Doomsday Hunters: Impossible Mode 2 + Mad Clock

Doomsday Hunters: Impossible Mode 2 + Mad Clock

This new beta consists of gameplay changes that fix some over-powered strategies and introduce some needed nerfs, such as to the energy (special weapon) system. In addition, 3 new modifiers are introduced: impossible mode 1 and 2, and mad clock. Impossible mode 1 is likely currently only beatable with very boring and specific strats, and likely barely only beatable to a human player. Likely it could only be beat with a very high movement speed and an extremely small margin of error, however getting over the early game hump to amass enough movement speed, DPS and some ancient armors would be a boring undertaking. Impossible mode 2 manages to add a lot of difficulty without feeling too unfair, but also emphasizes some of the current flaws of the game, which at times make the game unfairly hard, and in other times overly easy. Mad clock just adds a 25% boost to the speed of the game, which in my opinion makes it more exciting and closer to how fast it should play (though at times certain relics can make the game absurdly fast to the point of being comical!) Overall, the new changes show the game moving more into a polished state, as this run shows. Impossible mode 1 may be fun to try with lower level universes and furies, but in my opinion, what's the point of adding difficulty modifiers if you are playing on easy universes? Might as well go all the way: -Impossible Mode 2, Mad Clock, Universe 6, 20 fury (HARD 230+%)