#The Nameless' General Feedback Thread
1 messages · Page 2 of 1
A bunch of stuff could be nerfed, it's kinda insane
There's also the issue of hpr scaling quadratically
in terms of ability tree stuff.
i strongly dislike any mechanics like anti-heal and, god forbid i bring up this argument, cci which exist solely because the player is too strong
they usually bring more problems than they end up solving and the root issue is with the player in the first place and the mechanic feels really arduous as a result
The only major thing that I see got nerfed in healing is the slower process of mage healing / regeneration skill tree being 0.5% (still malding about it) while someone w/ double aco fluid healing totem can heal ten fold immediately with a rebound aura
But many items identity like nethers scar depends on hpr% so we can't just take it off
player power creep is absolutely real for 2.0 but i think regarding ehp you can continue to balance the raid quite fine because those things are unlikely to change much
as for mob hp i think an inevitable universal mob hp blanket buff is necessary but balancing the ability tree comes first
Yeah I think Wynn would be in a better place if CCI didn't exist and something else was done instead to fix the problem. Sadly it is probably too late for anything to be done now.
like, shaman spell dps has quite literally increased over 7 times this update
this isnt really a number i pulled out of my ass either
I still prefer if spell mults and stuff are toned down to match 1.20 powers then TNA being nerfed accordingly
Yeah it's pretty 
to be honest i think the nameless boss is in a pretty good spot atm
at least regarding the current state of the ability tree
I still can't find it's visual telegraphs on "speedup" attack
it doesnt have anything visual i dont think
But ig that's not necessary when I know its sound
(I still think it's too similar to the void bleeds aka water lines)
I think it is exploding particles
unironically i think the thing that's killed me the most as a shaman is just accidentally teleporting to my totem with blood connection when it's surrounded by mines lmao
maybe it's bugged?
i can usually just hear when it starts spawning the purple circles anyways so i think it's fine
Exploding as in explosion animation or the explosion clouds?
Greg makes like a slowed mob death sound when he spawns the purple rings
i just listen for the zwips when the circles spawn
It does feel less powerful when he doesn't charge at you though
idk how to describe it, it's like the teleport sound when they spawn
High pitched enderman teleport sounds I believe
Slowness skills like maddening roots can easily do the same job effectively
i do honestly miss the actual speedup, it felt like a nice attack because the circles by themselves are pretty avoidable, it really just needed a telegraph is all
I guess this is just the consequence we face for changing Greg so many times
Also lure doesn't seem to work when boltslinger is aggroing
I'm using a heavy melee echo build and it's impossible to hit when a boltslinger is running at 300ws backwards and not in circles or smth
mmmmmmmm ive had my opinion on the fight change like 100 times so far and eventually i would get tired of listening to my own bullshit too
archer be like
Is it possible that we have void hole damage cooldown?
I’m gonna feedback this and get either ignored or ratioed by random people, wish me luck
I've had a few situations where void holes rapidly shred my health before bouncing or teleporting
Like 0.5s cooldown or something small is fine
explosion clouds
i feel like an "ultimate summon" is kind of an overused concept in video games but shepherd is equally as boring so
Don't think I see that when I died and was observing the boss
If we add it back you guys will start to question our skills as game designers... 
Not like an ultimate summon ofc, just a third summon that is worth of a red skill.
nah the speedup was cool it was just entirely random and lethal with 0 telegraph lol
I don't think anyone hated the speedup part
mmmmm
weird, I can see if I can change it
Idk if it's related to ping
do you get launched/teleported a bunch too?
Because due to that I don't bounce/teleport the instant I fall into one, it could see me lingering in each that the systems go over multiple intervals of the effect
I've had a few double teleports or sometimes 2 little ones spawning from 1 fall
I had two approaches with it, the first one was that you needed an effigy / few puppets on the field and a totem, shift uproot the totem and the mobs fuse into the totem and form a “ sentinel “, the totem turns into a bigger puppet of some sort with a 1min 35sec or 2minute timer,
the second way to do it was to shift uproot a totem and becomes the sentinel, you can only spawn two totems until the sentinel is gone, and the mob had a health bar of its own and when it dies you can use the third or second totem again, it will have a cool down on both versions of course. What they would do idk yet, but I’d imagine them like some regirock lookin fella.
(Only one sentinel can be spawned at a time)
alright I can add a delay
Just add something very small it'd be nice, thanks

we should add the tf2 sentry gun as a third summon
I don’t blame you, engineer gaming FTW
Now give wrangler
Uproot/Bullwhip is literally the wrangler
Not manual enough 
Well it forces the puppets to target something just like the wrangler does, but true.
i really wish summons despawned when you swap/stop holding your weapon because they can often get stuck falling somewhere or shooting a wall; when you stop holding a weapon they dont even do any actual damage anyways lol
Oh and my second idea for the red skill was to fuse puppets together and level them up, they would have a slightly larger timer (Definitely a tf2 reference)
prime example: trying to play summoner in tcc boss fight
prime example: trying to play summoner in TNA boss fight and Greg constantly aggro’s you
ok this is no longer tna feedback
I’ll make a feedback for this then as intended since Shepard is a conditional red skill 👎
I did it, time to get ratioed
yeah even with lure i still can't compete with archer camping the barrier
actually I see it now
it's considerably small compared to the boss but it's definitely visible
Hello chat can we fix certain TNA mobs not counting as hostile mobs for some reason
Shadowlings, void holes, bulb catchers, etc
Imagine dying to something that has a shit eating grin on its face.
Like if you were to make bulb catchers hostile, the best they can do is throw a fake bulb or something at you as a last ditch effort to escape with the real bulb. Though there’s a chance it’ll throw back the real bulb as an attack.
The only agressive void holes I know are the malformed ones.
I would absolutely support that
idk how, but I would
Live footage of greg at a mcdonalds drive-thru:
https://cdn.discordapp.com/attachments/1019452408297959464/1024364211238883408/ZCxNXTVATJLEepv9.mp4
greg did an oopsie out of nowhere.
L
I keep getting that error, even outside the TNA raid and in TCC. I'm not sure whats causing it.
L v2
make eyeball do less damage
which one?
There is also the lazer attack
noticed this but in 1.12 the greg watched beam is instant rather than approaching over a period of time
and 1.16.5, whew.
its way too unforgiving, as in you are going to get hit by it regardless.
do you see like a straight white line and then a straight flare line immediately, like it doesn't appear slower
🤷♂️ I haven't been able to test anything cause of irl stuff so I am not sure
also 1.16.5 lunar / normal are having constant error messages in raids
this being one of them, they just happen out of nowhere tho.
🤷
laser doesn’t feel any different
in 1.12 it is, it's immediate
I went to 1.12.2 because I don't have to struggle w/ that every time I go into TNA
when was the last time you ran the raid because I did some runs this morning on 1.12 and didn’t notice it to be any different
just now, like it goes straight line beam, not slow, but extremely fast. And all 4 of us got wiped in literal seconds,
Greg was watching ppl very quickly and it was like the whole line appeared immediately, then the beam shortly after, so we got shredded since we have no time to evade its blast radius.
are you sure this wasn’t like a server specific bug
anyways I just wanted to mald a little bit over pink eyeballs since they’re actually quite fast and for also blinding you they do pretty harsh damage
ordinarily I don’t have issues with them but after playing with -45% walk speed shaman a lot they’re like, the most dangerous thing in the fight for me lol
its possible there was a push
(don’t ask what kind of batshit build I’m using)
sadly I have no footage but, to give an idea of how fast it is, zoom your hand from the right side of your face to the left, like rly fast, then do it a second time to add at the explosion beam.
especially since they have true damage (?) and can stack up
yeah I’ll hop on in a bit and test to see if it was changed
if done correctly you've slapped you face rly hard and fast, that's how fast it was basically. 
I told you!!! I TOLD you they SUCK!!!!
But yeah the eyeballs are incredibly punishing and too fast
yeah I think I overlooked them in our past conversations because I would only ever use monk and archer in the raid on beta but now after playing a class with shitass mobility they’re pretty annoying
The blindness is awful
I have 30k ehp on shaman and if I get near like 2 or 3 eyes it’s literally just death
They have 2k true damage I think
like I’m fine with the blindness being their main gimmick but also dealing pretty hefty true damage for being really fast is 🥴
and I think some water damage too
that sounds about right
They also have cracked homing so it's really annoying to run away from them
I think frozen posted all the damage stats before but guess where it was :)
i think the eyeballs are literally just like melee ai
they even have walkingAngleVariation
yeah the homing on them isnt anything special
although they are just kinda stupidly fast ngl
nope i have noticed 0 difference still
if there was a push that was supposed to be earlier today it is possible pfinder brought us to an older world but like
🤷 maybe it was a server specific issue
You should totally check the wiki page!
Anyways it's 2000 true damage, 2000 water damage and 2000 water damage
do you mean neutral and water
Nope it's 2 instances of water damage
that's crazy
So water def will apply twice
Lots of things in that fight works like that
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 believe I've kept it up to date with patch 3 changes
I only have 107 water defense
gaslight gatekeep girlboss
it's literally original beta speed again holy fck
i was able to still dodge it with some well timed hauls but yeah it's back to being deadly as fuck
What so you need like constant movement or instant reaction now?
im actually not sure if it's entirely instant like it was on original beta since i was able to still dodge it with hauls and i just personally remember it on beta being way harder to dodge even with charge
but yeah it's like. nyoom
also 
finally
Warrior cheese gone
ngl i expect people to still sit in one of the 4 corners anyways
Does that mean that warrior Paladin nerf revert?
They would die to rings now though
TNA cheese gone, at what cost *looks over to Paladin, eh, doesn’t matter. 
You can mitigate most of the attack by moving a little backwards since he doesn't lay them down over you anymore
i forgone pala for fallen guard
So apparently another shadow patch occurred
It added some new ingredients
But it also removed wall strat
I think it's more of a not yet published patch note
That was the case last time with provoke wasn't it
Wait- nvm.
(being very optimistic here)
I don't think so
what's original watched speed
It was the case for the pouch click change though
i only did tna after it was changed
Gonna be fr tho the effigies don’t do that much dmg as you think they do sometimes unless you know the proper procedures
But like even why not just post the patch notes earlier 💀
True
Bonfire is tomorrow maybe they are waiting for that (idk why I'm trying to defend them)
shadow patches do more harm tbh
Anyways time to hop into TNA
#Shorts #StanTwitter #Spongebob #SpongebobSquarePants #Patrick #Paul4.0
I don't own this but a desperate bjtch is gonna be a desperate bjtch, I little shout-out would be nice if you want to use this exact video :)
Fair I'd love to know the changes too
Same
Though I can't even do TNA rn because of the crash bug
Any ATree changes?
Pfinder still ok after patch?
4+ ppl send bug reports (myself included
)
The bug doesn’t seem to peruse in 1.12.2 tho so that’s your best bet.
Too bad I made another bug report

TNA bugs are just “ anomalies “, meaning they are intended features
included them and breathless there mostly because i hate how they mess with their class/archetype balancing a lot (breathless messing with arcanist and effigies being proportionally way better than puppets) but effigies are still pretty damn powerful although they did get hit pretty hard
i still find it really funny how provoke got nerfed before all those things is the main thing
breathless also messing with lightbender 
Buff the puppets by a little bit, like 5% in one element, and replace Shepard w/ third support summon or a combination gimmick on puppets and effigies
although i probably couldve removed breathless for ragnarokkr instead because haha funny literally free 1.3x damage for entire team
Ragnarokkr feels like it's just there because it existed before or somethin
it's like, basically hitscan
1.3x damage is like no extra damage at all
what
What
What
fallen warrior wynncraft when they x1.3 damage (ragnarokkr) x1.3 damage (armor breaker) x1.3 damage (saviour's sacrifice) x1.1 damage (radiance) of their entire party
it's a push for the festival
So true please join the ragnarokkr nerf club
Tbh tho ragnarokkr should be replaced alongside fallen final red
Just me- 😔
eh i feel like it is one of the lesser things to worry about compared to the other abilities i have in that meme 💀
ragnarokkr is way too free
I hate ragnarokkr because i want defense buff instead of damage buff
is manastorm op?
That is fair
are you talking to me or frozenfort cuz by hitscan i mean the beam arrives like literally instantly lol
i'd expect patch notes tomorrow
It essentially gives you -10 cost to all your spells
manastorm is very powerful
ah that is a reasonable reaction
It's a hitscan no matter what not having the delay between targetting and it hitting isn't what makes it hitscan
They should post patch note before change anything
wait wtf did int get changed or smth
Unless I'm wrong, pretty sure hitscan means instant travel not perfect targeting
hitscan is an fps term that means instant damage like usually bullet weapons vs projectile weapons
my mage costs was 16/11 meteor and snake yesterday now its 13/7
Yeah but you said "It was basically hitscan" even though it's always been hitscan
It's the space between targetting and launching that's been changed right? it was always a instant explosion
What
it was only hitscan for the first couple days of beta and has had a delay after being nerfed for like months now
2.1 melee bound
It has never been hitscan since launch
Am I getting hitscan wrong
it has a delay in which it can hit you so by definition it is not hitscan
Yeah but I saw the explosion is instant but the delay is a delay to the targetting not between impact and launch
I doubt shaman have enough time to throw totem and haul before the ray hit them
Twain’s arc is just uber fast but basically hitscan
It does
of course when the projectile hits you it's instant, lol
Some people said that there's only 0.5 second
If you’re standing right next to greg then yeah
The time between the projectile launching and the explosion is instant
but that doesnt make it hitscan because it has a travel time; in tf2 if i stood directly next to someone as demoman and shot them with my grenade launcher they would take damage instantly but that doesnt make the grenade launcher hitscan
daktota the laser takes time to get to you
Oh
💀
Still yet to try that myself but it doesn't matter because i can't survive the fight with anything under 100k ehp
so basically
or, it used to, rather, lol
Huh, I thought it was a fixed delay, then a instant explosion wherever you were
it travels instantly, but still has the delay between contact and explosion
if the delay is reasonable i think thats fair
Eh this is a pointless discussion lol
I'm talking about if hitscan means the delay between targetting and launch or launch and hit
it feels like it's back to early beta
Hmmm doom
any TNAers I want to see it
It’s at an unforgiving speed somewhat from what I saw in 1.12.2
it travels instantly but if you happen really to still be moving really quickly at the time you were locked on you can dodge the explosion but like
it is far from consistent or fair at all lol
what was he cooking
^^
The 5 Greg’s that spawn in the fight using watched at the same time like
idk i feel like (i hope) that lumia probably just tried to marginally increase the laser speed but something probably went wrong to make it instant again lol
maybe added an extra 0 in velocity
the laser did feel a bit slow so i wouldnt have been opposed to a small increase in its speed but yeah making it basically hitscan again aint it lol
can you test what your base spell costs are?
with no gear whatsoever
and no int at all
in a run rn will test later, and i changed server then my spells cost reverted to normal 🥴
if base spell costs got updated then that's huge 👀
actually i was gonna go to sleep but ill hop on rn just to test archer with like the traveler or something
maybe i am in older server now
Yeah Idk why Lumia would buff it back to the original beta version, it was either an accident or just wasn't meant to be pushed
I hope :(
Remove cci for greg because it has no leg
well it is intentional i'll tell you that
probably too much of a buff though
warrior cost was the same in the server where my mage has weird costs btw
Lower your cps
no it's real 👀 my arrow storm and bomb costs are 35/45 when they were originally 40/50
Holy Hell That's Crazy
I Know Right
that means i am on an old world 😔
Waiting for a third summon, to the summoner tree to replace Shepard. 
Probably shouldn't expect any new abilities or anything too drastic to be made.
except for like, the far future maybe?
Yeah…. 😔
Least make the puppets a liiiiittttttle stronger at least (5% dmg increase in like air or earth idk, and effigies 5% in water)
skull
Trapper and trickster need the most work done in terms of like, reworking abilities.
imo
maybe
Paladin should do team dmg absorption tankage / healing maybe (paladins are light knights usually)
Might be a hot take but I think paladin would be better if it wasn't all focused on defense and had more damage-based abilities.
So it loosens it defense when it attacks but doesn’t when it’s in a defense state?
Maybe it could riposte time to time
Yeah this could be interesting.
Yeah this is what I think would make it better
Make it less "tutle-y"
Paladin is like the turtle engineer in 2fort, all defense, no offense as of rn
Not a hot take
I support it
Paladin just being all defense also pushes the extremes of tanky vs. non tanky builds
Yeah it is probably one of the most specialized archetypes.
Which is womp womp for balance
So giving it damage and support abilities would help keep it in line with the other archetypes
I haven't played full paladin but from what I have seen it is only used for pure tanks, and most other warrior builds with paladin abilities will only partially invest in it (for mantle or smthn).
Radiance 

paladin/sharpshooter/ritualist to me just feel underdeveloped with the amount of abilities that they have
ritualist especially feels very shallow
True
Yeah I think ritualist is cool and it is one of my favourite archetypes but this is still kinda true
Also to me trapper is the archetype with the most confusing identity.
it’s a really neat concept but it just doesn’t have many gameplay changing abilities other than just switching masks
sharpshooter is kinda similar if not a bit worse actually
and yeah I agree with trapper having the most confusing identity
it’s trying to be DPS/crowd control/self support but not really particularly good in any one field
Trapper has abilities that go against each other lol.
mana traps feel really tacked on an as an ability
It seems like it was the most “let’s just do what seems cool” designed archetype of them all.
I think if moving totem was swapped out for a better defensive change while in lunatic it would be better
Seeking totem 
i just got murdered when i mistimed 2 teleports in a row and everyone is dead
i think instant beam is fine but the delay between beam hitting and explosion happening is way too low
what class
mage
well teleport is just goated I think it is definitely not fine lol
(300 ping, so by the time I see the message the fire beam is already on me)
idk I think it just requires too much precision and is way too punishing
it does and i agree
i think delay between beam and explosion and/or radius decrease is needed if the beam speed stays
on the second thought I should've just sprint and use time dilation and i would be fine
(the attack is still NOT fine)
why the fuck did they make watched beams instant
sure making it more punishing when you mess up is good (instead of taking absolutely no damage unless you just stand there)
but why instant
i can accept a 2x speed boost for the beams but instant is just shit
yeah it feels literally impossible to dodge rn
Just looking at it 💀
Instant is too brutal, slow it down a little bit. Give an opening limited chance to be evasive. But that’s just me
watched beam can't be avoid even I have 134% walk speed
because the red eyeball blind and slow you a bit
and I can only dodge about 30%-40% of the hits, and if everyone else dies, greg just gonna spam like 10 beams on you and you die if 2 of them hit
the “watched” attack damage needs to be toned down greatly to balance things out 
I disagree, the watched is meant to do that type of dmg and always will, just slow down the beam speed a little bit so its at least a little escapable.
Oh wow the damage indicator removal really makes TNA berry room harder
The error message bug still exists just wanted to alarm you just incase if you wanna do the raids
For Halloween on wynncraft I’m gonna cosplay as the abyssal dukun mob (armor included)
So the watched speed buff is fully intentional? Or was a buff intentional but not this much
buff intentional, not sure if it was intended to be that much but i'd guess probably
for the record i think it's way too fast
lumia confirmed she reduced it to be faster than it was before but obviously slower than it is now
unsure when it'll get pushed
Make it drop armor tomes so i dont have to run a bugged tcc raid
i got triple rend the barrier'd
wait did collection get deleted
is it just me or rend the barrier feels somewhat op
It’s supposed to be a tough attack to evade unless you know how to angle Greg in a way to not be affected by it when you use your movement spell.
well that is correct I guess, it is tough to not take a single hit from it unless you're miles away from Greg or like what, having teammates aggroing it? idk.
k a question
yall just tank half of rtb when it happens?
i cant really escape from it so i take atleast one hit when greg is on me
If you can’t escape it, use a nearby void hole to either launch you into the air or send you to the roof void hole, it better than losing loads of HP
Rend? wasn't it nerfed?
damn thats a smart move
not sure if my teammates will be happy with all the greater ones existing
might have to kill those
It's dodgeable at a large range away thats what I know
If people keep talking about nerfing or buffing Greg, he’s gonna have an identity crisis.
and with the smaller hitboxes what about just strafing with movement spell spam as he uses it
Rend has always needed a nerf imo
But like, I don't feel it would be undodgeable
4 block aoe at the start that's pretty small
Don’t talk to me or my son ever again.
You would assume it's dodgeable with 4 blocks and a large telegraph
the range stinks for a slight bit
think it travelled like somewhere between 1/4 or like 1/3 of the arena in one RtB
also greg can have 2 rend the barriers casting at once (dealing double damage
like more skulls or quick consecutive purple nukes
Neither of those matter
All I care about TNA / raid/ in general is fixing this annoying as hella bug>>> https://ibb.co/mBRTM9h
I'm talking about how easy it is to dodge, damage doesn't matter and range doesn't matter I'm talking about close range
I know from a long range it's dodgeable, but what about close range with the nerf
oh yeah about bugs
I’ve seen people lose loads of tol due to this and being kicked out of raids
pls fix pfinder moving you into a full wc
or occasional server kick in the middle of a raid
About 5-6+ ppl sent the same bug report including myself, make one today!
Also this bug affects All dungeons and raids to.
well if 5-6 people shitted about how crappy those bugs are i doubt if i have to make one
dungeons wtf
so you could be in a run of forgery and get kicked then have like your whole 7/8 turn into 0/8?
🤷♂️
All I know right now is playing 1.12.2 doesn’t cause the kick, though I prefer the better quality of 1.16.5. 😔
wow salted very cool wynncraft-ic wynncraft feature dont add more of those because i will die of admiration if that happens
i play on 1.12.2 and i still get kicked 
maybe there are 2 kinds of server kicks
Hmm, not so sure why it’d do that
Tfw a campfire can do better healing than the shaman regen skill for ritualist / summoner https://m.youtube.com/watch?v=gprTCEF38fQ
From Season 3 Episode 4a: Nasty Patty
SpongeBob: "Maybe we oughta tell our guy about the phony impostor"
Mr. Krabs: "You loony loofah, he IS the impostor! We've been duped!"
SpongeBob: "Duped!"
Mr. Krabs: "Bamboozled!"
SpongeBob: "We've been smeckledorfed!"
Mr. Krabs: "That's not even a word and I agree with ya!"
okay i went on a small ritulyte session (with royal hydrangea) and as expected watched is horrible as shaman, mainly due to the eyes spawned right before he enters the phase
watched is always horrible on shaman
since you are dancing around with haul its more than likely that the eyes will catch up to your totem site
and with the blind and fair amount of true damage it is very deadly
I just stay away from the eyes and everyone around me. I also use Royal hydrangea and have little issues
It's not unavoidable, just that the combo can be quite deadly if you get caught
If you know when it's coming you can easily create large distances before it starts, doesn't mean it's fair with current watched speed though
the pfinder world switching kicks is something to do with their server provider that they have to fix
can we get better lighting in the arena
it's like super dark in some spots and it really does not feel good to die from falling into a void hole because it was in a light level = 0 area
alright so it seems that the changes to watched got pushed because ive taken blasts that appeared to be less than 55% damage
it's definitely a good bit faster now than before all the changes but i can still pretty reliably dodge it with haul so it's pretty good
Constant greg changes always scratch my head
i mean i think watching was deserving of a buff
I think theres just a lot to adjust
Imagine if the ability trees got the same constant changes as tna tho
Greg's battle theme should be the happy birthday song on loop.
https://www.youtube.com/watch?v=himMuv2g0Co
Oh yeah
greg battle theme still not here..
Wasn't cgg almost done? it's been a while since release
Once it comes it'll be worth the wait, thats for sure. Corpe / Xavier b cookin a good one.
but until then
use garvans battle theme as a replacement 
garvan feels like it pokes at greg oddly.
meanwhile assassins coping
Hey that's a good thing assassins might actaully be challenged by the fight 
me when
ok so the attack still is super hard to dodge as assassin when you are not in vanish (shadow travel), I have 100ws and if I run out of mana sprinting straight nets me a direct hit (60%) and thats nearly unavoidable when you are alone and not a spell assassin
with my ping even double dashing isn't enough and it's super mana intensive just trying not to get hit by the inner hitbox
it's horrible, just increase the delay or reduce the inner hitbox size thanks
The Wandering Nerd Anomaly General Feedback Thread.

Is there an estimate for the shadowfix that fixes taking near lethal fall damage when entering the raid?
Just use movement spell if you notice you don’t get to right away
Yeah, screw fixing bugs
It feels like one of the low priority bugs compared to everything else
I mean, sure. Let's be a little innovative
Wynncraft does tend to announce in-game every now and then some random shit that nobody cares about
Why not announce this little "fix" to the bug so everyone, and I mean everyone, knows how to avoid it
I agree there’s alot of “little” info you have to learn the hard way or have someone else tell you. Makes being “out of the loop” feel like shit
i can take a look at it and see if i can fix it
I am 90% sure it only happens with lag so the best fix is probably using lightweight
yeah thats what i did
i really do not think lag is what causes it
i have pretty good internet and even on good worlds it can happen although i did notice the fall damage only happens when you get sent to hold room
you dont take fall damage if you get berry room
i've added lightweight to players for a few seconds when entering the raid so it should be fine
awesome

Live recorded audio of raid players entering TNA to lose 95% of their hp like: https://m.youtube.com/watch?v=DctruDBrdmM
aaaaAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAaaaaaah



funny feedback:
https://www.youtube.com/watch?v=s3ekVlcpdZM
I wrote this a while ago, right after finishing the Silent Expanse quests in Wynncraft. I was left imagining what Dern would be like and created this to be a theme that could potentially play there.
did you make this
no, found it on youtube. It's cool-
how many times did you edit that message
about 900 times in 0.5 seconds.
awesome
keeping with the blue theme with the raid, greg should blue screen your PC if you fail, good idea?
or just cosplay as the mobs in the raid through using loot crate skins-
no that’s a terrible idea, it should just send a pipe bomb to your current location instead
I'll ask my great uncle teddy about that
hey he was a great friend of mine!
kept asking me to bring nails to his cabin even after he finished building it… kinda weird ngl
not sure, I’m glad he sent me a little package in the mail though 🫶
In my opinion you should balance it, the Boss is very weak, the Challenges are too easy but are a bit boring. The Watch should be a lot weaker. I cant dodge watches not even if i teleport. The Tree Challenge needs more explanation and the speed of the Stealer in the Bulb-challenge is way to random (sometimes they are so slow and sometimes you cant catch them even with Charge). The Dmaage of the Boss is in my opinion very random. The only reason why im dying in this raid are the watches or random 1 or 2 Hits (I have 120k EHP). The Raid isnt hard, its just bad balanced
stop before they buff rend the barrier to a waaay too strong attack
this has been like the 6th-7thth greg change
I declare it as a skill issue if your having troubles with something in the boss fight in some cases. It's too weak, it's too strong, the watch is too fast, the watch is too slow, the dmg is too high, the dmg is too low.
meanwhile greg spamming 3 rtbs on my corpse
use void hole to escape greg lunge either it being sent to the roof or being flung up if movement spells are not your best option.
eh
At this point the whole raids at a point of no return in trying to make it supposedly balanced for a public majority while in the results of " fair " raid awards. But I'll just still beat greg with a team regardless what gets changed in hotfix #6.
Yes one problem is that ghost can trigger Guardian ID, so if a guardian survives the ghosts will kill him if they are to close
In my opinion the raid is great but it is to much rng
moment
i think greg is in a pretty good state now
there's no random death in the boss fight, if you die randomly you are simply not paying attention and punishment is deserved
(watched could use a little more delay between beam and explosion but that's about it)
if you are attempting to face tank the boss that's why you are getting 1 shot with that much ehp (someone deleted a message about having 120k and getting "randomly" one shot)
it appears to deal more damage the lower it gets
nah all attack deals the same dmg at all times
feeling it gets harder at around 1.2m hp
initially I don't need to retreat but eventually it damages me enough to have to charge away
i dont think tanks can get 1 shot by rings even, seedpot piles can instantly destroy them but rings if you have 25k+ hp you can definitely feel a strong damage that keeps getting stronger
if you still decide to bath in it then good job, die
i think the watched attack is in a good spot rn
i have noticed absolutely no cases where i get randomly insta'd
bulb catcher speed is 100% consistent and speed variations are pretty much just players slowing it probably
yeah it's now g
i think the fireball attack on greg should be reworked cuz its kinda irrelevant, but everything else is good
i think watched being such a significant part of the fight and being faster now is actually better because before it was a joke and it only ever hit anyone if they were still blinded by eyes or if they have reaction time of triple digit age
what are the health thresholds that make the boss go into “watched” mode, and does “watched” mode start immediately upon reaching those thresholds?
not sure about what the thresholds are but it doesn't start immediately
Charge seems much easier to dodge now
they generally are around 15 mil, 10 mil, and 3 mil i think but you can like 2 phase it if you have enough dps. the 15 mil one might trigger when boss is already down to 12 or 13 type ish

It's closer to 16mil, 10mil and 4mil
Your dps is just too big to notice 
When Greg reaches 16.5mil, 11 mil and I think 4.5mil, after he finishes the current chain of spells he start spewing eyeballs then immediately goes into watched
There's always eyes spawning before watched so you can start disengaging when you see that
I kinda disengage when I see eyes so yeah
cant be true i play acrobat 
momen
i love tna!!!!
I do not like the leap change that was done at all, it feels like it does absolutely nothing on Acrobat
No offense, it's just still impossible to dodge
I have not tried it yet on Battle Monk though
Oh greg! It's 4AM! Time for your daily Balance Peg patch!
This probably just relates to the nameless' walk speed.
I think it could be nerfed but it may mess with a lot of things so would require other things to be changed too.
I don't think it's the walk speed at all
Honestly I think it's the window between the telegraph and the leap, it doesn't give you enough time to space a bit and react to it
I disagree
leap is no different for battle monk
the change didnt really change much if it was just the first two hitboxes
if you're that close, then you're absolutely going to get hit by the first two hitboxes pretty much no matter what
if anything it should taper off as it gets further out honestly since if you're that close you're not dodging it anyway
also i do feel like the walk speed is part of the issue
in regards to getting away before he leaps
The boss is basically in your face on Acrobat and Battle Monk and it's impossible to get enough distance and avoid it if the roar happens and you're in the middle of attacking, I feel like a major part of the problem is that there's just not enough time for low range classes to move out of the way in time
i wouldn't be against a slight slow or something like that before he leaps but i do understand that it's probably pretty hard to find a fine line between threatening and not threatening especially with an attack like this
battle monk can escape simply because crouch charge is absolutely cracked and aero is as well
i havent been able to escape with acro though, not a single time
alternatively it could get the ground pound treatment where it does less damage at the outer part of the hitbox
Nerfing the speed of Greg would help but in my opinion just giving more reaction time would help a lot with the issue
What if the time between the roar and the leap was increased but the hitbox towards the end was increased a bit?
True but crouch charge is probably not intentional
Also I have heard the attack is still ridiculous to dodge on Battle Monk but I haven't played on my Bmonk Fallen build yet
i can manage it on battle monk but i still get clipped sometimes
What what leap change
The hitbox stuff? I feel like Its had a effect
The hitbox towards the beginning of the attack is smaller
Cause Im getting hit way less
What class are you using
tfw you use crabs for fallen hero so i want to get hit
Tna is an incredible raid when you win 😁
I am really seeing absolutely no way to dodge leap if you're close to the boss on Acrobat
What if the roar telegraph pushed players away before the boss leaped...?
neat and would also be interesting paired with the void holes
walk speed doesnt affect his leap at all if thats what you mean
it's moreso like
ya i get what u mean getting away from him
if he's slower when about to use the leap, you can make more dist- yeah
did the last hotfix that altered the boss spells actually change anything about leap hitbox other than damage and its scaling across distance
I don't think so
i think lumia or nick said it did but i didnt feel it
I have no idea if it actually scales across distance. It doesn't feel like it does which either means it doesn't or the scaling isn't enough to be felt
i meant scaling across distance as in closer you are to the boss the more damage it deals not the distance across the arena mb if i worded that poorly
I think that the boss should just push players away when it roars so close range classes like Assassin and Warrior have a chance to dodge it instead of having to take time to space themselves
btw by leap do u guys mean like the ground pound or the one where it spawns multiple void holes
The one where it spawns void holes
bc that attack is called like 50 different things by the community so i gotta make sure lol
although for both attacks they both just have absurdly large hitboxes lol
I honestly just cannot have fun in TNA's boss fight as Acrobat because of Leap
really? tbh i havent played 2.0 assassin at all so i could be talking a bit disingenuously here but most acrobats ive seen just fly the entire time and can dodge it just fine
(that isnt to say i think the attack is in a fine state)
I had to solo the boss and it was impossible to dodge it up close
Acrobats can probably dodge it fine because in a party with multiple people they don't get targetted
I don't think the attacks should necessarily be balanced around soloing but also having to actually deal with the attacks in a solo environment starts to reveal how horrid they can be to avoid
with trickster you straight up cannot dodge it unless you have vanish ready, which isn't guaranteed
i can spam dash away and then straight right and i'll still get clipped
for battle monk ive also never really had issues with it (although i am using idol lol) but yeah good fucking luck on shaman
i mean like
I think part of this though is that Dash also has pretty garbage velocity but I will not excuse Leap
it's bmonk
I don't have issues on Battle Monk unless I have to solo, but I also haven't fought the boss since the changes
but yeah it's also Battle Monk which is extremely mobile
also i'm not sure if it's vanish or lure or something but during a trickster solo earlier, something was really fucking with its aggro
tree can vouch unless he wasnt watching
even with blood connection if you're playing mid range against the boss (optimal as shaman) you literally cannot blood connection up fast enough without getting clipped a bit midair but if he's cycling it then you can dodge the future leaps just fine
haul you are. completely vulnerable. there is nothing you can do with normal haul. you have to cope
Probably combination of Vanish + Hoodwinks transferring lure to enemies
i saw some people talking about bmonk so yea
I have heard people struggling with Bmonk and people doing fine with Bmonk
archers and mages have it easy (what a surprise)
blink is actually cracked for just getting the hell away
and then archer just has frenzy
it will not struggle
Before the changes I was usually able to dodge Leap so I think now it'll probably be more realistic on Battle Monk
dont even need frenzy, escape is that good
i think the tp buff increased blink distance by like x1.5 or so
hello gamers
personally i dislike leap/ground pound having such absurdly large hitboxes for no reason but the last changes to the spells tried make them more yeah you wont be able to fully dodge it but if you're fast enough you'll only take a little damage which i think is a solid concept
problem is the attacks still dont really feel like the damage scales enough when avoiding them for the most part
even with the hitbox reduction at the beginning i've been doublehit, even if i dash towards him to try and have it not happen
it's kinda impossible to like try and dodge it to the side because the boss isnt like orphion and is normal melee ai
also uh
is Greg casting 2 attacks at the same time an intentional feature
I just wanna say that Leap being a major threat, possibly the greatest threat in the fight makes sense but right now it feels unfair and in its state is being the biggest threat for the wrong reason.
All the other attacks are dodgeable, but Leap at times is not dodgeable either because of the class you picked or your position. It is the biggest threat because of its constant pretty significant unavoidable chip damage and if you mess up it's basically instant death
Also yeah if anything if it should continue to be like this it should really get reduced damage
Even if you manage to dodge some of the attack, the chip damage still deals like half of my health
we should bring back the speedup but give it an actual telegraph 😼
The telegraph for the rings is pretty good now in my opinion, the actual sound is low but there is a large explosion effect that happens that is pretty noticeable
So I wouldn't be complaining 😼
the teleport sound they make when they spawn is pretty noticeable imo
There is a sound for when he is about to spawn them which is a low ghast scream noise I think
i've never heard it
dont think ive ever noticed that or paid enough attention
Yeah well my point is proven
bump
kinda?
wym by kinda
I think he is responding to me
However I wasn't being entirely serious
oh
no i meant him
i know that the boss can like sometimes roar multiple times in a single second if thats what u mean
Should I make a reply to my TNA feedback thread on Leap and also the improvements to the boss since writing it
yes that
i dont think it actually does anything
but I think I've also seen Greg casting another earthshatter midair, cast denial of freedom twice n stuff
oh wait is that roar referring to the sound effect signifying an attack
think that's just related to the boss normally casting faster and cycling spells more often in the later phases
it can get kinda hectic but it's intended i think
Oh no it definitely does
the roar telegraphs the leap/lunge whatever people like to call it
casting like 2 rtbs is uhh 
When Greg roars multiple times he often also leaps multiple times, which causes the hitboxes to stack and him to change direction mid-charge
wild
It's super fun and cool :)
2 rend the barriers being casted at the same time just kinda makes more void holes
swiss cheese arena
Well it also causes more hitboxes and a lot of death and it's even harder to dodge because he decides to change direction in the middle of a charge
but I'm not sure if the damage stacks
because if I get hit by rend the barrier, no matter if it's duped or just 1, I die with my 20k ehp 
i find it kinda funny how leap has been one of the biggest problems for the fight since release
watched is in a pretty good spot now though
Watched is good
How much damage does Watched deal now though? I have been clipped by Watched and it deals way less damage than it did before
It deals like 20% HP now
its damage also scales on your distance from the explosion now
I see
i know lumia posted like the exact numbers somewhere
25 within 8 iirc
ah
Honestly I would be happy even if the damage of Leap got nerfed and nothing else, it just feels way too powerful damage-wise if it is going to always clip people
I just don't want to get murdered by two leaps that clipped me in a row while trying to dodge them...
yo clip that
Maybe transfer some of the neutral damage into elemental ones
The outer hitboxes are purely neutral and it really hurts
But to me I feel fine with mage, archer, bmonk and shade/trickster but that could be because I build those very high mobility, I can't say much for acro and shaman though
I don't think that would help very much besides giving an advantage to people with ele defs
doesn't leap just have like
all of the damage instances being the same size for each hitbox or whatever
Leap has 2 hitboxes, outer which consists of purely neutral damage, and inner which consists of purely elemental damage
Please use mask of the coward to dodge attacks
🤯
huh i thought that they both had the same size
my nuts
Outer is 8 and inner is 6
Leap as in charge?
8 my ass what the hell
Or ground pound
Charge
leap as in charge
Ground pound has 3 hitboxes, 10/8/3
I felt like I dodged charge more with the changes
not really how it works
I dont entirely know since aggro wasnt always on me
Is it?
But it felt like greg charging near me didnt mean a garunteed hit
I'm quite sure that's how it works besides first 2 holes having 4/6 radius
We can't really do outer hitboxes, they are all spheres around a coordinate
basically it's just 2 hitboxes layered but one is bigger
yeah
Oh it's a sphere and not cylinder thanks for confirming
I mean, I think so, no exactly sure.
acrobat is fine
not the damage 
anyway if it were up to me the only changes i'd make would be to give a bit of slowness before leap and have the hitbox size taper off as it goes further
nobody's dodging it up close so the smaller hitboxes at close range do pretty much nothing
I think the nameless is in a good place right now for the rewards.
rewards are good
Is something like locking the boss rotation for a split second before a charge possible?
Yeah but I am kinda against any reactionary changes for the boss atm.
rewards are mostly fine but honestly i personally would slightly lower the emerald rewards even further ONLY SLIGHTLY
Alright, just curious
yes, is that an issue?
me when the se raid does not drop the key for the se dungeon
idk I didn't do the rewards
Just strange that it skips some keys
yeah, not sure about the logic behind it
i said it before but i personally wouldnt be against specific raids only dropping specific keys but nol and tcc drop every single key so its weird lol
At the same time fix TCC skipping random t3 mats too…
that feels intentional since every raid was like that including tna when it did drop dernics
I think the boss is fine at it's current iteration although I miss the speedup pushes
Probably but it is also silly
i also feel like the amount of powders/amps tna gives is also pretty absurdly high for no reason
Yeah powders 6 are like 5eb now
lol
i mean i dont care about prices at all is the thing
And t2 amps are basically worthless
Although I'm happy I can slap powders on armor for eledef easily now but it fills up my bank very quickly
the only thing i think needing a change rn is leap but i also feel it's important that leap is changed like, correctly? ig
i dislike it because how are future raid rewards are going to be balanced when tna already gives so many powders
if the scaling is kept then a future dern raid would give like 30 tier 6s per run
you'd need to like make higher powder tiers lol


same for amps and while i think having higher tiers of powders and amps in the future is a good idea i unno if thats whats actually planned
Honestly Powder and amp rewards could be reduced a lot
TNA casually outputting chestnut horses
Imagine dropping nuts
chestnuts are like incredibly rare so theyre fine i think
(Yeah there may have been a bit of overcompensation for the nerfed rewards...)
I think across 200 runs I dropped only 1
yeah same here it took me 200 shaman runs to get my first chestnut
nice lol
T7 powders would definitely be uh something
obviously theyd also be like exclusive to any specific future regions
The specialist when t7 powder
or just make t7s need an equally absurd amount of t6s 
i am surprised that no tier 4 amp was made this raid
speaking of which i have no idea if you or lumia have stake in it nick but man amps are just the biggest placebo item ever
barely do anything
amps could work in their current state but they need big number adjustments
sure the original state may have made perfect items more common (which honestly i dont have a problem with) but they were changed to the current state without changing the numbers of them whatsoever
i also would like to mention how awesome it has been to directly communicate with the people designing and balancing the raid
They very nice people
looks like they changed gregs model.
Are the bombs in the TNA fight supposed to sometimes just explode instantly without warning 🤨
when we can we nerf eye damage
In 4 hours 27 minutes 53 seconds
unfortunately certain super tank classes don't die easily enough, so instead of nerfing those classes, the boss would have to be hyper buffed
Yeah, it kinda sucks but oh well...
we need to nerf defensive sp even more!!
leap if it did %max hp
can we get much higher
so high
the third one going upwards looks very pissed
Why are it's eyes closed
idk
wait do they blink
no
Huh
Just the angle of which I took the photo to make it look pissed off, or somewhat unpleased.
Yeah
bumping cause the thread disappeared on me in the channel list
bc there were no posts for a while
yeah
Imo my biggest problem is “bulb” room. Rng is annoying and just needs to increase spawn rates imo. And when Greg switched to “watching” mode the he tends to not warn for his first shot and I find myself being “instakilled” with what feels like very alittle counter play available
I think theres a fair amount that can be done to avoid watched
Knowing that hes in the centre, the on screen text, the particles, the eyes spawning
Bulb Room Tip: Stay away from the bulbs, up's the rate the bulb keepers spawn.
White line in Watched being aimed at you is the warning, its rather you are able to evade it fast enough.
I find this only happens when I have a group with very high dps. You get hit with one of his blindness spells and don’t see that he tp to middle. He won’t warn he’s watching for the first shot and that’s where the “instakill” comes in.
giant purple text: " You Are Being Watched "
For the bulb room it seems stupid to me you have to go away from the bulbs to make them spawn. You’re suppose to be protecting them
I’m saying this does not pop up when high dps for the first shot
Or maybe someone in my party is “being watched” next to me but imo the giant aoe needs to ne tuned down or have an animation that looks similar to the hit box
A lot of the time I feel like I dodged the beam only to take a shit ton of damage
That's the poin5
To have people go away from the bulbs for the keepers and some defending
Eh I think it's fine, you should try to stay away from allies anyway and it's easy enough I don't think it should get easier
I’m just sayin the “flow” from group fighting Greg to everyone spread from “watching” needs a better transition. There are quite a few times everyone is blind, doesn’t see Greg tp to middle and randomly be shot with mega beam and die. Tell the whole group when watching happens or give a small delay after he’s in the middle so people have time to see he’s gone
Get worse
Talk to your son he lost his nen
i do think the initial watched laser when the phase starts could use a bit of a delay
especially when you are in the middle of already dodging one of the boss' spells and then have to dodge the laser
not really an issue with most classes but with shaman im forced to rethrow a totem and haul which i cant always do in time
I have issues cause I use divzer so those random hits are really really scary
Yo nip, if you have a low totem / haul cost you can spam that in the air during the watched round stay away from ppl through flying, if not then yeah I can see why
thats not the issue
it already has a pretty obvious transition, at certain hp thresholds he starts spamming eyes as a tell for like 10-15 seconds ish before going to mid
you can just disengage early instead of keeping up the dps for that amount of time, its like a trade off
it also has sound tells for each eye he spawns so even if you are blinded you can know
I did not know this ty
greg dupe bug still exists (and i almost soloed it this time)
since it's like 1 greg with double script spells, it spams leap and ground pound so much by the time it's at 1-2M it's perpetually in the air
I think the true damage rings could be toned down a bit
Obviously anecdoctal but it just feels quite bad when you just step in them and then instantly die
Since they all spawn clumped together and tick quite fast
Soloed greg from 15 mil to 1 mil as trickster... then died to rings
It's great that it has a telegraph (though idk what it even is), but it's definitely overly punishing (instadeath) if you fall into it
Boss explodes, end portal sound
Explosion looks like ghast fireball explosion, imo pretty easy to see unless mage spamming meteor
I think the tick rate could be doubled while damage halved
That way a stack of say 3 rings wouldn't instantly wipe you out
(I still think the damage is too high for regular non-tank players), maybe from 3000 -> 1000+10%hp?
i think it's fine if they're that dangerous
just maybe a bit easier to see them? not sure
Are there any other fitting particles, I do think current one sucks thanks to lighting of the arena
lighting in the arena is so bad
like 2/3 of it is ok and then there's these certain spots that are pitch black
From where you spawn in the area immediately to the right is very dark
i've fallen into void holes there which bugged and didn't deal any damage or pop me out, and i didnt realize cause it was so dark
Seems like the void hole in the front half of the arena just doesn't work at all
Front being near where you spawn, fallen can't jump into where the boss spawn in for damage anymore
trickster is so based
idk i think rings are pretty fine
I really hate eyes rn but idk if that's a shaman issue since I never had any problems with them before
guys what if pandemonium can cast random abilities instead of spells 🤯
imagine trickster pande spawning 100 clones
anyone knows if attack that spawns purple particle effects on ground has a sound cue ?
ya
because god damn i try hard to hear anything but it just seems to appear without any sound cue every time
makes sound that end portal makes when being completed and the circles that spawn make teleport noises
wow i dont think i have ever noticed this sound 👀
i hear it
It also makes a slightly quiet scream sound that’s low pitched
how high does leap's hitbox reach? just saw a video where it looks like leap was dodged by going up super high
or well i guess i should ask how the hitbox works
on acro you have enough range to be comboing greg about 1 second after he lands 😃
so probably around 8 blocks radius of where he lands
leap, not ground pound
and that is why I call them eshatter and RtB 
those are just random names deus gave to the attacks on the wiki that aren’t really official
gg
atleast it's written on the wiki just that people can know which is which

yes
to dodge it you dont have to be that high, you just have to be somewhat high and close to greg. that way greg reaches max height after charging way past you, so you're not in any danger. dont bait greg towards the wall of the arena either, or greg will just climb up in place while charging and hit u anyway
interesting
so anyways
any idea on how greg watched can literally deal 90% of your health
i had 18k health and it dropped to 1k
because i couldnt move quick enough to dodge it
55% max hp
no
it was just a bland beam
was just flying above greg as acrobat and messed up my spell cycle right when he goes watched
didnt have enough speed to dodge the first beam and had basically all my hp taken away by that
Inner hitbox deals 60% total now but that doesn't explain it
my 3 teammates died before me due to that thing in the first and second watched phase
Oh it was buffed from 55? Interesting
outer is 25 inner is 25+35
Interesting
But yeah damage falloff is nice
So I guess they had to buff the direct hit to 60%
also is it just me but it feels like whenever i do tna on a new class for the first time the first completion chest doesnt seem any different from normal
all the other raids get a first completion "bonus" right
is it intentional tna doesnt get one? not like it needs it because the rewards are so good as is but just thought i should bring it up
so
youre right- there is an issue with the first completion bonus
we're working on it
bump
i know these threads arent for bug reports but it's possible to be softlocked from completing the raid if you kill two shadowlings at once
there's been similar issues in both tcc (if 2 players stepped on a platform at the same time) and nol (if two players kill a crystalline decay at the same time) where it would register as one but those werent as big of issues since you could just do it over again
ive asked lex before in 1.20 if the bug could be patched and i was told it couldnt but since tna can literally just fail if this happens
it would be nice if there was a way to like reset the shadowlings in case you kill them all and cannot progress
would checking how many are alive every x seconds and correcting the kill count with that work?
i unno
i think it can be fixed nowadays
which room is that specifically? im not super familiar with tna
lightbearer/ dark room
the light escort one
got it
go for it
i am looking at it and it looks like the fix implementation should already be there
also isn’t this just like, a generalist bug anyways
but there's one thing i can see that might be causing it?
so ill try a change
uhh basically it's like
each mob kill runs its own separate script essentially. scripts have to be able to run at the same time as each other, but in this case that essentially allows both of them to run math at the exact same time. so what happens is they pull from data at the same time, both add 1 to the number killed (which is the same # for both of them when the math happens), and both set the data to the new number. and now it's only counted as one kill because both ran at the same time
if that makes sense. it might not
this seems like a pretty good explanation however I am incompetent so yeah nice 👍
we have a way to force a certain chunk of functions to stop anything else from running until they finish, which is what's generally used here
(and, was actually used here already, so i don't really know why this is happening)
(though i have one thing i can see that could be a cause so ive changed it and we'll hope for the best)
Data redundancy real world example 🤯
Actually not data redundancy
But something similar
I posted that screenshot of the shadowlings counting as one kill like the moment it happened however out of over 300 raids that was the first time it ever happened because killing two shadowlings at once in general is just incredibly unlikely
real
so basically from what I could gather from this is it is just a general bug regarding scripts but if necessary you can implement a contingency for it
yep
have you done this for tcc/nol yet? I actually just straight up have barely done those raids this update so I have no idea
probably not
but i can go through and do that at some point if you tell me the problem locations
the only times it’s ever an issue is in tcc’s 3 passageway room (if two or more players step on a platform at the same time it counts as 1 and all 3 will need to get off and get back on to start the countdown) and the cloud room in nol where if you kill multiple crystalline decays at once it counts as 1 and you have to wait for a new spawn cycle
👍
i have no idea if it is ever an issue in notg
Notg doesn’t have any room like that so no
at a glance 3 platforms would probably need to have its scripts rewritten entirely to fix that (awesome) so ill save that for another day
which cloud room is this? is it a room1 or room2
2
i would just love to rewrite all of these old raid scripts. but that would be a big waste of time probably
would you have to rewrite it for that room as well
at worst those bugs are just mild inconveniences and waste a little time so
why is the light dog harder than greg
me when the funny light dog was “balanced” with old high end pre nerf ehp values
and wasn’t changed in funny update which nerfed said values
i did not realize it didnt get changes with tcc
did tcc itself even get changes it still hurts
the challenge rooms did but none of the bosses because selvut does not know how to change script spells
it will happen. eventually. i do not know when
light dog was overtuned even with previous ehp values
dumb mf and his 50k damage heavy explosion
Anyone know how to deal with purple circles, I understand they have to be powerful to kill tanks but it’s kinda hard to deal with, is there a sound that goes with it or something I never know when they trigger.
You hear a low pitched mob death sound along with a higher pitched end portal opening sound ig? as Greg speeds up a bit, you just wanna stay away from the circles as a whole
The trigger is random as the battle goes on