#The Nameless' General Feedback Thread
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Shall I just post the feedback I have from my own TNA thread in Forums
Like, a short summary
This was a trick question I will and you can't stop me
do it
Hello
Alright.. heres my idea
Leap/charge: Greg stops in place as the sound plays to telegraph it
oh yeah this reminds me tree while you were fighting the boss it used the speedup attack at the same time it used leap so it just glided across the ground super fast towards you and hit you with both the leap attack and the true damage circles at the same time LOL
Greg flight
i do not think the boss should be able to use speedup while it uses leap or ground pound
bring back at least 3le per run and give new rewards to replace materials
Tbh, idk if this is a issue for everyone else but the skulls are hard to see for me
it does have like 3 le now from what i've seen and it can drop chestnut horses
hmm. i got 2.5 from my last run
well even prior to the hotfix 1 nerf i dont think it was always 3+ le
i think i got 2 a decent amt of times
horses arent really a good reward for tna since most people doin it are gonna have a decent ws set
can you think of anything else they can drop
sorry i'm not like trying to argue i'm genuinely asking cause i cant think of anything myself
You can sell them
to clueless people 
Speed-Up + Purple Circle (Rush I think?)
The actual speed-up feels unneeded and is completely untelegraphed, often resulting in very cheap deaths combined with the purple circles that deal huge damage. I guess the speed-up is to make sure the circles get spread out, but it adds way too much danger to the attack. The purple circles themselves are fine because they incentivize tanks to actually PAY ATTENTION TO THE VIDEO GAME but at the moment with the way they work it doesn't threaten hypertanks enough and threatens people with lower raw HP more.
My ideas for this attack is to heavily telegraph the attack before it comes out considering how dangerous it is, or remove the speed-up. The extreme speed the boss gains can lead to a decent amount of cheap damage because the player isn't properly warned about the attack. Reduce the damage of the purple circles too, or turn them into max HP% damage. This way it'll stay a threat to all players equally and really keep tanks engaged instead of sitting in front of a wall for the entire fight.
I swear the speed has been nerfed I barely notice it anymore
it's
incredibly very super apparent
maybe ingredients if we cant have materials? or if item team have time make new gear(weapons/armor). cosmetics (very unlikely).
||mythics||
yeah It should be but feels less apparent than before
cosmetics would be neat but idk how realistic they would be
Speed + Melee Damage buff (the one that happened towards the end of the beta)
I honestly have no idea if this got reverted yet because I haven't tested it personally but it really just makes it harder for close-range classes that face risk of getting hit directly by the boss, and requires good walk speed or mobility to outrun. Again, I do not know if this has been addressed, but if it hasn't, I would just revert these buffs because they boss was already fast and deadly enough.
mfw prices go down ||depends on drop rate but if they dont drop that often then its not very worth running for them||
Imagine if rush would make greg sorta just turn slower
i wish charms were more than just "take x% more damage for y utility" cause it'd open up a few more options
what would be really cool is if we can have tna based mounts. so like instead of generic horses we have bulb catchers as mounts or some other tna creature
Me raiding lutho with the boys to steal the bulbs
me on the bulb catcher annoying new players in ragni
Suggestion: remove the graspless attack and put that model on the skull attack instead
hands are cool tho
Graspless basically is a worse version of skulls anyway, and is just annoying rn. Skulls are hard to see and look derpy, this would make them better and easier to see
Damage Aura:
Pretty sure this still exists, I had to deal with it when I was soloing the last bit of HP the boss had. Just an odd attack that puts so much pressure onto melee players with no real way to avoid it besides simply having really cracked range with Whirlwind Strike or playing Archer. I think it should just get removed, since I don't feel like it provides much to the fight besides making it blatantly harder for melee players. The Rush attack at least serves to keep grounded players like tanks engaged, but this one just doesn't feel fair.
yeah make the hands the models for the skull attack
I think this is just while rush or somethin, I haven't really seen it
it's hard to tell
It rarely happens but it absolutely does sometimes and when it does it's annoying
just know that it appears in final phase or around 4m hp mark
Yeah, which is why it rarely appears
hm, alright then
if you're in spectator, you'll be able to see damage numbers in f5 and you can run into the boss
90% of the time the boss dies before it ever gets to use the attack
a bunch of -2000s will appear (if you're warrior or assassin or something)
if you're a different class then i guess it'll be more than -2000
I've got a lot on my mind but rn one thing I find quite disgusting (before the new attack I haven't checked that out yet) is the charge-speedup combo, a charge can suddenly cover you in rings and instantly take you out if you are not aware and take it as a regular charge
It can happen at the start of chains to so it can be very lethal and sudden
Sure you can dodge charge most of the times but dying 1 out of 20 runs out of nowhere doesn't feel great
This definitely does exist, can confirm
Leap attack:
Essentially impossible to dodge unless you are at a large distance from the boss when it does the telegraph. That's basically all the reason this attack is so vicious and it feels very cheap to constantly get chipped down because the leap is so hard to avoid and covers so much distance.
I think the attack should be a threat and it's a large amount of the pressure in the fight, but it should be changed so all the classes can actually dodge it in most situations. One thing you could do is just reduce the hitbox, but I don't feel like that would really fix the main problem of the attack being harder to dodge the closer you are to the boss.
Highbread came up with an idea that the attack's damage should be "delayed", where the damage comes out around 1-2 seconds after the leap, so you get the time to move out of the way of the damage area no matter where you are when the boss does the leap. Basically, imagine the boss leaping, spawning the void holes, then like a second later the line explodes, similar to Psychomancer except on the boss rather than yourself. I think it would fit the boss a lot and still keep the stress of the attack apparent, but also become fair to dodge. Also fits the area-denial theme!
Would the void hole be instantly created or same time as damage?
I would say instantly created, so you know where the damage would occur
I definitely support the change, after not playing mage I feel like it's quite unfair of an attack
I think it could be like a small cloud of particles resembling a tear in space which then rips open a void hole and deals damage
What about leap just making greg stop in place when it's being telegraphed + smaller aoe
So you have some time to run away
It's still a near precise tracking due to its melee AI
also doesn't solve the issue where it's like a huge pain to completely dedicate 15 seconds of time purely to running away when he decided to use leap like 6 times in a row because why not
Double charges can also lead to lots of unfair hits if he turns right near you
Also I've seen charges deal damage close to the walls now
they always have done damage close to the walls, they just dont make void holes there
Right uh
TNA rooms right now feels balanced (outside of bulb which can get really annoying and glitchy at times)
But the boss
ehhh.
I have a few complaints about it.
About the charge (charges to the targetted player and create multiple void holes below)/leap (leaps upwards and smash down, creating a large void hole) attacks:
I'm personally fine with how leap works right now, but sometimes I feel that the hitboxes are unnecessarily huge. I can be like 30 blocks away from the landing location and still take damage. It could be placebo, it could also be a miscalculation, but it just feels crappy to get hit by that.
Then to the charge attack. I really hate this one.
Right, I now can hear the sound effect of it and be more aware of it, but the thing is that I need to time it all by myself. When Greg starts charging, it's really fast and deals a enormous amount of damage. It's almost unavoidable when the timing is bad or when I'm close to Greg. I can time leap because of how Greg leaps upwards before I start taking damage, but there is absolutely nothing signifying that I WILL take damage outside of the indicator 3 seconds before the attack. Also because of how they can potentially chain up and fill the arena with void holes, makes the fight a bit of a staring contest on who's gonna stop/die first.
According to the players who have experienced Greg fight with the new spell, the newly-added attack makes the above issue even worse. You get less time to attack and a large portion of the fight is now converted into waiting.
also acrobat is quite weak enough why kill it with bmonk
Huh never noticed that, but I don't think it reaches players using corner cheese, and making it do so instead of fixing the corner would be a very bad idea
I can be like 30 blocks away from the landing location and still take damage.
iirc ground pound is like a 12 block radius
I think that'd be almost twice as large as the created hole?
then that is a big miscalculation of mine
sometimes the range feels really shitty
Raw true damage:
The amount of raw true damage this fight uses is worrying. Raw true damage is very problematic, in a situation similar to TCC. Raw true damage mainly exists to threaten people with lots of DR, but in the end raw true damage needs to be overtuned to pretty high values so it threatens tanks with lots of raw HP. However, this becomes problematic because then people on the average end of raw HP have to deal with damage that is balanced around having lots of raw HP, and it becomes a situation like TCC where all the mobs have huge damage to compensate for the crazy DR players can get (just this time it's with HP).
I think max HP% damage can genuinely be used anywhere raw true damage is used, because it fairly threatens tanks and glass equally and doesn't remove the threat of the attacks at all.
To be fair 12 blocks is still really ridiculous
Leaps wears you down a LOT if you use lower sustain builds
It gets so confusing when players refer between Leap, Charge, and Ground Pound
Someone should really get Nicktree or Lumia in here
somehow I just feel leap having way more range than 12 blocks. Does the middle of the hitbox start from the void hole created?
ok uh what do yall name the stuff anyways
Well we can use earthshatter and rend the barrier for accurate names
Earthshatter and Rend the Barrier is too convoluted though
i call the ground pound attack the ground pound because he is pounding the ground
Yeah sadly
wtf is rend the barrier 😭
i call the other one leap because he leaps but doesn't pound the ground
I usually refer to RtB as charge and earthshatter as slam
I call the huge charge Leap/Lunge, and Ground Pound just. Ground Pound
Rend the Barrier is the huge lunge the boss does
I call the thing where he makes multiple void holes charge, and the funny jump-up-and-down-creating-a-hole-attack as leap
now I think the latter might be the ground pound yall are saying
I mean, Charge/Leap/Lunge all work
Also what do you guys think about the void hole hand attack?
charge/leap/lunge all work for that one attack but ground pound is the only acceptable name for the ground pound
I remember it being really annoying when playing Mage
its bad when you have no mobility
It just feels so weak most of the time, or maybe my builds have too much TWA def since it's purely elemental
but as Battle Monk I almost never get hit by it
Battle Monk has no problem with it, aero charge does a lot to help
Boltslinger frenzy offers enough mobility to outrun the hand landing
Acolyte is a bit 🥴
I don't dodge shit as paladin anyways
Lumia said the hand is supposed to exist to like, get people to call out the hand, but even then the hand itself is hard to avoid and also that really requires a VC. You absolutely cannot stop to call out the void hand if you're in the middle of dodging a huge combo
The hand deals 4000 at the edge of hitbox, 10000 for closer hits. Ground pound is 7500
presses T
YO BRO WATCH THE FUCK OUT THERE IS A VOID HOLE ABOv-
You have been slain
No soul points have been lost
Yeah
Each direct hit of charge is 8400 btw, 4200 if you get grazed
i find the hand to be more of a like
aeugh
Geez that is huge
make sure you're not nearby other players when you dodge it
Me deliberately getting hit by the hand so I can build corruption:
I jump into void holes and not charge to take fall damage for corruption
I die for corruption
It deals about half of your hp and you can take care of the greater one yourself within seconds
void holes are annoying cause I keep charging into them
But funny how charge is the most threatening attack disregarding funny rings
If you take 4 direct hits that's 32k
oh yeah the rings
I can't see the fucking rings half the time
I can feel it coming if he's grounded but when he wants to jasmine bloom you it sucks
rings are the most obvious thing in the greg fight for me
Well, apart from graspless and greater ones
Btw how does the new 💀 works regarding targeting?
Do they all focus down one player for each barrage?
4 for each player is how its worded
No
No its 4 for each person alive
4 target each player
and 4 goes to each player
That sounds incredibly disruptive on the entire team then from what I've heard about the speed and duration
I thought it would just force one person to be on the move
the danger of the attack isn't so much that it's a direct threat
the danger comes from how immensely disruptive it is
Yeah it sounds like it would overlap with other attacks in a bad way
Yeah I think the skulls should just get reduced to like 1 or 2 per player, or only target one player
and also due to the nature of how they charge at the player they can catch up to a bmonk charging straight forward so you have to somewhat strafe them
Maybe 1 per player but more damage yeah
If they all focus one player it would be nice imo
Forces attention at all time but not as disruptive
16 targetting one player would be absolutely insane so I think it should just spawn 4 and all focus on one player
Maybe just mob aggro rules or whatever
If it doesn't last super long maybe it's not that bad
They'll attack closest or something
Ok but 16 would deal like 16k if all of the skulls hit wouldn't it
and 16 is a really laggy amount
Imo make it 4 always but they target players based on closest or some other ai
No they deal I think TWA damage
Favorite and least favorite spells?
✤ 500 Neutral Damage
✦ 900 Thunder Damage
❋ 1530 Air Damage
Fav: Ground slam
Least fav: charge
ground pound is probably my favorite honestly since it's an active threat but isn't stupid like leap
Uhh I like seedpods and slam (mage pov) and I despise purple rings
Also each player can get hit by 4 skulls max
Slam feels great to dodge
my least favorite is the speedup
if it had a warning it would not be my least favorite
what is the speedup 
Speedup/rush/purple ring
Least favorite right now is definitely the Rush (Purple circles), Leap is really annoying but I think it is an integral part of the fight and isn't as vicious as the Rush so it's not least favorite
Favorite is probably like, Ground Pound
mf speeds up to like faster than CoW and spams 3k true damage rings
Yeah I was just talking with BadName about a theoretical change
I think it's fine that an attack this deadly have to exist but the way it is used right now is questionable
Imagine if rush would make greg turn slower so you could dodge it
Here is mine:
Fav: Leap (I know it is hated but I really like it, yeah it's not perfect but it is still close to my heart and definitely spices the boss up a lot)
Least Fav: Bombs (They are pretty inconsequential and very easy to dodge, although in most scenarios unless you are in range of like all of them, dodging isn't even necessary.)
If you have a cool idea I'd love to hear it!
Yeah, I think it is better to exist than not to exist but it should get a telegraph
i mean dont get me wrong leap isn't completely awful but the way it's used and the way the hitboxes are is just
bleh
It does but it is just kinda inconsistent thanks to Minecraft's sound system.
The purple ring attack you mean?
Bombs are fine cause they don't add much fair but they aren't harmful or disruptive/annoying
where random sounds cut off for no reason (I tested this, it isn't even when sounds are spammed)
The Rush has a telegraph? or are you confusing me talking about Leap
I've only heard of the sound when the rings are being created
Oh I thought you meant the dash
There's no prior warning to the speedup
Just having something for that would be incredible
i've never had the leap/ground pound warning get cut off
It's a 1.12 thing iirc
I have but you need to have a lot of archers
Also yeah it's a 1.12 thing
hv u guys played super smash mobs (this is relevant i promise)
Yeah I played on 1.18 and nothing got cut off
I think speedup could have greg slow down then speed up
Yeah I grinded the shit out of that game when I was like 12
But it does a lot in 1.12
what if it was like, blaze firefly attack sound or something
Yeah that would kinda be cool
I think that was kind of the original idea for the spell.
Also you should ask BadName, it is their idea I think
which idea?
Firefly
Ah
Blaze Firefly attack sound would be kinda obnoxiously loud considering the leap is used a ton though
We don't have to use the same sound lol
the speedup is not used a ton though
So my idea is that denial of freedom is only targeted on one player instead of all and force them to be on the move instead of disrupting the entire party
rush could have a cool chargeup tho
OH the speed-up
yeah
I don't think leap is gonna get reworked, it is just too important to the fight. (I think the most that could happen is it being nerfed)
Like greg slows down and charges up energy then he goes to town and runs at extreme speed(not actaully just speed of it rn but funny word so sounds cooler)
although tbh I don't think I would support nerfing it too much (maybe hitbox but that's it)
Well it's not really a total rework
What is the idea?
My idea of speedup telegraph is that there's a rapidly increasing pitch of enderman teleport sounds (the same sound of rings being created) as a charge-up and a big sound when it actually starts
It's just impossible to dodge unless you're far away and telegraph doesn't provide enough time to dodge it if you're close
Really depends on your setup
No like, you can spam charge and you WONT dodge it, you will not take as much damage but you WILL get hit if you're close up or even relatively close
the only way to consistently dodge leap is to just be far away and that completely butchers the pace of the fight imo
You could prob dodge it with Aerodynamics but honestly I don't think that is that much of a big issue, especially for the most defensive class in the game.
you get clipped with aero
Yeah but what about every other class who will get hit by it
unless you've made a very good amount of distance
when you are going for a big burst of damage after it just finished a chain but it starts going for another immediately it hurts a lot
Basically, instead of the damage hitboxes coming out instantly, have them be delayed like 1 second after the void holes spawn so players have the ability to move out of the way of the area before they take massive damage, no matter where they are on the field
Right now Leap has the problem of being really inconsistent to dodge on classes like Warrior and Assassin, but a lot easier on Mage and Archer, and kinda depends on set-up as Shaman, so the idea is to make it possible to avoid consistently on Warrior and Assassin, but also kinda fit the theme of the boss and keep the stress of the fight.
discussion 
The roar is essentially a warning to get away from the boss asap
i agree with highbread
Like I said I wouldn't be opposed to decreasing the hitbox but not too much
i have never fully escaped the roar charge
As high said it kinda ruins the pace and it's still quite hard with that in mind
most class doesn't have enough mobility to get to the safe range within the delay if they are very close when the roar sounds
in like 50 raids. also it spamming the attack is borign
Honestly think we could all agree that the fight would be insanely different if leap was changed too much (And I am guessing we all somewhat enjoy the current fight even with its issues)
I can consistently get out as mage, get minimal damage taken as warrior and take a lot of damage as assassin
Yeah but you don't get enough time to get away sometimes, even if you react really quickly, on warrior with Aero
you cant just go straight back though
Yeah, but just a smaller hitbox or make the telegraph much earliear would make it much less bs and more fun
you need to like wait for it to start and just before it starts charging you go to the side
it's just the large hitboxes rn if you are not changing how the attack works
It would be a lot different and I think Leap is an integral part of the fight, but I think it can be changed to be more fair but still really stressful
yeah, but that only works at a distance
use the time after roar to get distance
i can send a clip of acrobat dodging if you'd like when i go into this boss
Yeah but once you get back he'll be using it already
Roar is probably only really dodgeable on archer because escape is funny
mage
It's easily dodgeable on Mage
(teleport 12->16 too what happened)
And realistic with Shaman if you have Blood Connection
Er I mean roar chain
It's dodgeable at a distance so ranged classes have a huge advantage
If the telegraph is too early tho it feels really disconnected, but ye maybe this could make it better, I somewhat think the problem can be mostly fixed with a smaller hitbox
Also yeah tp buff is funny
Maybe yeah
yea then u go again
roar chain is very dodgeable as a mage spammer
yes i agree
It would be cool if roar’s hitboxes had more of that distance damage scaling too
everything is very dodgeable as a mage spammer
if you dont have enough mana to sustain that's the lack of mobility on your build
like my build is mana steal and i can still easily escape literally everything in all situations
I think maybe the accuracy being nerfed a bit too? Cause gotta consider it when hes chaining it too
I really liked the beta TNA where you didn't need a tank to feel like you can kick TNA's ass.
the bosses speed is the main factor in that imo
I mean mage and archer can still take down the boss with style solo
Nerfing the speed back would help yeah
Archer 😴
the speed buff also directly made it more difficult to dodge leap
Bosses shouldn't be much of a threat when they aren't using attacks imo
frenzy balance 
A smaller hitbox would probably work yeah I am just worried that a smaller hitbox would still be really hard to dodge with unlucky positioning on assassin or warrior
is there a list of greg's attacks
wiki
wiki isn't entirely accurate but yeah
Or rather just not possible to dodge, like it is now, but I don't think that would be the case if there was a smaller hitbox unless you got into a really bad position
but there's now denial of freedom, I haven't played with it yet so I'll add it after I do so
aight
Denial of Freedom (No More Rainbow)
which isn't accurate? I wrote much of it so I could revise something there
Oh havent checked it in a while, it was changed duh im dumb
Well positioning is often times the players fault, so I won't feel bad if they get hit in that instance
Denial of freedom happens way too often at the last phase imo
It's on over 60% of the time it felt like
there used to be misleading info on some attacks like "eyes cannot be evaded and must be taken by tanks" but I've removed those
Yeah
It's just really because the spell has a long duration
Yeah maybe, long duration attacks are kinda eh.
Not really the players fault when they're playing a really low range class and have to be really close to the boss to even deal damage though, like it is definitely the fault of an archer or mage but on warrior or assassin it's kinda unavoidable to get into poor positions with the Leap if you have to be close all the time, and then the boss roars and don't get enough time to space yourself and move out of the way, at least currently. I don't know what it would be like with a smaller hitbox
it would be much better
Oh yeah how is denial of freedom btw
Well yeah definitely, I just mean I don't know if you'd still get into those situations
Have not seen it yet
Smaller aoe could mean less distance away to dodge = more time
Yeah
sure you would but dodging with most classes is gonna be like actually possible
oh denial of freedom was added to the wiki, neat. I haven't seen it yet, should I hop into it as mage (riftbender) or warrior (fallen monk)?
I am just worried that accounting for warrior would make the dash a joke for all other classes
i dont really think you need to worry about that
What if the initial void hole hitboxes are smaller but the further ones are the same?
like the hitbox gets bigger the more voidholes spawn.
that would be nice but i'd have to feel and experience it for myself
That would be cool
sounds nice
that is cool
Yeah 
That could work, yeah
Btw thanks for listening
i have some more in depth feedback to put here when iu am not in tcc
It makes sense, the main problem is really the initial hitboxes being really hard to avoid on warrior and assassin, but that would also keep it from becoming too easy on archer/mage
(and any other classes except archer ig)
Yeah so it would kinda balance out like that
if you are too close as mage and he roars, teleporting once will bring you to a range where you'll get clipped by 4-5 direct hits, a second teleport in a different direction does make you take only 1-2 grazes though
(this is based on 12 blocks tp, i haven't tried 16)
ok good news i died. i think that the tna bossfight sometimes feels like a little bit of a slog with only mister gregory. in nol you have the arena changes and stuff and in tcc you have to like change strategies for the different parts of the boss but like
eeeh. idk. greg fight feels a little empty sometimes.
greg needs some friends he is sad
I think gameplaywise he doesn't need it, but yeah it does feel a lil empty
btw is the CT aware of the barrier corner/edges incidents?
Personally I feel like the fight gets noticeably harder the longer it goes on so it stays engaging, but the huge combos of leaps and ground pounds do get a bit too long to a point where it starts slogging
btw, what about giving the new attack the graspless models instead? since imo they're a little hard to see/goofy
Ehhh, at this point I think adding other mobs (other than the greater ones) would make the fight too messy. Also we decided before hand that we would try to make the nameless use a little minions as possible.
Yeah, but "minion" esque attacks do make it feel livelier, like the eyes
deusphage said something like that one time. Plus it literally buffs fallen in the fight, also deusphage said that.
tru tru but I think it's fine atm
Yeah, skulls will be here too
eyes are cool
Imo skulls are too goofy and blend in too well, idk
greg children
what if you made more arena restricting effects 
nah i think the real issue is tcc
Having a head or some other model that isn't almost all black would be better maybe
Void holes 
Yeah I will see, but I think the sound indicator for them charging is enough to know when to move
I think the skulls are kinda creepy ngl, I think it's just a bit goofy because we have the
emote
New attack makes the entire arena a void hole 
Idk since my only run with em had the whole arena as swiss cheese also a ton of lag
But maybe give them a particle trail of white?
mmm ok ive kinda just read all the spells and i forgot what is sunder
My General TNA feedback:

4 dragon breath projectiles, 1 front 1 back and 1 on each sides

What are your thoughts on using the edge to make the nameless not spawn void holes. Yeah you can say it is an oversight but I actually like how it makes the fight safer but also reduces the player's mobility a bit by putting them up against the wall.
it's used repeatedly but only hurts on direct hits
also the edge wont spawn the skull heads to jsyk
oooh that
i thought it was just a regular attack like melee that is being used at all times
yeah kinda goofy lol
hmmmm, it should
nah the issue is using the barriers to keep him away
i think being on the edge normally is fine since you are very threatened by rush, but using barriers to get him stuck is just horrible
😔
like you can stick greg on one of the inclines or whatnot
I think it's good because if void holes spawned near the edge it would start to become way too stressful
The problem is that Greg sometimes gets straight-up stuck on the barriers
and then he will just not hit you. lol.
root of all tna evil
Tbh just make barrier wall flat maybe
Yeah I am not talking about using the barriers to immobilize him
I thought that was fixed for a while 
ok yea
most players who doesn't abuse barriers usually get taken out by speedup rings which is fair
also whenever people powder spec on me, it tags me for hunted and deals damage

or at least they will lose the second chance to the rings, then dies when it is used again. but yes barriers are still there and I don't get it
Also another piece of TNA feedback
like i cannot play my hardcore characters
dukun these nuts
because i am afraid people will powder spec and kill me
so ig speedup is the attack that release funny purple rings?
yup
Originally the arena was a perfect rectangle but then people complained so it was changed. Maybe the best option is inbetween a perfect rectangle and what we have now?
which ones?
I think any inclines in the arena edge will still be abusable
its either a perfect rectangle or like what it is now
idk, maybe not if they are in the corners
as long as there are blocks to stuck greg in people are gonna use it
Personally the inclines on the walls do not change anything at all but just make me get stuck on them and die every so often
and allow people to abuse them
i think what we have now is cool but the issue is just his pathfinding lol
yeah inclines would be fine if he can unstuck himself
but if that doesn't work there's a funny idea of having a 1 block gap from the edge of arena and barrier which you can fall into but not the boss
HAHA
if you do fall its the same effect as falling into a void hole
(why)
wait omg thats funny as hell and a good idea
goddamn nice one 
now there's no walls to hug
so far all of them! in the raid
imagine people still trying the wall hugging strat but instead spawns 371984731 greater ones on the edge of the arena
courage and quake are most noticeable though
only in the raid? Weird
i have not tried outside of it but i will soon
it is preventing me from doing hardcore raids which is kinda sad
what if the little one and the greater one held hands during the greg fight? 😳
wait that doesn't look right now that I think about it-
The parent is taking the child
lol
" DONT TALK TO ME OR MY SON EVER AGAIN "
on a walk
just happened in tcc
oh speaking of tcc the boss just doesnt exist
also also it would be nice if the storyline ended after the raid so i could scroll without classing ☺️
I will look into it 
👍
please especially look into the hunted tagging with powder specials though it is a massive pain
im not sure why it happens to just me (ironman?)
Very strange
Is it just me or is greg really difficult to see with the night sky
rather than that i've just noticed that the lighting is really bad in some parts of the arena
Ye that would be cool 
any powder spec btw. quake just oneshots me
I will show the devs 
ty 👍
also yeah greg arena lighting kinda sucks
i think we should remove all telegraphs
SO TRUE
havent really seen anyone else bring this up but tna kind of has an absurd amount of tier 3 amplifiers and powders for no reason
i dont really care how it's affected the market and prices but the fact they've dipped so much shows how absolutely crazy the amount you get is
it seems problematic because how are future raids gonna balance their rewards, are there gonna be mf 30 of each in every reward chest
powders are a bit different but it is surprising that there was no new tier 4 amplifier
even tier 3s are frankly 99% of the time placebo at best
I've gotten 6 corkamp 3s in a single raid. I think I got a stack from the little tna runs I've had, and like 2 and a bit more corkamp 2s.
i'm fine with the amp 3 rates because amps suck anyway but the powder rates definitely are really 
tcc honestly shouldnt have even had as good of rates as it did
at this point I'm basically using corkamp 2/3s on rares and they're still not depleting
this probably sounds really hypocritical because i always talk about bringing back dernic mats and not caring how it affected market price but trust me i really dont care about powder/amp prices its more just that you get so many it makes balancing rewards a bit difficult
amps suck so much anyways i think tier 4s wouldve been a good solution for tna
t4s moment
oh yeah anyways bring back dernic mats :)
alright tried a run (which had a barrier cheese sadly), but on the topic I think the heads are definitely spammed a LOT more than I expected
it looks kinda cool but I expected each barrage to be more threatening and not used as frequently
I don't like how it is casted rapidly in combo with other spells though, that sounds hard to manage legit
was speedup changed at all
proffers dying of cringe
good
was the nameless' speed reduced this patch
i only did 2 runs but he felt slower could just be imagining things though i unno
Yeah same
no :)
They were removed from the TNA reward pool?
make it so that greg will hit itself if it stay in the blast radius of his watch attack
one shots
Just bad luck pretty sure

u were right!
Its like the exact same amount of ascessories

Me when I cant count
give me an actually good reason why
that's not bad luck, you still get a tome or charm, I do tna 4 times yesterday and it only give 1 fabled tome
profs exist
cope
ngl bringing up profs is the cope
giving mats in raids at all was a huge mistake 
when people bring up prof economy to me regarding tna mats it literally confirms to me that people are just subjecting to outrage mentality because they also don’t bring up how tcc ruined sky economy which was equal to dernic
(if not even higher demand and more important at the time)
truely
ive given you my reasoning, you just dont think its good and i do
tcc giving sky mats was also a mistake but its far too late to do anything about that
that’s the same reasoning boomers use to not cancel student debt
what
i love skeletron from terraria
What he's saying is that greg is a boomer and he used to not cancel student debt to students at the Order Of The Grook University, the debt was paid off by dernic mats apparently which is why the Dern room exists at the school. 🤷
ok the nameless absolutely did get a speed reduction this hotfix
he's been eating too much, he's gotta tone down on his eating and go on a diet.
post buff tna chest
i know i criticized its speed increase during the end of beta and i still stand by that but idk if its just me and it totally can just be my mind fucking with me since its been so long but it feels even slower than how it was prior to the buff
could maybe use a bit of a speed increase again
can we make acrobat not get fucked by the skulls
i like the new greg speed
new attack just feels like a ton of visual clutter in an already hard to see arena
i mean fast speed he funnier and more ferocious
hes slower now
thats kinda the point of the spell, I expected it more to be a gravitational pull since its the void after all 🤷
whats the exact speed now?
before they buffed him from 0.7 to 1 in speed
i have no idea
let’s just fuck one of the weakest archetypes even more
good idea
doesn't just fuck over acrobat ya'know, plus also yes fuck that class cause its funny. 
yeah but acrobat is one of the hardest hit classes so 
i think my main problem with the attack other than excessive visual clutter is that they gain speed at any height above the ground
even when i just use a normal haul i end up getting hit by them
mfw I try to escape with archer but all that does is make the angry calcium bois fly faster
it's pretty obnoxious
anyone know which spells can oneshot 
here we go again
pardon?
my acrobat actually useless after half hp 
my acrobat actually useless
fixed for you
ok after playing more around it
holy fuck these skulls are so absurdly deadly on shaman
visual clutter aside while they do low damage individually they can very easily clump onto any one player and it becomes super hard to deal with without good walk speed or a good movement spell
of which haul is not and blood connection doesnt help eithe since no matter how high you are above the ground they get faster
so basically: you're fucked on shaman
i can fly
so whats the play now
Well I just saw the spell for the first time and huh
It is definitely not what I expected
It is exactly just FLYING [Heads]!
And they charge faster in the air
So yeah
Whoever added the skulls and thought it'd be okay for the boss to be able to spam them left and right should really never touch bosses again
4 or 8 skulls? Okay, I can live with that. But not 16 or 20
Each player gets hit by 4 skulls
Did you read the previous message?
I said he can spam it, meaning those 4 can easily become dozens
The skulls will charge several times before vanishing, doing so far more frequently if the player is airborne than if they were moving on the ground. Each skull can hit a player multiple times, and multiple skulls can hit a player at once.
so what's your point
I don’t have a point, I was just saying Greg skulls normally hit four times per person, and that the spell is spammed more if someone’s airborne
Iirc they charge five times if the person is on the ground, and seven if they are airborne
well yeah, the spells an airborne punishing tool. I just preferred Greg forcing players to be on the ground because of a gravitation pull spell downwards than the skulls.
you should stop saying whenever a bad change is made to the nameless that the person responsible should never touch bosses again
that being said I don’t really like the current state of the skulls either
they should lower the amount, and reduce the frequency
Can't deny I was talking purely out of frustration, because a relatively chill fight took on a complete 180 after a phase change, with the skulls being created with no end and the boss spamming his charge too at the same time. The fact that escaping Greg via Teleport spam, but consequently becoming airborne (even being 2 blocks above ground), triggered the skulls into full charge mode did not help either.
Oh yeah also raise the height threshold
I can't tell if they even tested properly their own shit boss or just gave it to us to suffer like this was some beta
idk what counterplay there is if the skulls have 100% uptime which they have like every other run
ive yet to experience constant spellspam of the attack so my main frustrations with it are how it speeds up pretty much whenever you're off the ground ever and the visual and audio clutter
I've seen it being used twice or even 3 times at once very often in middle of charge chains
I was stuck solo as an Arcanist from 14m hp
Took him down to 7m before the skulls and charge spam simply overwhelmed my mana regen and Manastorm
But it went so sloooowly that I got to be punched around a lot
Ah yeah, also his purple rings to watch out for
Besides the millions of void holes scattered around and his hands
this also may be a bit of a subjective thing but i really dislike the idea of using lots of spaced
s to represent the attack because they're difficult to follow and see in the constantly night time arena
(why is it constantly night time specifically in the arena)
(i understand it's thematic or whatever but man is it annoying)
also does lumia know about this forum thing
her being in this thread would be nice
I want the
to be changed to graspless model and graspless attack not to be used in the last phase
Since its basically a better version anyway, and its a more obvious(and better imo) model
If you were to replace skull spell with something else that does the same job, would it be like a gravitation spell that pushes you down more? Or like what Daktota said
Silly gimmick: a raging storm 5-6 blocks above ground that damages players inside it, and appears halfway during the battle
I think it should be more challenging in the air but you aren't punished and unable to do anything about it
Gravity manipulation
Yeah, and then Greg would start spamming that too, and people would get slammed into void holes 24/7
I think that it is very funny that you have run away from the skulls
But using your movement spell to do so will put you in the air on most classes
I think the height that counts as being in thr air should be lowered
So it only does it if youre like, idk above his head height
And literally acrobats can just go pound sand
"Acrobat, you're hereby punished for existing."
Greg best moments
hello
i just did a tna with acrobat
and i can officially announce as an unofficial guy that acrobat is motherfucking dead
guys trickster didnt exist in tna
what is trickster
Well acrobat will be useful for the start and middle
Then acro doesnt exist for the last phases
moment
is this the spell that makes acro suck in tna?
Isn't that easily dodgeable??
Nope its the skull one,
whats it called?
Theres some fancy name but I call it 
can i have the fancy name so i can look it up on the wiki pls
I forgor
Is there a possibility so that blinding eyes have some kind of a nametag above them? It is really hard to spot them amongst the chaos of the fight
give them graspless model
Freedom of denial i think (?)
Yep
or denial of freedom 👀
btw where can you see its stats ?
this one btw
and i think all the spells and stuff are on the wiki
wiki
The Nameless Anomaly, subtitled "Beyond Void", is currently the highest-level Raid in Wynncraft. It was revealed in the Wynncraft 2.0 Update Trailer.
Like other Raids, The Nameless Anomaly is a team-based challenge, requiring a party of at least 4 players to complete. As it is designed for endgame players level 105+, the total combat level of a...
I would say make the skulls deal more damage but make them easier to dodge, so it punishes afk tankers more and isn't as disrupting
Alternatively or also make barrier walls flat to remove getting geg stuck as a cheese
I never see anyone afk tank because you still have to cast spells and move around
It happens so much, mainly they get greg stuck and stand back a lil and afk
move around
I don't think they do that
I've also noticed that blinds resets aggro very consistently but I wonder how that works vs provoke and stuff
Yeah I think this is what I want to change them to
not sure though
that sounds fine
although they already deal a pretty crazy amount of damage when they all target one player
the problem with the skulls is how hard they are to track and that most builds need to use a movement spell to dodge them anyways
and nearly every single movement spell brings you off the ground anyways 💀
Yeah I will probably decrease the length they track for
Also gonna make it so you have to be around 7 blocks (or around something like this) off the ground for it to do the extra tracking
so it's more about "Stay Low" rather than "Don't use movement spells"
yes please raise the height that they speed up at that would instantly solve like 80% of the issues with the attack lol
also nick if you know what’s the speed value that the nameless has now
it was decreased by 0.05
out of curiosity what is it at currently
It just detects if the player is above the ground
man 
me when i jump
does it go funny crazy charge mode when you jump off the ground
Yeah but it only checks twice
huh
Basically it only checks if you are above the ground as soon as it would charge
M A N.
wew
Denial of Freedom
That was a special boss fight gimmick that would’ve had the chance to send you to another room where you had to fight a mini boss before returning to the main fight itself; it’s a shell of its former self. 😔
Here are the changes being made to the skulls: Decreasing tracking and how much it is used, making it so you must be 7 blocks above the ground for it to do extra tracking, and increasing damage.
is it still 4 per player
yes
aaah crap.
but they only charge 3 times if you are not above 7 blocks from the ground and 5 if you are above 7 blocks
o
ok yeah that's somewhat better
Me purposely going above 7 blocks to trigger the spell 
suicide mission
is the cast frequency decreased as well?
Nope, have fun when greg casts it 3 times in a row
I feel like it's used super often but people say it only occurs when you stay in the fight for too long
3x heads + charge barrages 
yep
I think we should make the
s constantly be sped up, increase the cast rate, make them deal more damage, have more spawn at once, and make them invisible
do u guys agree

it should be used during watched phase too
Gonna make it 5 blocks instead of 7 actually
5 blocks is better
7 is a bit too high
also lowkey but i dont think the sound of the skulls should be audible from everywhere because if i want to escape from them i'm looking away to use my movement spell and it's hard to judge how close or far they are when they're the same volume regardless of where i am
just a small nitpick though
Skull sucks, it deal so much damage against non airborne dps units
I don’t feel much by the skulls, airborne or not with not many ele defs
the pink skull move is what gets me more (blinding eyes, which doesn't happen often anyway) but the black skulls? I just charge away from them(they hit 3-4 times but not too bad, playing attack paladin)
though I do have 2k fire 1k water and 500 earth def
honestly blinding eyes should be 25-50% faster to stop people from attempting to wallhug
doesn't it not deal good damage
🥴
I meant the pink heads that follow you around
yes I know
The eyes you mean
people can't really tank that from what i've seen they just move out of the way
FA guards easily take big clusters
decently sure some can with a hyper guard
I think that the purple circles should just deal %max HP damage if you want to stop the wallhugging problem
purple rings do kill guards if they bath in the entire thing
Yeah
rn it's the barrier that keeps them from that
Make them deal 100% max hp damage it will be FUNNY 
they would simply move to another corner if they did that
to be honest I think unironically the only way to stop wallhugging is to make the wall/edge a hazard 🥴
touching the wall void holes you
you won't fix wall hugging without making edges unusable yeah
full tank paladins are simply too tanky
However still do replace all the raw true damage with %max HP :)
you can’t really kill them by buffing spells that won’t also fuck over everyone else
you can but that'd require slapping % true damage on everything which is disgusting design wise
speaking of which falling in a void hole summons a little/greater one and not really much else? does falling in deal damage because I haven't been feeling it
They deal damage sometimes
it's just a tp which could be deadly in certain cases but otherwise it's a reposition
it is random whether they deal damage and spawn a little one and I don’t really know why
it honestly might be because the game is still thinking to send us to the scrapped punishment room
It is supposed to deal damage however the void holes are very buggy and do not work very well
what if we added the tcc mouth true damage to stop wallhuggers 🤯
Boss should get damage aura near the walls that deals 20% max HP damage every half second 🤯
it would also be incredibly funny if you could fall off
That would be hilarious
Remove barriers and every time Greg falls off u just lose the raid
Reverse TCC 🤯
"the skulls aren't bad just build hypertank"
though I ain’t using hypertank
pure defense but still it damages enough to have to not be in that general vicinity
Yea, not everyone use guardian. And you deal no damage, if you are the only one alive, it's gonna take forever
There's an ability that allow you to gain mana while been hit
aaaaaaaaaaaaaaaa why is the stupid speedup attack untelegraphed and why do the purple rings it spawns deal so much damage and reach 50 blocks into the air
why is everything in this boss so anti shaman
The rings don't have upward hitboxes pretty sure
why would i lie about that
Idk, last time I remember being able to go over em
ok well. they do
give some bright particles around em when speedup so I can know when to get my mfing arse outta there
(and get fucked by denial of freedom)
Greg hate airborne player
There's a extremely loud sound
and ig I can't hear it.
Too many thing happened at the same time
But if lag resistance player don't stand still, dps player will lose quite a bit of dps and have higher risk of failing the raid
hello,
He scared
don't think its a big issue though but it happened when everyone died during watched
See? He is hiding from players
i don't think forcing lag resistant player moving around or stand still will make any difference, just a matter of time
If you are the only player alive
can we get a speedup attack indicator please? I rolled acro a few times and most of my deaths are when I briefly land to be greeted by the rings and it just feels unfair
does this happen every time greg happens to glitch out of the arena in some way?
.
He doesn’t feel like getting beaten up today.
Armless
I saw that name too but couldn't find the entity
my theory is that its the hand/arm that comes down from the void hole
he died
was the change to the
s already pushed? they feel a lot more manageable now or maybe im just crazy and got better at avoiding them
maybe a bit too easy to just ignore now but they dont make me want to die anymore on shaman
No they haven't been pushed yet
placebo then ig
this might be far too late to say but one thing I haven’t seen many people bring up is how similar tna and nol are element wise
it kind of makes sense thematically since they’re essentially light and dark respectively but I just find it a bit lame that the majority of both raids are twa
i know there’s only 5 elements to work with which makes it kind of limiting but orphion has ta defenses and the nameless has twa defenses
good riddance
Wait what no more rush fully? Or just no more speed when it happens, also where is it from
Only nerfs..
I hope this doesn't lead to Greg being too easy
What bout the change where charge hitbox is smaller at the start, will that still be changed?
Eh, might be worrying too much
it's really just nerfing the really egregious stuff that should have been nerfed anyway
Yeah fair but I think it should've been given a telegraph instead maybe
Yeah it seems harsh but is probably just going to be fine for people that aren't god gamers to complete
So now it's just ring but Greg doesn't trample you anymore right?
Or rings are just gone?
we'll just have to see when it gets pushed
I don't know if I like this, the attack needed to be there but it doesn't have the best implementation
i interpreted it as the speed buff being gone
Yeah, lumia said about true damage after and that's one of the only sources of it pretty sure
eyes
Ah
Eyes, overhead void hole
Also the thing about double damage isn't that just the nameless just stacking multiple charges at once?
Seed bombs
It's unfair imo but it seems very intentional in spell chains
Bombs are true%
Only eyes and rings are true raw
I'll be very sad if the rings are removed instead of a proper telegraph being added
Yea
Watched is true damage too
But yeah speedup does take another big threat out of the fight and players may just easily strafe or facetank greg even more so now
Could we get lumia to see this thread maybe?
I think it would have been interesting if perhaps speedup got a telegraph, or it was used primarily when greg is far from whatever player he's targeting
Yeah
Free Donut > free champion rank
@jolly notch
Hi welcome to the thread
Lol
hi
just to clarify when I mean removed the damage aura I mean the thing with lava particles at 25% hp
not the purple rings
So just that Greg doesn't go faster anymore?
he doesn't get the speed up when doing the purple ring attack
Hmm, still think a telegraph or what frozen suggested could of been more interestin
Since it still has the challenge but isn't as bs
Yeah I like the idea of a sudden lethal charge but it suddenly happening out of nowhere can be quite unfair
What was the suggestion?
Add a telegraph to the speedup or make it primarily trigger when greg is really far from the player he's targeting
Greg only does it when the person he's targeting isn't extremely close, telegraph would be better imo
Without a telegraph, even if the speed is removed there's some situation like shadestepper going in for a few backstabs but is suddenly destroyed by the rings
It would be really hard to do that second one
probably not possible with our current system
💀
Telegraph probs then
oh it will, gotta get that free LE 
ill add a better telegraph, making him only target people far away is impossible
Will speed be back though? I think speed is fine if it has a telegraph, it's kinda fun/cool
That is fine
so when the boss got the speedbost 2 things happened, 1 his speed got set to double, and 2 whenever he cast a circle he would get a little push forward to the next one, I have decided to only keep 1 of these speed boosts as I think both of them made it way too hard to get away, I'm not sure which to keep ,though I am leaning towards the pushes.
Also I checked and he does have a telegraph for that spell it's just a pain in the ass to see, I made it much easier to see, make more noise, and and also gave it a longer wait after the telegraph, before it waited .3 seconds to start lmao
oh that’s a shame don’t remove the speed up
i think the boss needs these strong attacks just give it an indicator so he can’t just kill you out of nowhere
It's not removed.
Anyways I think the push on ring creation is cooler out of the two, I assume that's also responsible for keeping the boss airborne on its jasmine bloom combo.
would the “doubled movement speed” speed boost be the one that’s gonna be removed?
on rings yeah that would be nice, if it's not a lot rn buff it a little but if it's fine on it's own then yeah
0.3s tiny telegraph 🤯
dies instantly
proceeds to blame it on lack of telegraph ||(definitely in denial on their skill issue)||
if possible, could most of the tna rooms have auto teleports once the challenge is completed?
unfortunately sometimes some random guy goes afk and we're stuck waiting for them to come back to move on
tcc has auto teleports in some of its rooms so i dont know why tna doesnt unless it simply isnt possible
auto teleports are only done when they really make sense, like in the berry room it doesn't because it doesn't really have a good place to put a portal to teleport out
berry room not having one makes sense because the way you leave the room is once the challenge is completed
but for stuff like gather/tree/hold
I mean they could I guess, but I find them kinda jarring most of the time and not as interactive
I think they can make the game feel too much like it's playing yourself
I mean, wouldn't this be a problem even without the auto teleport.
wdym
some guy going afk
they will still be stuck in the buff room once they get teleported
yeah itd be a problem because theres a timer in buff room but still
I think doing this just because some people go afk is causing more problems and fixing a problem that is caused by one player being annoying
Either way I don't think we should account for random people going afk in raid rooms.
im not saying the auto teleports for these specific rooms needs to be quick but i just did a run where in tree room the last guy was afk for 6 minutes and sitting in the altar and having to still kill mobs jumping in is a bit annoying
oh you mean like that
ya
I guess it could be done but again it would be a pretty good amount of work for such a tiny thing that I personally don't really think is an issue
it's a rather small issue yeah just wondering if it was possible
if it takes a lot of work then just whatever i guess not the end of the world
yeah...
also im unsure if this is known/intended but it seems that only CIP/CIB/CUR/CGG keys are in the loot table
i wouldnt be totally opposed to make it so certain keys only drop from certain raids but every key drops from both nol/tcc so i find it a bit odd
cur seems rarer than the other keys?
cur does seem to be the rarest of the ones available yeah
when the SE raid doesnt drop EO keys
what an anomaly 
When the anomaly is nameless
when the nameless is anomaly
the nameless ana-l
: Hey Aftershokke, these editable ain’t shi-
such garvan
im terrified
are the ethereal roots in hold room bugged? they seem to only ever spawn once at the beginning and never again
i like the idea of them and that they're what summons the lasers (this is what ive been told but im not sure) but they dont ever spawn and the lasers deal too little damage to be a threat
I don't notice lasers even existing
and honestly didn't even know what they did until now
pretty sure they used to respawn
back as if it ever left
I like the part of the raid where Greg says " Its Greggin time ", and kills all the human warriors by spawning a second greg.
also u can just stand onthe side and not get hit lol
why warriors, im classing classism
Not even referring to warrior archetype, referring to fighters
did the
s get changed?
like the detection of you being in the air and charging a few more times
They got nerfed yeah
ive never seen the skulls
has the nerf been pushed yet though
Is there a place to see all the changes to Tna it seems like Greg’s rules are changing every week now
community can't make up their mind up on greg sadly
What were greg changes
Who knows
i predict hotfix #420 will bring tna boss theme 
Provoke nerf suck imo, fix the boss don’t nerf a class cause ur dumb. My 2 cents
walls are void holes
taunt basically useless against greg
mobs have too much health
a soul shrub with 500k hp
3 teammates can't even stop mobs from damage void hole
soul shrubs are punching bags anyway and i just recently did a run where the void hole took no damage
But non mythic team deal no damage
Main problem is 2 player die and lower the damage output
I'm mage but I'm too busy collecting void matter
L
Shut
I did a 4m long Greg boss fight with a morph user and no mythics
Yeah there were 4m 30s before server restart
And we even got the loot and no wallhugging
Rare occurrence
True but yes
so provoke nerf, I don't think I like it and I assume it's to fix what's going on in TNA. I don't think its the way to go if the boss and barrier is still the same since you don't need provoke to do so, and as a palamonk player it feels meh to not have control over aggro.
it does keep corner cheese somewhat in check i suppose
do we have any exact details on this?
Nerfed some of The Nameless Anomaly's boss spells
I haven't noticed the telegraph for purple rings yet, but I do feel charg void holes being smaller
erm
:doom:
Hmm, imagine if there was like a white particle circle where the leap aoe would be
my favorite tna clip
You don't have time to dodge that if you stay too close
does that attack just do a large amount of damage it hits you?
7500 damage
speedup doesnt seem to exist anymore
as in, the actual speed up where he goes zoom
he can just randomly spawn purple circles now though it seems
didnt lumia say they were gonna remove one of em but keep the other?
yes
didnt know
i dont see pushes nor speedup
but I think I got the sound telegraph now, it's like 1s prior to the attack and is a somewhat generic sound
i think the hitbox nerfs are very justified
greg deserve to be stuck because it has no brain
TRUE
that’s some bullshit wtf
quake pro/dynamic fov issue
Here were the nerfs to The Nameless' Spells:
Denial of Freedom:
- Decreased amount of times the heads charge 5 -> 3 (and 7 -> 5 if you are in the air.
- Made it so you have to be 5 blocks above the ground to count as being "in the air".
- The Nameless should also use this spell less often.
Earthshatter:
- Hitboxes reduced.
- Spell does a bit more air damage.
Rend the Barrier:
- Initial damage hitboxes reduced.
The Void Howls:
- Removed the fast leaps that the Nameless did when casting this spell. (Speed still is increased)
- Added a longer delay between the damage starting and the sound cue.
- Changed the particles and noise cue for the spell.
i miss the leaps, i prefer those to speedup personally
otherwise other changes are pretty nice
i've yet to find the particle cue for the void howls, and I find the sound cue hardly distinguishable from the void bleeds
Ground pound nerf was maybe a bit too much imo but yeah
what's the radius for earthshatter now?
I could update the wiki with the new info if we get the numbers, unless that's already done I'll check rq
Used to be 12 for all damages but now it is 10 for neutral, 8 for water and thunder, and 3 for air.
also the air damage was buffed
any chance we get the exact damage numbers?
alright thanks
I wonder if the paladin nerfs will affect the stalling problem.
if you mean the barrier cheese people will likely turn to trickster soon as long as the corner is still available and get the boss stuck
Yeah it will just get replaced with lure cheese
As long as those barrier wall inlets exist then it'll be an issue
Oh well, hopefully trickster will be changed a lot before then 
cause we all know it needs it.

I think people will always abuse the cheese as long as the root of the problem is not gone
either pathfinding needs to be worked on somehow, or the barrier needs to be gone
I still like the idea of being able to fall off the edge (1 block gap so the nameless doesn't fall in) with the fall into void hole effect
Rectangle is probably just going to be the likely solution
It's the easiest
Though don't change the cool block pattern design just add a solid rectangle outlining where the invisible barriers are
yeah I suppose just perfect rectangle works
Though another idea I saw that came from a different feedback thread was to expand the arena size but make that expanded area deal damage like NoL's blood ruin
So luring greg to the wall just means stacking damage
While still actually having barriers in the arena so nothing falls off
pretty good changes
my teamates are dying to the heart of darkness
they end up without a pulse. 
shocking change was soul shrub getting 600k hp
get rid of the skulls
Lads, prepare for trickster nerfs next patch 
They were nerfed now
The spells here to stay, best you’re getting are nerfs
ground pound was arguably fine but i guess it does make sense for it to hurt more the closer you are to the center
oh yeah what's the radius of the leap thing now
4 for the first void hole, then 6 for the second, then 8 for the rest.
before it was 8 for all
Cool
day 1 morbillion of asking to barrier block off the parts of the arena that disable gregs abilities
I am somewhat thinking that I may have nerfed the skull spell a bit too much.
Is it still a threat? It is meant to be kind of a big deal.
Interesting when things get nerfed to oblivion and barely suit its purpose, ppl start to realize it’s lost it’s effectiveness due to evasiveness.
Yeah I think me nerfing it was a bit reactionary
“ Oh Greg, It’s 5PM! Time for your daily skill/stat edits! “
Greg:
but honestly balancing stuff with ability tree is hard
Greg post-nerf
The new frequency is fine but maybe it could hurt a bit more
We should start talking about replacing Shepard w/ a third summon
We will be in an endless cycle of constantly buffing and nerfing him... 
thats fine honestly
Ig that's natural for mechanically challenging boss
i can see why it may be a bit annoying as a staff member who has to make those changes and is constantly hearing feedback to either buff or nerf
GREG: JUST KILL ME ALREADY!
Poobis: Look, I’m a villain. Not a monster
but that's just how it goes with an evolving meta i think
It's hard to know whether the boss is too easy/hard or the player is too good/bad
skulls are still actually somewhat lethal to me as a shaman with blood connection but they do feel a bit ignorable for most other classes now
also maybe just after release isn't the best time to gauge feedback
If that’s the case then we should start talking about why Shepard should be replaced with a third summon- 
Imo long exposure to difficult content also makes it slightly, but increasingly difficult to tell easy and hard apart, as the player improves
tbh i kinda just dislike that the attack uses greg skull models because trying to keep track of them compared to every other attack can be quite difficult, they blend in really easy with everything else
This might be a weird take but I think the power level of healing and raw ehp here makes it very hard to balance the boss for everyone
you can probably make them more lethal
You can't kill things like acolyte or mage easily without using an attack that's instantly lethal
But if you want to kill those reliably you are going to kill everyone else
Yeah, Greg’s attacks are more hellish the more ppl die
Healing is so potent rn that if you cannot kill someone in like 5s they may already fully recover
Thoughts on the lunge hitbox changes?
i feel some of those issues are relegated to the power of the player instead of the boss
the great thing about 2.0 nerfing defense/agility ehp scaling is that old raids were balanced around the fact that super tanky builds were easy and mainstake and so they had to still be lethal to those builds which really just fucked over anything that relied on agility or low defensive sp in general
I like that
hopefully the spell doesn't feel too different.
And yeah I really think def/agi nerf was necessary
Still feels the same if you are too slow
It's less cheap when you are too close during the roar now
Yeah that change was supposed to be QOL in how I still want the attack to be very deadly but less cheap for warriors and such
to be honest the lunge attack and ground pound still feel pretty obnoxiously large but that could just be my personal desire of wanting to try and consistently no hit the boss but after seeing the stats and changes so where the spells are only really lethal when you're super close, it's pretty fine in practice
it ends up just resulting in the spells for me a lot of the time just being unavoidable minute chip damage which isnt inherently bad
so long as you avoid the main damage of the spells by being too close
There's a way to partially fix the inflated recovery problem but I think it's quite artificial: anti-healing mechanics
Let's say the nameless melee applies 2 seconds of wither effect (like vanish)
Guys and gals I have an idea for Greg, if we talk about the boss theme not being there in the fight, they surely have to add it in
(actually don’t do this it’s a joke)
Now no matter how tanky you are you will not facetank it forever
But as I said it will feel very artificial
Honestly I'd rather just wait for a potential ehp nerf before adding anything too drastic.
anti healing mechanics to me often feel like artificial difficulty and really only emerge as a result of player healing being too strong (which it is)
2.0 was meant to nerf heal but after so many players cried over it it was rebuffed to be arguably better than it was in 1.20 💀
but who knows
Yeah healing is too strong and it's just a quick fix to that, I'd rather nerf healing instead