Was gonna report it as a bug, but it seems intended after all. You get double healing from pickups on Easy now? (Triple on very easy) That confused the heck out of both me and the new player I was introducing to the game. I genuinely thought the double healing perk was carrying over from a previous run or something, until I checked the mechs file.
I think basic stuff like that needs to be consistent across difficulties, first to avoid unnecessary confusion, second to reduce the jump in challenge between difficulties. Weren't the tiered healing items created specifically to avoid this very situation?
Yeah, it was intended although we were in two minds about this decision. We basically wanted to soften the attrition difficulty on easier difficulties, but that does indeed bring up the problems you mention. These changes were made before the extra HP pickups were added, so perhaps we can go back to a consistent 1 health per pickup on all difficulties. At this stage, I'm not really not sure whether to stick with things as they are or move back to 1 health per pickup.
Ran into Twin Suns and Condemned Hunter-- both of them are WAY harder than I remember. Twin Suns is actually sort of a challenge now (though I still managed to Perfect it) and Hunter did a great job of turning me into a pincushion. Thankfully, I took the Life Harvester Incredibility so I had ~25 life at the time, plus two shields.
I'm pretty sure that Twin Suns hasn't been changed aside from adding SFX. Condemned Hunter was made more difficult, though. The previous version was a bit of a joke in terms of difficulty, but it could be that I've pushed things too far the other way. Not sure.
Some of the perks I really didn't like; specifically, the orbital set (level 8?) where I didn't really feel that any of the selections were that desirable, or the set later one that included a deal-damage-when-hit effect.
The orbitals should be good, they are all pretty powerful, I think. The power set gives you a 10 second 10% multiplicative damage boost every time you take a hit which is pretty strong. These orbitals can stack too, so if you were to get hit a few times in a row you could get a 20% or 30% damage boost for a few seconds. The defense orbitals are perhaps for those that take a lot of hits as you really need to get hit 2 times within 10 seconds to gain any benefit. However, I find that sometimes crazy situations do occur when you take a lot of damage in quick succession, in those instances, defense orbitals will mitigate a lot of damage. This can also be somewhat useful as an anti attrition perk. The energy orbitals are pretty much just free energy when you get hit, although each orbital also reduces energy costs, so they can be used a bit more tactically if you are careful about when choose to use your energy weapon.
or the set later one that included a deal-damage-when-hit effect.
That sounds like the Eye For an Eye perk. When I last tested this, it was a lot more useful I thought it would be. If you're on lower health then the retaliation damage becomes very big, I think. So, let's say you hit a really tricky room and there's a nasty blue blaze cannon, but fighting your way through to it is going to be extremely difficult, if you take a hit from it then you will automatically deal damage, perhaps even one killing it in one shot depending on how low life you're on. This can be very handy. The perk is best in these situations, I think, mitigating against crazy room arrangements. The other perks in this tier are Indomitable, which gives you a 75% chance to never die on your final hit which is surely useful. Heavyweight by itself should be useful since it allows you to walk through missile breakable blocks although because we already have All In The Wrist at a lower level this makes the perk less desirable. Major shield is the another choice. So, yeah, this tier of perks seems pretty solid, I think, overall.
Oh, regarding All In the Wrist. Would anyone still take this perk if the missile block destroying was removed, and it went back to only affecting shootables? The other perks are Rally, Resupply, Keymaster and Mapmaster.
Thanks for the feedback!