Insanity Adjustments

Insanity Adjustments
effort 4.0 1 quality 3.0 1 reasonability 5.0 1

Now that dark sea is out, insanity below 5 is now possible. I’ve had my fun with them and they’re definitely a cool feature but it doesn’t make sense sometimes. I know im saying this despite knowing the fact that insanity doesnt make sense to begin with but bear with me here.

Insanity has 5 stages with 1 being the lowest and 5 being unstable and beyond saving but how the effects are added is what doesn’t make sense such as having severe and clear illusions at stage 1 despite your insanity being still developing with the effects even occuring every few seconds.

The aim of this suggestion is to adjust the scale and severity of each insanity stages to make it make sense, as well as adding a few new effects to stage 4 insanity.


Stage 1 - Slight Insanity

  • Being the lowest stage of insanity, its effects are slightly more on the calm side and visual illusions are very limited. Your character shouldn’t notice the effects very clearly since it’s only slight.

  • Possible insanity effects only includes:
    Whispers
    Fake message
    Insanity texts on screen
    Shadow figures
    Compass being unstable

  • All of the effects has a 1 minute cooldown before another one could occur to signify that your character won’t realize that they’re already being affected by insanity unless you, the player, see that there’s an insanity icon on the lower left.

  • Visual illusions such as shadow figures and unstable compass will only have a 20% chance of occuring.

  • Insanity texts on the screen should only have sentences related to being uncomfortable such as the “Tastes like Iron”, “Something crawling under your skin” and so on. Would not include violent sentences such as the “Urge to kill” and so on.


Stage 2 - Mild Insanity

  • Insanity is now slowly starting to affect your whole character’s life and including your gameplay. Your character now notice that something is clearly not right since the effects are now more obvious.

  • Possible insanity effects include everything that’s currently in stage 2 insanity except for every effect, there’s a 30 second cooldown before another effect could occur.

  • No insanity texts that includes sentences such as the urges to be violent yet but will now include something related to the character’s pre-amnesia state ( If it is ) such as the “Why did they betray me” and so on.


Stage 3 - High Insanity

  • It has become very clear to your character that they’re now insane. Others could also take notice that you have high insanity by looking at your eyes that’s glowing red.

  • Possible effects include everything in stage 2 except with a little cooldown of 5 seconds before another effect occurs. Also includes everything that stage 3 insanity currently have.

  • Insanity texts now includes the urges to be violent.

  • Your eyes now glow red permanently to help signify others that you have gone insane.


Stage 4 - Dangerous Insanity

  • Insanity is slowly taking control of your character’s life and now severely affects your gameplay to the point of being near unplayable unless you have tier 5 warding.

  • Possible effects include everything that stage 3 will now have and what stage 4 currently have but with adjustments to taking damage.

New effects

  • Twitching: Parts of your body will now start to sometimes twitch to show your unstable state.

  • Insanity Damages: You start to randomly get damaged from nothing while you’re alone for 1 minute, causing scars to pop up. When there’s a player nearby within 20 studs, the timer will keep resetting until that player is out of reach.

  • Strangling: If you stay close to someone within 5 studs for 10 seconds, you’ll rush to them and strangle them, keeping both of you in place. Only works on other players and if a player is being strangled, spamming the block button will eventually free them. Strangling only acts similar to holding your breath underwater, once you ran out of air capacity, you start to suffocate.


Stage 5 - Unstable Insanity

  • You are beyond help.

  • Includes every effect that insanity has with only 1 sec cooldown.

  • You start to continuously get damaged out of nowhere, ignoring the requirement where someone has to be near you to prevent this. Occurs every 2 seconds and deals 15% of your total health as damage.

  • Insanity texts are now replaced with “HAHAHAHA” over and over throughout your whole screen as the character slowly inevitably dies from insanity.

3 Likes

I’m going to be completely honest in this:

While this is fairly fine, the biggest issue I see so far is that you’re suggesting a one minute cooldown for insanity effects. While a fairly large timer would be fair for insanity I, a full minute before a very tiny effect happens is to be frank absolutely nothing. If I was to refine this, I would suggest making insanity 1 far harder to realize in other ways, namely removing everything that would be extremely obvious that something is happening.

What do I mean by this? Take the fake message, for example. For one, it shows up in a purple notification on the side, basically removing any possible method of thinking it was someone else, or anything at all. What I would do, is remove the pop-up. Just the notification sound for insanity I. This would bring out the “your character won’t realize they’re being insane” part you’re going for, in a way that doesn’t completely invalidate insanity I.

Other changes I’d make would be, as I said previously, removing things such as Insanity text on screen, as these are extremely in your face. Whispering would be made far quieter, so as to again, be far harder to realize. I’d also add an insanity effect where the player’s view gets ever so slightly darker over time, very slowly losing brightness, before slowly fading back up.

Things such as the shadow figures and the unstable compass are mostly fine as is, though the shadow figures should be a bit harder to spot. I do think things such as coughing up blood should be removed for the first Insanity amount, mostly because slightly insane people kind of don’t cough up blood or imagine such a thing happening irl.

With this one, I’d say it first off has the same issue with your first suggestion for Insanity I, that being an extremely long timer before anything happens. In this case, I’d advocate for something such as 20 seconds at most between hallucinations.

As for effects, I’d say some are a bit too intrusive in Insanity II currently in game for what it could be, though your suggestion is mostly alright. I’d personally add things such as sound effects having a small chance to be able to be played at 400% their usual volume, perhaps slight desaturation of a color, fairly fast, and all of the previous effects, but slightly more intense, such as the lighting getting darker faster, and the whispering being louder.

The current in-game effects, like falling over or coughing up blood feel a bit too intense, along with setting everything on fire and inverting colours. While Insanity II is definitely meant to be a fair stepup to Insanity I, it’s only the bottom 50% of Insanity at all, so it shouldn’t be leaning too far into horror. The Insanity text is perfectly fine though.

I agree with the cooldown for this stage (in fact, it might even be better to have it a tiny bit higher to allow people without warding to still play the game), though the red eyes are something I’d reserve for Insanity IV. I think that the color inversion might work here, though perhaps far less intensely.

The random darkening can be as fast as color inversion is currently, and things like self messages should finally have ui notifications, though the difference would be that the message received text should honestly be the same blue as normal messages, to help sell the hallucination more.

I still think effects such as everything being set on purple fire, and chaos energy being everywhere is STILL too intense for even Insanity III, as I feel like it can sell the horror aspect far better at higher insanity. I’d add the fake burning effect to here though, but make it rare, and also add the coughing up blood hallucination at this point.

I would recommend something such as 3 seconds between hallucinations in Insanity IV, mostly because you will be playing with Warding regardless to deal with the damage. I would put the Red Eyes in this part of Insanity, as it’s best to be put in the most creepy Insanity possible. I do not agree with the scratching or strangling parts though, as I feel like those would be TOO disruptive for any kind of play.

I don’t really see the need to change the damage you take from Insanity IV currently, though making a small visual for it, that being the scratching, does sound kind of cool. It shouldn’t be negated by being near a player though, just Warding. Strangling would be exceptionally annoying for group play, especially in combat, as suddenly two entire players are incapable of fighting for at least several seconds.

Beyond that, every effect Insanity has and the ones suggested here should be present in Insanity IV. My general feel I wanted to go for with this level is to make it the “True Horror” sort of part, where the difference between Insanity III and IV is a fair bit larger than all the other jumps in Insanity level.

I would keep the current damage you take from Insanity V, but the rest I like. I’d personally make the Insanity text constantly display, maybe even taking up a lot more of the screen, but that’s about it.

what.
“Possible effects include everything except for everything”???


(this can be seen as insanity gear giving more stats overall as “glorifying” insanity as insanity gives more stats and insanity causes self harm meaning yea you get the point)

2 Likes

Remember all the effects you listed could be applied via insanity gel
Also we need reversed co trolls in 3+ range
To simulate the “near total loss of control”
Also for the lulz
Vetex should add discord ping/steam notif wound

Aight, thanks for letting me know that, I only joined roblox at last year when I ran out of games to play so I dont really know much about roblox tos aside from the obvious ones

Self harm is now changed to insanity damages

Internal mental collapse
Your brain literally turning to liquid from the abundance of magic

Diamond shards are hard to get so I doubt it’ll matter, black shards are possibly worse ig since T3 would only have 3 sec cooldown, hmmmmm

Eh screw it, I’ll just let vetex decide on how it’ll work since my true purpose of this suggestion is to let vetex know that insanity needs some adjustment, since he do read suggestions and all that when he changed the position of archer cloak from torso to head

Errr im assuming you skimmed through everything but this means that “For every effect, there’s a 30 second cooldown”, you uhhhh missed what came after it :sob:

I agree with most of your changes. The first two levels of insanity should be toned way down.

If vetex is up on recreating less obvious versions of each effect for stage 1 then sure, but my suggestion is pretty much just vetex changing the numbers for every effect so that vetex only has to use what he currently has.

Yeah pretty much I want insanity 1 to be near absolutely nothing considering your insanity is still developing, you wouldn’t really notice you’ve gone insane already as a normal person with no knowledge of symptoms of insanity aside from the obvious mental stuff, so pretty much I wanted to apply that in here as well

As for stage 2, the reason why it’s 30 sec is to give a time frame to breathe and still be able to play normally. Yeah ik there are some effects that’s intrusive such as the purple flames and the fov decreasing stuff but they mostly last for 5 seconds or more, so pretty much in reality it’ll be a 25 sec gap til another effect happens.

As for stage 3, the reason why red eyes should be permanent here now is because you permanently see visual illusions and not to symbolize being violent since you mentioned it should be for insanity 4.

Most people run 3 virtuous and 2 essence or 2 essence alone and that’s fine as it is. Insanity 3 is regarded as high which people should avoid in both gameplay and balance sense since think about it, 3 essence is already busted enough as it is being a second enchant

As for stage 4, having 5 sec cooldown is already enough considering most intrusive effects last for 5 sec which pretty much means you already have permanent visual illusions at that point. Making 3 sec visual illusions alongside managing insanity damages is too much when I aim for stage 4 to have a hope for recovery or something

As for insanity 5, ngl 33% of hp for damage isnt enough for me to enjoy the insanity effects so 15% is fine since at most you have 14 seconds of time to see the intense effects of insanity aside from a 5 sec time before you die

All in all, even if my suggestion doesnt go through, my true purpose of this suggestion is all that would matter which is to let vetex know that insanity scaling should be adjusted. I saw proof that vetex do read suggestion no matter how many votes the post have since my suggestion about archer cloak being changed from torso to head position got through despite having only 12 votes

Mhm, it matches more with their levels after all since slight and mild should literally have slight and mild insanity effects :frcryin:

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