Again thanks for the feedback!
While Hell's Arena does give different rewards, I do think it would be out of place if it appeared on different floors just based on the challenge. Perhaps a better alternative would just be having different rewards and different enemies based on challenge? Planning out how Dual-Angel games work would be important though.
Changing the enemy composition based on challenge is a unique idea, while aside from making it easier for challenges with especially hard early games like AoB and AoMr, you could also make it harder for challenges like AoMC and AoLT that otherwise trivialize it. I'm not sure if that would be possible, but if so, I do think that's a better idea than moving Hell Arena's spawn point around.
Regarding nuke floor counts, the number isn't really what impacts it, it's just simply the existence of the Trigun, whether the count is high or low. Nuking 15 in an Angel of 100 game could definitely be done without it, but it still definitely be easiest by waiting on finding a Trigun. However, the HP depletion would require finding many natural nukes, and then ideally spamming Angel Arm after to get the remaining count. I'm not opposed to the idea of making a medal regarding nuking a ton of floors on Angel of 100, just that the same strategy will be significantly more optimal than any other.
I see, in any case I'm not strongly for it, just an idea for A100 medals building off of existing medals.
While the Cyberdemon was the final enemy before, the Angel of Death is still stronger than he is, and the big issue is the 10 armor, which does funnel builds towards needing something that can handle high armor, which is mostly plasma damage or piercing damage. I'd say if it were to be a reasonable enemy for those game, it would need something like 95 depth, 1 weight, and 40 danger. I'm not 100% opposed to it, but it would have to be done carefully so that it doesn't become too overpowering or forcing certain playstyles.
I see the concern, but I think by lategame A100, players should always have the weapons to break through that armor regardless of build, and so the AoD wouldn't make any build unviable. Like shotgun builds will very likely have Nano-Shrapnel or some form of plasma shotgun, and in the very unlikely case they never find a Nano mod, Sniper mod, nor Plasma Shotgun, they will certainly at least have some rocket launcher on them (or if someone actually plays MAD in A100, then it's not a worry at all). Then Pistol builds will always have an Energy Pistol for Revenants and to utilize the plethora of plasma cells you'll find, or a Blaster for the same Revenant-killing ability and infinite ammo. It's also not like this isn't encouraged by other high armor enemies; the 4 armor of the Cyberdemon and Agony Elemental, as well as the 5 armor of the Lava Elemental, are hard to punch through with weak hits that aren't plasma or piercing. In the absolute worst case scenario where you somehow don't have any decent plasma or piercing weapon to use nor any other means of high damage-per-hit, you could just run away, aided by the inability for the AoD to open doors (if someone is too slow to run away from the AoD and they can't kill him,
then how did they even make it that far in A100?). I also wouldn't say he is necessarily more generally threatening than a Cyberdemon, whose rockets can do way more damage per hit than any other enemy before armor aside from the Elite Former Commando (fire resistance is very easy to get but melee resistance isn't much harder), you'll likely be encountering him in much more cramped levels than Tower of Babel (so Dodgemaster can't reliably save you), he hits you just as hard in melee as the AoD does, and the fact he'll blow through walls to reach you also allows him to destroy your cover and expose you to other enemies.
I agree Juggler would lose a lot of power if it only worked with the prepared slot. I think easily allowing it to work with any weapon in your inventory would be nice for quality of life. What is your opinion on it functioning for ammo boxes?
If Juggler couldn't work with ammo boxes, it would be a senseless limitation and I would probably never invest in it if it's not a mandatory prerequisite. The only reason to not have a relevant ammo box prepared at all times is to preserve its ammo for more dangerous fights.
Regarding your suggestion for Duelist Armor with making it have lots of melee resistance and no bullet or shrapnel resistance, I don't think it would be broken in Cerberus Armor (P), but I'd strongly argue that the trade-off for more melee resistance is far more valuable than bullet and shrapnel. Bullets generally don't do a whole lot of damage, even in the end-game, and with 2 protection and possibly some points in Tough as Nails, a lot of the damage can be reduced to 1 without any resistances. Shrapnel can be dangerous up close though, but it gets heavily reduced from decent range. With the melee resistance though, you can happily camp out enemies and not worry if they get adjacent to you. Overall, I'd be for the change to Duelist Armor and hope that nothing is being overlooked. It could also be pretty insane in just Ballistic Armor for a very low cost, but it could be argued that it'd be a waste.
I do think needing a P-mod and all that investment in TaN to cover that lack of bullet and shrapnel resistances is a cost in itself (not to mention that over half the masteries block TaN). Related, maybe the bullet enemies can be made more dangerous, like Elite Former Humans can carry the suggested Magnum and maybe Elite Former Captains could use some nerfed Railgun? Or add some new bullet enemy entirely that can do more damage-per-hit. Something to help make bullet resistance more valuable and so maybe the Bullet Proof Vest could have some worthwhile niche beyond being a Green Armor alternative in the early game.
Also yeah Ballistic Armor would be wasted on this suggested Duelist Armor; it would already reduce melee hits from Barons and Mancubi down to 1 (so all common enemies can't hit you for more than 1 damage), and a Power mod would let it reduce any Nightmare Demon bite down to 1. The only practical usage would be to get you armor that reduces the AoD's damage down to 1 for non-melee builds trying to beat Unholy Cathedral, but doing that would sacrifice the armor's general usage as VMR would now destroy you in it. Actually, seeing how it reduces Baron and Mancubi down to 1 damage before even a Power Mod is added, maybe do 60% melee resistance instead.
Regarding your suggested buffs to Ballistic Armor, the main thing is it's super cheap and accessible to make, and while the fire resistance penalty is the trade-off for it, fire damage isn't as common in Phobos and even somewhat uncommon in Deimos except on the harder difficulties. I think raising all of melee, bullet, shrapnel, and fire resistances on it by 10% is too much without some other kind of cost to it.
But like I said before, currently it doesn't increase your defense against physical attacks all that meaningfully. With the current +30% resistance, a melee hit needs to do more than 8 damage for this assembly to reduce it by more than 2 damage (which a Power mod would do without making the armor worse against the most dangerous enemies), and even against Barons and Mancubi it's only reducing their melee hits by 3 damage. Then only a max damage roll from a Elite Former Human's Combat Pistol can reach 9 damage for a bullet hit, and considering shrapnel is double affected by shrapnel, it would take a Sergeant's shotgun blast doing 16 damage for the assembly to do better than a Power mod, which is very uncommon. So overall, the assembly in its current state barely helps in its primary use, while that tradeoff is very harsh. The only real reason to build it is to help with Phobos Lab on UV/N! (where it can reduce Nightmare Demons' bites by 4) and for non-melee builds with Unholy Cathedral, but sacrificing an Agility mod, Technical mod, and an armor's general usage to help with a couple special levels is a pretty heavy cost.
I do like the concepts of your suggested assembly outputs, but I'd want to avoid it becoming a slippery slope where all mod packs work on all items.
I will say I don't have much interest in doing that. You could maybe make some weapon assembly that uses an Onyx mod, or a melee weapon assembly that uses a Nano mod, but what could you do with them that both makes sense and would offer a unique gameplay role? The main idea with the suggested Sniper and Firestorm armor assemblies was to help make those mods be a waste less often and cover some gameplay roles currently offered by no other armors.
For difficulty between City of Skulls and Abyssal Plains, the big thing is that you can enter and exit City of Skulls with no worry of anything if you want to. Abyssal Plains also starts you off surrounded by strong enemies that you can't really hide from. City of Skulls is dangerous as you flip the switch, but you can often use various weapons to kill groups of Lost Souls and then chip away at whatever remains in your vision.
I see, I agree City of Skulls shouldn't be free to stair dive through. I think a simple solution here is instead of unleashing enemies with the lever, you simply have the pillars come down once you pass the hallfway point of the level (while also expanding the middle pillars so that you can't run through the top or bottom of them), much like how the Phobos Anomaly's trap works.
Regarding hunting enemies picking up items, there are a few situations that can become silly to deal with, such as Cyberdemons picking up Shielded Armor, Phaseshift Armor, and others that we're currently theorycrafting making. It could also be abused with giftdropping Necroarmor, Fireproof Armor, or Gothic Armor for the Tower of Babel fight. I'm still personally leaning on no overall, but not 100% against it.
If the player could take advantage of it to weaken the Cyber, I think that's ingenuity that should be rewarded, and it would probably be tricky to pull off, as he should still prioritize attacking you as long as you're in his massive vision radius. All that said, I'm not terribly for letting Cyberdemons and Bruisers use items, and so would be fine with them just losing the ability if hunting AI ignoring items could be fixed (while Cybers would absolutely have to if no healing cap can be programmed to medkits).
Regarding trees, the only other thing that's important to consider is they can't be randomly generated or they might block important pathways. They would have to be preset in some way.
That is certainly an important consideration I overlooked, and I imagine it would be a pain to program in a way to prevent them from blocking off stuff. You could give them the fragile flag so they're destructible by any weapon like barrels and ammo/armor crates (these decrepit-looking trees shouldn't be that sturdy anyway). Or they're just kept to specific level types where they can be easily programmed to not spawn in ways that would block off areas.
For an idea for Double Chainsaw, what if the doubling of Chainsaw's 4d6 instead of 8d6 was 4d12? This would give it a very different damage output, and a Bulk Pack to finish the assembly would give it a pretty nice boost in power with 5d12?
This would make it more unique, it still wouldn't do much for the problem of it being outclassed but any functional uniqueness is good.
I agree Lava Elemental is quite weak and increasing melee damage is a good way to counter it by avoiding the lava splashes. Perhaps just give it a higher teleportation chance? Or what if its splash radius was bumped up to 3 or even 4 instead?
I would like the higher teleportation chance, if only because sometimes it gets annoying waiting for it to teleport to me. As for the splash radius, I wouldn't mind keeping it as is nor oppose it becoming 3. Could get nasty dealing with an increased splash radius without any radsuits though, if my suggestion of removing them from The Lava Pits/Mt. Erebus on higher difficulties is done (and otherwise as long as the radsuits are kept as is, the increased splash radius won't make it that much more dangerous).
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I've also got two more suggestions I added to my post, I'll point them out here for convenience to review:
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Add the "Tactical Set" - Wearing Tactical Armor with Tactical Boots completes this set, which grants the player with the effect of DodgemasterI think the game could use a couple more sets, with an obvious equipment set being the Tactical Armor and Tactical Boots. Aside from being thematically fitting, Tactical Armor is also an underused assembly, as the risk of running around essentially naked is too high, and the cost of two Agility Mods is a bit high for players, especially when they've likely already spent two Agility Mods on Tactical Boots. The Tactical Armor probably still wouldn't be used much, but having this set could get some players to assemble it in more scenarios, such as an out to the Cyberdemon for low-DPS builds with no Dodgemaster. There's also already precedent of equipment granting players the abilities from traits, with the Butcher's Cleaver having inherent Blademaster.
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Change the Gothic Set from giving +4 protection to +50% resistances against everythingThere are two glaring problems with the Gothic Set; one, +4 protection on an armor with no energy resistances is not enough of a tradeoff for becoming completely immobilized, and two, the Angelic Set exists, which also grants +4 protection but without any sacrifices to mobility. So not only is the Gothic Set incredibly niche in practicality, it's also completely outclassed by another set that does the same thing without any drawbacks. This change could make it become actually viable in situations where out-DPSing a bunch of baddies is imperative; currently the Archvile does 10 damage to you in the Gothic Set, 8 if the Gothic Armor was P-modded, and high damage rolls from Mancubi and Revenants could do even more, while plasma enemies are of course hardly fazed. With you still taking decent damage, the Gothic Set is just making you a sitting duck that would get promptly slaughtered. With this change, the aforementioned Archvile zap now does only 4 damage, 2 if P-modded, and you'll be often be reducing hits from common plasma enemies down to 1, while Hell Knights and Cacodemons do no more than 3 or 2 (whereas before their max damage rolls would do 7 or 6). There's farther synergy with the Gothic Cerberus Armor, where this set would give you 95% resistance against everything, and so reduce practically any hit down to 1 damage; this might sound too strong, but given you're completely immobile for the Gothic Set (while rapid-fire enemies can still rack up damage quickly in big hordes), and that the Gothic Boots themselves aren't much useful (so carrying them around is often a waste of inventory space), I think this is still reasonably balanced.