The game already even has gold dust; blowing up natural deposits will turn them into a smattering of dust that you can pick up for a little cash. So it's not that much of a stretch to make the nuggets fall apart into a more "vulnerable" state that, while permanent if left alone, is susceptible to getting the shit wrecked out of it by the environment.
Some sort of change should really be made, as enemies in the later portions start dropping insane numbers of nuggets that end up choking the screen or getting shunted to unreachable areas because there wasn't enough room to spawn in the same area as the corpse. Can't even imagine what it'd look like with accidental deaths, let alone accidental deaths while you've got Trick Greed.
Had a reasonably successful run earlier today that got cut short by dropping down the shaft into the ice caves and landing on top of 3 jetpack assholes and a tank, backed up by a sniper and lightning spirit. That was another run where I got to abuse and exploit the Homing Projectiles perk for all it's worth.
So, the perk in general is just sorta okay... It likes to fuck with long-range shots because it'll just find something else to home in on, even if it's on the other side of a wall, and some projectiles really don't work well with the homing in general.
But then we get to abnormal projectiles, and things start getting fun... A number of spells are classed as "projectiles" even when they don't work like your standard shooty bolts and fireballs. The mist spells (slime/blood/whiskey etc.), for instance. The center of the mist cloud is technically a projectile, it just has 0 speed and 0 gravity and doesn't disappear when it "hits" something. The green rain cloud from the acid rain spell is also a projectile, as are the explosions from the cross charge spells.
Homing goes absolutely apeshit with these projectiles. Since they normally have no speed or gravity, the only force acting upon them is the "slight" homing effect, causing them to zero in on nearby enemies with extreme prejudice. Now, having your own little acid storm cloud following you around is already pretty disastrous, but how about we make this even worse?
Projectile modifiers work on these abnormal projectiles. This includes stuff like fire trails, poison trails... And lightning charge. It's only +8 electric damage or so, but it's +8 every time a projectile "impacts" an enemy... Which in the case of abnormal projectiles like mist clouds can happen hundreds of times for a single shot, because the hitbox will intersect with an enemy but the projectile won't go away. And of course it'll shock liquids and metals and stun enemies and all that good stuff.
On my best run, I had two wands that abused this synergy. One was just a paired set of electric cross charges, so while the explosion is charging up they'd home in on and zap anything that moved before detonating. Very handy, and actually remarkably manageable.
Then there was the Armageddon wand. Pure destruction. A timed spark bolt that fired a quadruple multishot of four whiskey mists, with a projectile modifier... Namely, fireball thrower. Because of how modifiers and multicasts work, it used a single charge of fireball thrower to apply it to all four mists. Hurl it into a room and go hide behind something while the world ends.
I miss that wand...