New Skull idea (Ying Yang) Check it out.

The Ying Yang skull would be a Silver style skull with a very interesting effect.

By itself it does nothing. Gameplay does not change. Pretty much as if nothing is on.

However it’s effect is what it does to other skulls. The Ying Yang skulls will make skulls do the opposite (or near opposite) of what they normally do.

Famine= Now weapons drop 2x more ammo. Pretty much making it nearly impossible to run out of ammo. All Plasma weapons will be 100% charged

Tilt=Overall enemies change weakness/powers. For example Plasma Pistols don’t take out Elites shields/Jackal Shields. However normal bullets do. While grunts now take some plasma to take on

Mythic =Enemies are now much weaker. Around 50% HP.

Catch =Nobody uses grenades. Ever

Iron. Pretty complicated. Iron is not really changed in any real way. However makes converting to check points easier now (COOP/Solo becomes easier)

Black Eye. Any damage you do on enemies you gain in shields/HP. Shields dont recharge otherwise. Shields max out at overshield and all weapons increase shields EXCEPT melee

Thunderstorm=Enemies become slower, weaker and shields are off or weakest they can be

Tough Luck= Enemies are slow, stupid, and will either run away all the time or never dodge danger

Cowbell= Now things are 2x heavier.

IWHBYD= Nobody talks. Enemies don’t talk or yell. Pretty much total silence (in terms of talking/player NPC voices)

Grunt B-Day Party= Revenge for the Grunts. Now anything else that is shot in the head creates thing lovely effect. Grunts are now boring.

Blind= HUD is increased in brightness and clarity as well as better working scopes

Cloud= Radar now has 2x more range.

If anyone has ways to make these better, do tell.

There’s already a thread on new skull ideas here: https://forums.halowaypoint.com/yaf_postst241115_New-Skulls-For-Campaign--Firefight-and-SpOps.aspx

As for the idea? Not really sure I like it personally. The infinite ammo skull in CEA was already a bit over the top, and skulls were originally meant to make the game harder - not easier. Personally, I think it should stay that way.

Given that it basically makes everything easier, it should also be borderline impossible to get, thus staying true to its nature.

I’m thinking it can only be retrieved on SLASO in the hardest section of the hardest mission, requiring flawless timing and execution of a certain event, activated by finding a series of switches hidden throughout the level. Possibly requiring a box launch into a moving enemy vehicle, but that might make things too difficult…

EDIT: In retrospect, that may be a little too hardcore. Still, I think it should be very difficult to retrieve.

So for all the good it brings it should be an absolute pain to retrieve.

Also it’s Yin/Yang, not Ying.

I actually really like this idea. It’d bring more variety to the Campaign and that means more replay value and entertainment. :smiley:

Your idea makes the game too easy. Skulls were always meant to make the game harder or more interesting. Personally, I had an idea for a skull myself:

Repress Skull: Slows down Chiefs movement, animations, and overall maneuverability by 50%. Basically it’s like playing the game at half speed but enemies are still normal speed. Your shooting becomes slower, recharge rate and speed are essentially halved to double-time. Reloading takes longer, as do assassinations and melees.

> Your idea makes the game too easy. Skulls were always meant to make the game harder or more interesting.

My fear is that conversations like this will become fairly commmon:

“Oh hey I just cleared legendary with all skulls on last night!”
“Awesome! How long did that take?”
“Just an hour or so. I had that awesome new skull on that makes the game super easy”
“But-”
“It still counts!”

Find all the skulls (If you have to ‘find’ them again like in H2/3) on Easy or Normal, switch to Legendary, turn on YinYang, watch as the game hands you a Legendary Completion.

If you wanted easy Campaign stats on your profile, just turn on that skull and all the others and blow through Legendary. Unless the skull disabled stat tracking and Campaign Scoring (If that returns) while enabled, I just don’t think it a good idea.

IF a skull like this comes around, I’d hope it would be super-difficult to find (The infinite ammo skull in CEA comes to mind, with precise grenade jumping to get) and hopefully will have something in place to prevent what I pointed out above.

Sounds interesting, the problem is many skulls would actually make the game easier, when that is not the point of activating skulls.