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Basically this weapon is not bad, it's actively working against you. So there's that.
- Make it benefit from projectile count.
- Make it do the damage to the enemy it attaches to
- Have it randomly attach to another enemy if the enemy dies while attached to it. Or it could linger in the space it was when the enemy died, then attach to a nearby enemy when they get close enough.
- There was something else but, I forgot.
In any case it's kinda just a terrible gimmick weapon, but at least that way it could be somewhat useful I guess idk.
100%, this.
With Dragon's Breath you're rewarded for getting close to enemies and facing them with a lot of burst damage, space noodle makes you constantly need to move around, often putting yourself in danger in order to deal out admittedly, impressive damage but is too hard to be in position to get this reward and not worth a slot over other high-risk choices like Dragon's Breath, or just going with the brainless Dexecutioner. Not to mention, Noodle makes your target invincible, and you can still get hurt by them...
How i'd fix Space Noodle to keep the current functionality but make it more functional and fun:
Make the Space Noodle latch onto a far-away target if possible, reducing the need to constantly move around.
Don't make the target that gets latched invincible, they take normal damage, but won't get killed until the space noodle finishes (this is mostly to prevent it from latching to a boss and giving them a shield from your attacks)
Latched targets can't deal contact damage. This is to prevent the item from feeling like a detriment if your target closes-in on you, while also keeping it balanced by letting bosses do their primary attacks to you.
(Alternatively, instead of not taking contact damage, the noodle causes the latched target to stop moving, same idea but with a different execution)
I think these 3 changes would at least put it in a better position, letting it function for the purpose it was intended for instead of feeling like it's doing more harm than good...
This video from Dex demonstrate how bad it is at end game. It's towards the end where it will show the issues. But this happens anytime you stay onto the endless wave.
Because enemies become so quick they are somehow not affected by the anchor effect that the Space noodle should be giving the enemy.
So now you have an enemy that is invulnerable to damage but CAN damage you that is constantly chasing you. This is bad. Real bad.