). I was using the green mech, so in other words: infinite large area bullet cancellation. Game Over. I rushed the last two floors and proceeded to melt the defenseless Terminus. I don't know what, but that infinite missile item needs an additional restriction on it. Infinite bullet cancellation is just way too ridiculous.
-Blue mech: The energy bonus/cost are multiplied by 2 on this mech, but item descriptions don't take that into account. It's fine when you're used to it, but for new players that's just unnecessary confusion. Could the descriptions be altered based on if Blue is used?
-Teleporter pads: Could powerless teleporter pads that activate only on room clear be added in the game? That would allow additional shortcuts to be added to lengthy/tricky rooms and reduce the tedium of backtracking without removing the intended initial challenge/puzzle.
-Random button for mech selection: Could that be considered for a future feature? I'd use it, that's for sure.
Ah geez, that was supposed to be a short post... But yeah, great job on the new balance. It's so much fun.