(30th June 2020, 7:34 AM)Camer the Dragon Wrote: I can think of a few levels where a point is you're limited to 3 bullets so Police might break stuff
but yeah there are prob a few that wouldn't like the +5 stat hats and happy (as long as they capped at 100)
Aviator faster SJ would be cool, it may break some stuff but as long as it takes a little bit longer than vanishes take to disappear should be alright for the most part and fun
There are no levels in any of the campaigns that break if you have more than 3 bullets. Sure, there are some cases in the campaigns where it's beneficial to have 5 bullets, but none of the levels become broken or anything. There are likely some non-campaign levels that get broken, sure, but this happened with the top hat too, and I don't think the cop having 5 bullets breaks those levels more than just flying over them with the cowboy does. They could easily just hat remover the level if they're afraid of the cop hat that much.
I don't think any of the hats from PR3 actually need to increase stats in PR2 if ported, aside from the happy hat. I don't think the happy hat would break any levels at all, actually, given the 100 cap, considering you could already get such an effect once a day for free in the Vault of Magics.
I agree with you on the aviator cap balancing feature, though.
Actually, I'll go ahead and give a spiel on how I personally think most of the PR3 hats not in PR2 could be ported into PR2 without breaking balance too much.
Any of the hats that increase a stat shouldn't have that same effect in PR2. I'm putting this here just so I don't have to repeat it.
Mining Cap - Could be ported as is.
Aviator Cap - Superjump happens faster but still not faster than a single vanish block can vanish completely.
Winged Cap - Could be ported as is.
Pedro the Snail - If you were really worried about how this could affect Hat Attacks, even though you could already mess with that mode in PR3, you could easily nerf the steal penalty to 25% stat reduction across the board, as opposed to the stats being halved. I personally feel like halving is fine but this is an okay compromise to me.
Cardboard Box - Way too overpowered, would break every single level of the campaign, boosting, reported.
Parasol - This hat honestly seems pretty underpowered for what it could be. You could potentially buff its ability to also apply to the Superjump item, but regardless it could be ported as is.
Pirate Hat - Could be ported as is.
Nurse Hat - Any time you get hit in this game with something that isn't Lightning or the Jellyfish Hat, your hat just straight up falls off. In PR3, the workaround is you recover faster even if your hat falls off after getting hit. Could be applied the same way in PR2.
Bouncy Hat - This one causes a whole lot of problems imo. There are no bouncy blocks in PR2. The only workaround I could see even possibly applying is if you made it so that the "effect" made blocks push you back as if they were arrow blocks pushing the opposite direction you touched the block in. Even then, this would still completely break a lot of levels, so I'd personally limit the only blocks this effect applies to. Regular basic blocks would be fair game. Stat change blocks, heart and timer blocks seem sort of safe. Brick blocks might be okay, and maybe moving blocks too. Anything else is a definite no. And that's being really generous. This hat probably cannot be ported into PR2 no matter what.
Shark Hat - Doubling Acceleration while only swimming up and down seems completely fine to me. Could be ported as is.
Happy Hat - Could be ported as is, having the same effect as the similar once-a-day effect in Vault of Magics.
Police Hat - I described why I think this hat is okay above.
Ushanka - Not exactly better than the santa hat, but the santa hat isn't immune to Ice in PR2 the way it is in PR3, so it could still be ported without any changes.
Toque - The freeze effect already exists in PR2 with the Ice Wave. Would be extremely annoying. Make it proc the same way the Jellyfish hat does and it'd be fine for porting but it'd still be extremely annoying. Also, Ushanka and Toque itself should naturally be immune to this effect the same way the Party Hat and Jellyfish is immune to Jellyfish stings.
Fez Hat - Could be ported exactly the way it is (given the game could handle it.)
Witch Hat - Could be ported without changes.
Halo - Another problematic hat. If you're not a fan of giving it an entirely new effect, this hat can't be ported. If you really wanted it, maybe it could extend the amount of time you have with a Jetpack. This shouldn't break any (campaign) levels, and it's way more balanced than if it just gave you a Jetpack at the start of every level. Questionable, though.
Pet Rock - Could be ported exactly the way it is.
Bunny Ears - This is a super problematic hat. The ability to double jump in the air cannot be underestimated, even if your jump stat is halved when you do so. You could compare it to the Propellor hat in that it allows you to stall in the air for some time, but this hat simply does more. Just to be safe with this hat, it'd be wise to make it so that you can only jump twice if you manually jumped off of the ground first, meaning you can't jump in the air if you fell off of something.
Bull Horns - Should be fine to port. Should be noted that when combined with the mining cap, it allows you to run through tubes of arrows pointing the other direction. So long as you make it so that wearing Bull Horns doesn't let you outrun arrows with water, it should theoretically be fine.
Beret - Kinda like santa, but instead of being able to cheese through things, it just reduces the stats of players that walk over what you put down. 15 stat reduction seems healthy, so long as the effect this hat has on blocks works the exact same way as the santa. Only difference is it applies to ANY block you touch, including walls and ceilings. Fine anyway, imo, but if you're still worried, you can take that away.