#remove % based damage from TNA

1 messages · Page 2 of 1

mighty knot
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I really dont see how this is at all better?

torn moth
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Oh, right
You showed it yesterday

mighty knot
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like people didnt like the idea of damage res on him

limber magnet
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Fix 0 watched by giving Greg 30 mil health saltroll

mighty knot
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for doing damage

dapper ocean
torn moth
dapper ocean
mighty knot
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Ok ok

torn moth
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However giving him some more elemental resistance...

dapper ocean
mighty knot
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lets bring back my OLD OLD sorta idea

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a 1mill dps cap

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on nameless

dapper ocean
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ok but at a hp threshhold plrase

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please

lethal swan
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guys revolutionary constructive feedback: nerf player damage 🤯

mighty knot
lethal swan
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(why hasn't it been done already?)

limber magnet
mighty knot
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this idea was literally what got people so mad at me

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any dps cap or damge res added to nameless

torn moth
# mighty knot a 1mill dps cap

You said you don't have tools to do this
And workaround by giving him 80% resistance for 1s every time he loses 1 mil hp is apparently very jank

mighty knot
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people really didnt like the idea at all

mighty knot
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very janky

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im not doing it

torn moth
mighty knot
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like the problem with 0 watching greg is it shouldn't be possible to do that much damage really, its a AT and class balance issue.

dapper ocean
torn moth
mighty knot
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uh teammates are there so u can snipe them with ne watched spell like

mighty knot
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all 4 players come together and kill themselves with 4 watched at once

dapper ocean
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wait u should make the laser happen at different times for each player but at a consistent rate to create anarchy

torn moth
dapper ocean
torn moth
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Which has become severe issue, making old content piss easy

dapper ocean
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i mean tbh wynncraft is piss easy already, removing 0 watches will just make it more boring not any harder, so we need to give him danage resistance at health threshhold before first watch 👍

torn moth
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It's definitely easier to just nerf few things instead of buffing a lot of them

torn moth
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Though grim might pop off so idk

dapper ocean
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yeah grim only does a bit less than cata so elemental defenses wont change shit

mighty knot
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damage res at health thresholds would piss people off just as much as when I suggested it before. I really dont see why its better. All you want to do is make doing 0 watched more prestigious

dapper ocean
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plus many of the average damage mythics that do certain elemental damage will just do nothing

dapper ocean
mighty knot
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and if ur point is people like doing 0 watched

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and ur change would make it so like 50% of people cant

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anymore

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wont that just piss off 50% of people anyway?

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cuz acording to you doing 0 watched is the most fun thing that everyone wants to do

dapper ocean
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yeah but if u do this more people will create pro parties instead of dumbass fucking pfinder

mighty knot
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in the end what I want is more people to actually fight the boss

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dodge his spells deal with his attacks

dapper ocean
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cuz the thing is, as top idol player i can currently queue pfinder with a 50% chance of 0 watching

mighty knot
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not just kill him before he does anything

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at all

dapper ocean
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but if u do this change i will only be able to 0 watch wirh a rlly good party

torn moth
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0 watcheds could be ever possible only with expensive consumables and a well organized teams

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Anyways, gn

dapper ocean
mighty knot
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oh but 0 watched is possible if u 1 hit greg

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so like technically it is possible

dapper ocean
mighty knot
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well then that 1 guy can 0 watched greg

dapper ocean
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might actually be the most braindead logic ever

mighty knot
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its not logic

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I just dont respect 0 watching

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like i dont repsect walling

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its abusing coding oversites

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walling was abusing gregs hitbox to sit against the wall and not take damage from his damage box

dapper ocean
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ok but my argument is that u make 0 watching a part of the fame instead of an unintended skip

torn moth
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I fully agree
0 watched should've been gone the moment that it was discovered

mighty knot
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if it was discovered in beta

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it woulda been removed

dapper ocean
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and u could do that with the damage resistance thing i mentioned, but its ur raid ig u can do what u think makes the game better

mighty knot
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I could make it so u can 0 phase change or 0 spell every boss

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just make it so u can kill the eye before phase changes

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or give every boss 1 hp

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to make it fun to speedrun

dapper ocean
mighty knot
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frankly I wish i never made tna sometimes

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every god damn change to this raid is just met with bullshit

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people 5 months ago threatened to quit and said staff were so dumb when I removed walling

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shit is fine

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and yall are like lol those guys were so dumb

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why should i see you as any different?

dapper ocean
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ong bro delete it rn

mighty knot
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na I cant

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I just wish I didnt make it

dapper ocean
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i get that u think 0 watching isnt how the boss should be played, but i dont see whats wrong with making it a prestige only the top players can do

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cuz that way 0 watches wont happen in normal parties with normal players doing the boss normally

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theres rhe competitive scene in tna and the normal pfinder scene yk what i mean

mighty knot
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and why is making killing greg harder a bad thing?

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it still would take the insane skill to 1 watch him

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instead of 3

dapper ocean
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ur not making it harder though..

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ur legit just forcing an afk phase for pro speedrunners, not making the boss harder

mighty knot
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I am making people whos builds are super glass cannon focused have to deal with spells

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u were told

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watched is changed

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to be much much much much harder

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its gone from a sleeper phase meant to be a "break" in the fight to a rage state

dapper ocean
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can u tell me how? cuz watch phase for me as an idol player is legit fly and survive

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and i have 0 hp the entire boss fight so

mighty knot
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lazers are faster, target all players, each lazer spawns a void hole, out of that void hole a mob spawns that shoots like 7 projectiles out the top of it like a volcano that then fall down and land on the arena

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4 of those each lazer

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6 lazers

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it becomes a bullet hell

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I do think possible flying around might be too easy

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I am thinking of ways to deal with that

dapper ocean
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oh well if ur making watch phase harder i guess its fine

mighty knot
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like if ur a glass cannon

knotty zenith
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mage meta 🔥

mighty knot
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u really need to not take any damage

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and there will be a fuck ton of projectiles to dodge

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like my worry is it will be too hard more than anything else

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the watched was made to be a break stage when the balance of the game had it so like

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doing greg would take 10 minutes

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and the watched was a break

dapper ocean
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did u ever think of forxe watching at 25% maybe?

mighty knot
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but clearly the meta has changed and I want the watched to be a bullet hell rage state

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I mean waht would be the difference?

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its 1 watched either way

dapper ocean
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cuz idol support with +110% damage would not be very useful in the first 25% of health

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cuz idol support would kinda be fucked if u make it 75%

mighty knot
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but if u want to avoid a second watched

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u need as much dps as u can get

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rn the way it works is when the watched is done

dapper ocean
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wait do u know how idol works?

mighty knot
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there will be a 7 second cooldown

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before it lets another happen

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I might down that to like 5 or something

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or less

dapper ocean
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curse + armour breaker + warscream + ssac is +110% damage

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and idol uses all of them right before he spawns for support on the team

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and if 75% watch force happens you only buff ur team +110% damagae for 25% of his health cuz amour breaker has a cooldown

mighty knot
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well then save it for the last 75%

dapper ocean
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no as i said armour breaker has a cooldown

knotty zenith
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don't you just want to remove this 1hp type of stuff from tna? that is what it seems like

mighty knot
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I dont dislike glass cannon playstyle

dapper ocean
mighty knot
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its just there is no punishment for being a glass cannon when greg cant even attack u

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I like glass cannon playstyles

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greg was made for that

knotty zenith
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will i be able to use agi on the bullet hell stuff?

mighty knot
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I like kiting and jumping on top of him flying around and speeding around him

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I just think killing him before he does anything is a problem

dapper ocean
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@mighty knot what do u think about 25% forced watch

mighty knot
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decide what u want before and after watched

dapper ocean
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and 75% health removes the buffs from being as usefull

mighty knot
knotty zenith
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yeah

mighty knot
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yea

dapper ocean
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and i think support classes are a rlly good part of tna

knotty zenith
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that support class being warrior xd

dapper ocean
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but makijg watch phase so early will remove most of those buffs

knotty zenith
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because ragnarokkr overrules everything xd

mighty knot
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I really dont see how that is the case?

dapper ocean
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and i dont see much problem with 25% forced watch

mighty knot
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like u can choose to buff for the last 75%

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or save some for 25 and some for 75

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figure out the order that gives u the best dps

dapper ocean
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no bro armour breaker has a 15s cooldown

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and armour breaker is legit 30% damage boost to everyone

dapper ocean
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i gtg but make sure u keep team griefing in watch phase

mighty knot
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I will keep team griefing for the beta push

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and we will see how well people like it

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I am sure they wont and when they do I will take it away

rose garden
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average content pipeline 🙄

twin hound
dapper ocean
twin hound
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I mean instead of using armor breaker the instant the boss spawns you use it after first watched instead

dapper ocean
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yeah its not gonna last till then is what i said

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oh I don't think you understand how ab works, once you take the damage and ab is available, you have 15s until it "wears off" and won't work on your uppercut

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therefore waiting for after the first watch phase the ab would have worn off already and wont proc

twin hound
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can you not take damage during watched by fall damage or something predicatable tho

dapper ocean
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nope

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u can't take fall damage during boss fight

twin hound
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void holes?

dapper ocean
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voidholes will kill you

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idol players go down to 1 hp and then take fall damage for the armour breaker

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fall damage doesn't kill you, it can only do a % of ur current health

twin hound
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yeah but what if they dont go to 1hp at the start

dapper ocean
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so there's no way to get ab in boss unless u have 300 ping and uppercut 7 times in a row

dapper ocean
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the 1hp is for 100 corrupt

twin hound
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yeah so idol dps will be a bit less but i thought its main purpose was as a buffer class anyway

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and to hold aggro

dapper ocean
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ok but like by ur logic ur just supposed to afk during the first dps phase and only damage after the watch phase?

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by afk I mean do no damage with 0 corrupt

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cuz the moment u go into a voidhole you get armour breaker and have 15s to use it

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  • idol is also a dps (I've done 3m dps on a combat dummy)
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and like 1.2m dps on greg with showmydps mod

twin hound
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yeah it kinda sucks for idol dps but tbh the point was just that buffs will still work with forced watch at 75% hp

dapper ocean
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no it fucks armour breaker on idol in boss so that's why I was asking for a 25% hp force instead

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cuz 75% force honestly makes no sense

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like why is greg getting mad and shit after losing a fourth of his health

twin hound
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i agree it doesnt make much sense and tbh i dont really care but imo its not a bad thing that you have to sacrifice dps for the best support class in the game

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its just kinda fucked that the best support class is fallen tbh

winged ivy
twin hound
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also i understand that ct are volunteers and limited, but these changes would be much better recieved if they were discussed / made the moment 0 watching was discovered

mighty knot
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remove AT, remove item IDs

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go back to 2015

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just damage and health and nothing more

mighty knot
lethal swan
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i think it could be beneficial to form a team to work on the AT

mighty knot
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and editing it after release is an issue

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and I had only learned of 0 watched months after it become common place

lethal swan
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a task force 🤓

mighty knot
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I moved on to working on other projects

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only in november did I come back to trying to tweak nameless becuase of bug reports in the rooms did 0 watched, walling, and genearlly updating the nameless come into my workload

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Oh also just cuz ik yall will like this. I am changing the CTF room at some point. Im gunna make the orange guy always spawn after he is killed instead of needing to wait for him to respawn

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but he will be harder and spawn further away locations so u need to search him out

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but no more waiting for him to spawn

lethal swan
mighty knot
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lmao took u a few trys

dapper ocean
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@mighty knot can you fix stacking in tree

lethal swan
mighty knot
dapper ocean
# mighty knot idk what that is

when you enter a soul into the altar while the doors are open in the tree, it opens the doors but doesn't let the person in tree go in

mighty knot
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so the doors inside the tree are open

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u go onto the altar and it opens them again but not really

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and the person cant leave through the open doors?

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inside the tree

dapper ocean
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yea and it glitches it and u have to wait

mighty knot
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I think I already probably know the issue

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my guess is the OG script has a countdown to remove a data and that countdown is timed for when the doors close, but when u repon the doors durring that countdown it messes up the timing

dapper ocean
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so the person in the tree can't go inside the doors after a stack until the doors close and you put a soul back in

mighty knot
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I'll take a look at it

dapper ocean
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alr

mighty knot
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I call it ctf cuz I had to idea of what if capture the flag but v mobs

lethal swan
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am i stupid wtf is bulb room

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oh wait is that with the guys trying to steal ur stuff

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that makes sense to be ctf

dapper ocean
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why not just one bro

lethal swan
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lol

mighty knot
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why are there 3 bulbs to protect?

dapper ocean
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yea

mighty knot
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just to make it easier

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so if u loose one you dont just loose the raids

dapper ocean
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just do 1 and if it's taken respawn it with 0 bulbs in it

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cuz so many dumbass players putting them into different ones and it's just annoying

mighty knot
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wait what?

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OOOH

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I misunderstood what u meant

sonic jolt
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Self proclaimed pro player after being faced with a challenge harder than pressing a few of the same buttons for 5 seconds

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Imagine if in an actual competitive game the roster of pro players quit after patches instead of adapting

rich magnet
# dapper ocean by afk I mean do no damage with 0 corrupt

Couldn't you instead use fall damage initially to land yourself somewhere between like 40-49% corrupted, then tank a watched after getting Greg to 75% so that you go into the rest of the fight with 90-99% corrupted and a charged armor breaker?
Between not having ssac and half of corrupteds effect, you'll of course be doing less for the first part, but you wouldn't be a total potato relative to max boosted damage then you can unleash the full torrent of buffs in the second part

sonic jolt
mighty knot
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if everyone hates it I will be pointing fingers at who told me to do it

sonic jolt
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Ct so modest they dont even take credit for the idea

mighty knot
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lol

sonic jolt
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Heart eyes emoji

inland hull
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dying would be the only way to fail bulb room skull emoji

rich magnet
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Well bulb keepers are apparently being made stronger so that might happen

inland hull
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idk i think bulb room is pretty straightforward, probably the most of all rooms

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players always have the capacity to sabotage their team, in bulb room this is the least significant

rich magnet
lethal swan
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i dont like either of the 3rd rooms

inland hull
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in berry room your team is the real enemy

lethal swan
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the void door one is close to being good, but having to wait for the last guy is so boring

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it should be more like: get the 4 things, then once you do, a strong enemy (like the guy from the light room) spawns and u all gotta kill it

inland hull
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bulb room needs to be more consistent in length as compared to vm room imo
the previously mentioned idea of spawning a bulb keeper upon a bulb keeper's death would make it last 3 seconds

rich magnet
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I think void matter room would be less boring if getting the void matters didn't take way less time than it takes for the first enemy to spawn
I'd you actually had to spend several waves still gathering the rest, it would be a lot more engaging
Idk how to make that happen though

lethal swan
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cuz rn the guy that spawns has high hp but isnt even dangerous
the miniboss from the light room, while not dangerous because it dies in .5 seconds because player damage, it does have some pretty dangerous spells (mostly knocking you away from ur light-holding teammate, causing u to take a lot of that darkness dmg)

lethal swan
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like if the 4 tasks took a lot longer, there'd actually be some strategy of "oh well we cant all go do the tasks at the same time cuz otherwise the void door will take damage"

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but that's not the case

inland hull
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or just spawn the mobs quicker

lethal swan
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yeah

rich magnet
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Spawning everything quicker would be a bit overwhelming to some builds though

lethal swan
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im curious how many of TNA's problems would be fixed merely by cutting down player damage a ton

inland hull
rich magnet
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Non-etw bolt vs increasing that spawn rate = pain

inland hull
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i mean starting to spawn the mobs being quicker, not intervals between mob spawns

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at the very start of the room

rich magnet
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Oh like that yea I'd like that

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Remove most of the 10s grace period or whatever it is

inland hull
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idk the problem with bulb room is having shit to do between bulb keeper spawns

dapper ocean
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and its not fun when someone adds a bulb to another one and u have to wait ages for the next

inland hull
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yea id say the room needs a rework more than what could happen by working with the current system

dapper ocean
inland hull
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i mean yea

rich magnet
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What if we made bulb catchers have more hp so it's harder for one player to solo defend it

inland hull
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happens in every other room, idk why bulb room should be too different

dapper ocean
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idk its just an easy fix so

inland hull
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too easy, def need to reevaluate what the goal was with bulb room

dapper ocean
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id even say just remove the other two and fail the raid if u lose the single one

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since its rlly not that hard to kill a bulb catcher

dapper ocean
rich magnet
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Taking 1/4th would feel like a rather significant benchmark when you aren't speedkilling him
If Greg is supposed to be this "super high health enemy that takes a while to bog down", getting through 1/4th becomes more significant

dapper ocean
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ok but were talking about the force watch not just a regular watch

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if 1/4 of his health being gone is significant ur probably not 1 watching no?

inland hull
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forcing watch any later in greg fight than 75% would be functionally the same as what we have now imo

dapper ocean
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im talking about parties that have the ability to one watch, and it just seems weird that greg goes into his "strongest mode" at the beginning of the fight

rich magnet
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I guess it stops making sense if that's the damage being dealt

dapper ocean
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yeah and thats like most parties i can legit 1 watch solo

rich magnet
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But we can't make 2 possible times easily, and maybe it could be viewed as a panic mode from Greg instead because you're killing him so fast

dapper ocean
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bro what

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in terms of bosses they usually try their hardest and become the strongest towards the end dont they?

rich magnet
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If Greg's hp gets nuked immediately, he should start panicking, should he not?

dapper ocean
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seems kinda dumb for him to go invincible sniper mode when he has 75% of his health left like hes lowkey chilling

mighty knot
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as in no waiting between bulb keepers

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and also gunna be buffing them up

inland hull
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but then bulb room lasts 10 seconds

dapper ocean
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yea

inland hull
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as compared to 2.5 min vm room

dapper ocean
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u shouldnt make it insta spawn right after tbh

rich magnet
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Didn't lumi say they'd be spawning anywhere in the room? The full room is quite big

dapper ocean
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the better alternative would be waiting like 10 seconds after one dies to spawn another

rich magnet
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Fair enough yea

dapper ocean
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i say u remove all rng in bulb room and spawn 10s after the room starts and 10s after each one dies

inland hull
dapper ocean
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ok but anymore than 10s and its kinda afk room again

inland hull
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if despairing crawler dies in like 2 seconds im not sure how much harder bulb keepers could be

dapper ocean
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maybe make the bulb require 6 instead of 3 no?

mighty knot
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just removing the randomness in its spawning

dapper ocean
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honestly that would be a lot more engaging

mighty knot
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6 could be cool

inland hull
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that could work

mighty knot
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I want to remove the waiting for it to spawn

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I want to encourage more running around looking for him and fighting him

dapper ocean
inland hull
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no more rock

dapper ocean
dapper ocean
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ok bet

rich magnet
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Btw lumi I think I should let you know since greg won't be teleporting to the middle anymore, afaik this thing where if everyone gets far enough away, the Sightseeing Interceptor can be despawned hasn't been fixed
(Don't question anything we were clearly fighting greg in a normal way and definitely weren't using 4 absos to survive while all in boats (purple circles ended the run))
https://cdn.discordapp.com/attachments/1097292424805621781/1175486907208192070/TNA_Watched_Bug.mp4?ex=6623fa7e&is=6611857e&hm=d46732ecae8c6958249316b20c7b89364b6d242c020c32bf621d68fc76d7d8ca&

dapper ocean
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and yeah the rock should be removed if you want more engagement

inland hull
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me w/ 0% walkspeed omw to steal the bulb on the other side of the map

dapper ocean
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and also put barriers on the areas u can sit up top

jolly cairn
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or fuck it if you’re gonna make bulbs spawn quicker then why not just make the crawler spawn as early as end of wave 1 if all other ones are collecyed

jolly cairn
mighty knot
mighty knot
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the guy despawning

mighty knot
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I hate barriers so much

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like ligit I almost murdered salted for adding barriers to lootrun events

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I was building a nail bomb then calmed myself

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lmao

pulsar flare
visual mountain
late ether
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maybe it would make the game more engaging than being a speedrun game with ridiculously short killtime for giggles

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unaware players would just die watching because they think Gregg is too slow to pose harm

coarse wyvern
late ether
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let there be difficulty with reason

coarse wyvern
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In monumenta u can't kill the hardest boss in 10s skull

late ether
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literally any game that does not allow ridiculous powercreep:

coarse wyvern
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Fr

late ether
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even hsb's endgame bosses have their own powercreep to counter the players' powercreep 😨

coarse wyvern
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lol

late ether
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at least those one taps take effort...

coarse wyvern
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Iirc in like enderman slayer u can't just 1tap it

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But anyway hsb sucks, monumenta not so compare to it like

winged ivy
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3 vs 0

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Yea hsb is -10 out of 10

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Wynncraft is around 8.5 out of 10

coarse wyvern
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Tho real hard tna would prolly kill a few percent of the playerbase

winged ivy
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Only those 0 watchers

coarse wyvern
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The 100th player on tna leaderboard still has almost 2k completions, ig most of those players wouldn't have that if tna was actually hard

late ether
winged ivy
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Me too, luckily I didn't play hsb dungeon

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No balance at all

late ether
winged ivy
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Wynncraft is better because this

coarse wyvern
late ether
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real

torn moth
pulsar flare
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on gobb

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make a giant gobb blow out from gerg body

coarse wyvern
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🔥

late ether
coarse wyvern
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lol that would be cool, like the eye

mighty knot
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random invisable walls work in 3rd person games

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or games with less movment cuz they feel less in your face

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in a first person game with crazy movement they are literally in your face

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and feel terrible

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they should only be on the borders of the map and small nitches that u can only hit by trying to hit them

mighty knot
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some other changes to nameless, he will stop for a short time then jump, instead of walking forward and jumping while walking

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I think it will make dodging that attack more fair

late ether
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thank you <3

mighty knot
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Also also im straight up removing the eye attack that shoots an eye and if it hits u u get blindness. I feel its pretty outdated as its litearlly just shooting a mob and giving you blindness, and it's very unnecessary with some of the spell changes he is getting. Idk if there are any big blinding eye attack fans lol

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I want more of his attacks to focus on shooting a thing from him to the player location, including in the air, the eye just is a mob that walks on the ground until it reaches the player, very borring imo

late ether
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people always die during that transition somehow

rich magnet
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eyes can be a threat to uppercut surfing warrior using flying kick since you need to be careful not to land on a whole pile below you at once but otherwise they're pretty irrelevant in terms of being an actual threat
kind of glad to see them gone

late ether
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wait what are eyes

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the floating kamikaze units?
they are gone?

rich magnet
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the things that get spawned before watched (or randomly in the fight but thats harder to point out)

late ether
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🎂
happy birthday everyone we're reborn

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we're eating good when reworks are pushed out

rich magnet
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the quantity of changes is very exciting, but of course we still have 0 hints at when 2.1 will happen

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unless you want to count Selvut saying idol revert and stuff will most likely be with 2.1, implying a lack of anything else minor coming

late ether
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what if basaltic traps simply attach to any surfaces and not just the ground

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maybe I would not witness my bomb spell not placing a single trap in that one confined space

rich magnet
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I think that would require some changes to how the detection of hitting a floor works because I've shot the underside of small platforms with bomb and had it place a trap on top

late ether
#

it also sucks that if any of your bomb arrows hit the walls instead of landing near a block with an open space above
it would lead to the failure of trap placement

lethal swan
#

GOATED

lethal swan
torn moth
#

Kinda reminds me of immortal snail

pulsar flare
#

that always kill me on warp

#

my skill issue

torn moth
#

oh, regarding good unskippable phases, that I forgot
the eye
and falling eyes

mighty knot
#

I dont like the falling eyes rn honestly

#

they fall so damn fast they are hard to dodge

twin hound
#

its better than the laser room imo as that one is incredibly easy even if you dont know that its the same pattern every time and so can spend half of it afk

torn moth
left mesa
#

Did the blue line telegraph already get fixed

#

suddenly it's starkingly obvious to me

mighty knot
#

no it did not

jolly cairn
#

@mighty knot did anything change with tna i swear im not trippin but aggro random swaps when it used to not and the boss is casting spells like charge when it didnt used to

mighty knot
#

none of TNAs files have been pushed

#

and if they had by mistake, the changes would be way more drastic than that

jolly cairn
#

maybe im just noticing things for the first time while soloing hmm

#

thanks, could also just be lag but idk it’s so weird I swear these things didn’t happen beofre

mighty knot
#

probably, I remade like half of the code of it backend wise and the spells are changed a lot, when it gets pushed charge will go in a straight line and not follow the player, he will stand still before casting, and more

#

this was based on player feedback in another thread, if it somehow got pushed it would be either broken cuz the new files didnt get pushed, or it would be totally different

late ether
pulsar flare
#

bro doing voidhole farming

mighty knot
mighty knot
#

if there was greg would just be outright broken

inland hull
#

fake (it was particularly laggy that day so that mightve done something)

mighty knot
#

idk what u are even trying to say changed

#

that he does charge more?

#

like imma be real, I did not touch his charge rate, I touched like everything else about his charge spell lmao, and totally changed the back end of how spells are called. if that got pushed greg would be broken or be so obviously differnt it wouldn't be a question if it got pushed.

#

when you don't kill greg in 3 seconds and realize he does attacks and combos 🤯

inland hull
#

nah i dont actually think the game was updated i just found it weird how more than a few people had the same issue that day

#

dont think its really anything

jolly cairn
mighty knot
torn moth
# mighty knot that he does charge more?

I think whenever lag happens he can chain queue charges like maniac (like 3-4 charges in a row, sometimes even before first even happens, so he just sometimes turns mid charge) or something similar, idk if it's what that lad meant

mighty knot
#

he can always chain charges

#

he does spells in combos and the combos are based on % hp

#

at some lower % hp he has a lot of combos where he spams charge or jump 3 times in a row

#

and they can be picked multiple times in a row

#

the % is in 10% hp thresholds outside of early on where there is a 95% threshold

#

lag doesn't effect this. it just picks a random number between 1 and 10 or 1 and 5 and does that combo

#

unless lag makes it so it always picks the same random number which I highly doubt

#

he can sometimes if 1 combo stops start the next one a little too fast and charge twice, this issue has already been fixed and will come with greg 2 in 2.1 This has always been an issue you are just noticing it now

torn moth
#

Is that short delay intended though
Like queuing multiple charges in one second

mighty knot
#

it is not

torn moth
#

So he switches direction mid-air

mighty knot
#

well that is

#

cuz his target changed

#

mid air

#

currently he just keeps acting normal durring the charge

#

and can switch targets mid aid

#

air

#

in new greg that won't happen

torn moth
#

Great

mighty knot
#

new greg will be perfect, and there will be 7 FORCED watches >:)

torn moth
mighty knot
#

the charge doesnt make him look anywhere

#

he just charges the way he is facing

#

but his facing is based on his AI

#

and who he is tracking

#

new greg locks him into facing

#

1 way

#

until the charge ends

torn moth
#

Great

mighty knot
#

also charges and jumps will have a much better telegraph

#

better particles and he stands still before doing it

torn moth
mighty knot
#

no

torn moth
#

Now it won't matter because new changes

mighty knot
#

well he cant do that rn anyway

#

its a target change

#

I cant control how a mob targets players

#

sadly

#

but yee wont mater in 2.1

torn moth
mighty knot
#

leme check something then

torn moth
#

Cuz he normally charges in straight line just has not straight facing

mighty knot
#

well

#

if he jumps over u

#

he will turn around to look back at u

#

or if he jumps to the side

#

same thing

#

but ye I checked nothing in the scripts makes him look anywhere

torn moth
#

I remember someone sent a clip with that hmm
Let me dig for it

mighty knot
#

it could be that timing happened where he did a second charge too fast mid air

#

and at the same time turned around to look at you

#

making it so he does a sharp turn

torn moth
#

He does one charge then instantly does another mid air

mighty knot
#

oh ye lol

#

cooldowns it seems got messed up durring beta

#

they were originally correct but then cooldowns in the scripts for the spells changed

#

but the ones in the spell caller script did not it seems

#

lol i fixed this months ago just gotta wait 😔

torn moth
#

I wonder if this made 1st charge prolonged making that both of them stacked

mighty knot
#

na it can't prolong the attack

#

the cooldowns are like ATTACK 3 sec ATTACK 3 sec ATTACK 2sec (end)

#

and if the same thing is called again

#

it will not have the proper cooldown

late ether
#

My recording software messes up the audio volume somehow.

mighty knot
# late ether https://cdn.discordapp.com/attachments/262012380878340096/1234113279459201044/ja...

those are yml spells. Basically hard coded shit in the mob file. They were wynns OG spell system and we can now use script to do spells and add better telegraphs but they are janky cuz every script has to run on a player whereas yml spells can just be on the mob. So adding a better telegraph just isn't possible for yml spells. Raid bosses and dungeon bosses could prob get all script spells cuz they are contained and we can control the environment more

#

Nameless was the first boss we made that was fully meant to use script spells. iir it has 1 yml spell which is wave, but becuase that's its ONLY yml spell u always know what it is.

#

others raid and dungeon bosses have script spells but also have large yml spell combos still. Which we know are not super good at telegraphs, they are a 9 year old outdated system