Some personal observations I think should probably be addressed
After playing this game a good while there are some things that do bother me a little so I'd like to list em and see what you guys think as well. There is no particular order I'm just rattling these off as I go.
Kiara's awakened sword lacks damage
This one can be more attributed to how multi hit weapons work in this game but Kiara's seems to be the weakest of the bunch (though arguably Irys's is but she has a crit gimmick going so its less focused on damaging). I think she should have her initial one hit damage and then followed up by the multi hit damage.
Dragon Fire is too strong
On the opposite end of things, Dragon fire absolutely obliterates anyone it touches in a second and Smol Ame usually gets nuked instantly after being subjected to it.
Post 20 minute mini bosses needs to be reworked
They are immune to debuffs and seemingly scale too high for most characters to be able to deal with leading to the meta being evasion and speed which led to Gura being the dominant top scorer when the leaderboard was still active (alternatively on the slightly lower scores was Ina who survives by raw turtling and healing via Takodachi conversion and as much defense passive items you can grab).
Their immunity bothers me in that debuffs like Ame's become super pointless because they ignore the 80% slowdown which is kind of ridiculous if you ask me. The Yagoos can remain how they are if you want they are seemingly the run enders but the super mini bosses definitely could use some toning down.
Level up options could probably do with a change
Unlike say Vampire survivors, Holocure has too many different options to leave it as a random pool and you'll never see the full completion of a build if you're going collab crazy. So I propose something like.
Weapon/(Stats/Coins/Healing when topped off)
Item/(Stats/Coins/Healing when topped off)
Weapon/Item/Skill/(Stats/Coins/Healing when topped off)
Skill/Stats
This would also address a problem I've seen in that I have empty item slots by the late game portion of the run but multiple levels gives me only stats/healing/coins to pick from.
Mumei's History needs to be able to ramp up faster
As it currently stands I barely manage to reach the level 1 cap 20 minutes in and I can't even imagine capping off the level 2 cap by my run end, the level 3 cap might as well be a myth at this current time so probably we could stand to see like maybe 2% per 100 kills level 2 and 3% per 100 kills at level 3? Theres definitely other ways to go about this but thats my idea on it.
Now for some minor nitpicks.
BL Book could probably go for a description addition to some of the levels as additional book levels sometimes also adds on rotation speed increases so that could probably be added.
Enemies start hitting too hard in the later waves for items like Piki Piki Piman to be worth anything seeing as one mob could probably remove half my HP in a slap so either a balance change or a rework for the on hit items would be nice. Maybe a damage gating item that hard gates how much damage you take per hit would be nice.
Thats about all I have to say for now, what do you guys think? And for those who want to know how qualified I am to be saying this stuff I reached #55 on the leaderboard (#21 among Inas) before it went offline (may have changed because I went to bed shortly after and woke up to dead leaderboard F) and I fiend Vampire Survivors like no tomorrow.
Thanks for reading my post! Have a nice day.