#Delve Modifier Poll
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malediction was created to be solely annoying and I hate it
yeah
So true
it’s just a slow walking middle finger
Honestly it's really nice that there are at least enough fun mods to run mid point delves without being too annoyed
i like the new dread though
Oh yeah
I like how it punishes you for not prioritizing it
shit hits the fan in a good way
But in a way that's fun
however it does lead to moments where mob collision cucks you from being able to hit it
New dread new colossi are based
thanks mojang once again
I like the new colossi because it's actually a threat to rogues but not an obnoxious one
kind of a bruh moment that it’s getting buffed though
Meteor is a bit much
Nah that's the one then
if it actually gets a meteor slam that’s actually a bit much
a jump i’m fine with
maybe
new dread is cool as hell just from design and the sound it makes but I can’t really properly form an opinion until it stops dying in .02 seconds
if i wanted to get unfairly blown up from a jumping mob on low ceiling hallways i’d fight twisted champion
I think it's safe to say that the proposed calamity meteor slam change is very unpopular
no way it’s actually being thought of
not only does it have that rider aoe
but also a hog aoe
also new dread’s bombs just die in lava so the people that were worried of ranged elites like e white ghasts spawning new dread and it be annoying to deal with can relax
lmao
Sounds like a bug
fire has always been effective against disease carriers
true
Jk yeah honestly that sounds fine
dreads are mostly going to die in lava anyways
new dread really does just sound super creepy which is fitting for dreadnaughts
why should this be any different
It's always very weird when wither skeleton elites fall into lava or something and can't do anything but they keep spamming their abilities at you
quetzal priest
Sans
dislike
the sans is ok because it misses lmao
that heal has massive range
and ends up being annoying
That's a design issue
good thing i can take a lava dive
Making ghosts elites lmao
As a player I agree
role: rogue
Rogue speech bubble ^
elite ghasts are awesome
I'm meaning the dreads just dropping from thin air into nowhere
Phantom dreadnought when
Omg same
I like when the delve mods have genuinely unsettling noises (some of the astrals are creepy)
the only sound i ever hear from pestilence is WOSOKWWOAOAOWOCHING
guess what sound that is
As funny as Eta is it would be terrifying to hear it out in a nearby field at like 12 AM
rogue speech bubble
what if eta moo is reference to cow abduction myths
real
does he know?
Nu is also like the only Astral that actually makes cosmic-sounding noises
i like nu
It also makes a star pattern so
i also like alpha
constant barrage of starlight
or blight
i think it’s the brilliance of a star
We should make a pillar for every doorway skin 🧌
Waiting for the secret special astral with undyed doorway
Spawns bullets at the edges of its range that come inward
That would be pretty cool
stardust reverie
Predict is in a list with other words about planning your next move. You can not plan your next move around current haunted beyond "Ah, i will die soon" and just running into it to speed up the death. It is predictable in that regard, but it fails in every other aspect of that list, which is why its not my point. Do you atleast agree that current haunted cant be worked around or waited for?
I wouldn't be surprised if half the ratings for haunted were from melee players that tried it once on release and swore never to touch it again
The way you worded this makes it sound completely impossible, you leave the safety of spawn and just run head first straight into it until you leave the dungeon.
Obviously you don't have eyes in the back of your head, but you can still get a good idea of where the shade is and to move in a direction... that isn't towards it, and you can learn it's speed based on your speed to predict the path it will travel.
Both direct line travel + follow player path travel can be predicted and can get in the way, in the current system if you don't move, it doesn't either so yes you can work around it or wait for it depending on the size/shape of your own movements.
I completely agree with you that haunted's movement is kind of jank, annoying and not all too fun, but the way you're speaking so absolutely doesn't make for good conversation
it's not the most entertaining gameplay, but I've walked the haunted out a distance then went back in to make more space, which definitely is a form of counterplay
classes without mobility suffer a hell of a lot more though, I could get around the haunt in challenge gray by positioning bodkin in ways I normally wouldn't, but I'd be pretty stuck thinking how to get around it if I played warlock (and I use ire frequently, it's not quite enough for the haunt imo)
the thing is not closing on a player in a straight line faster than they can escape it, so there is typically something that can be done, as well as running through it if stuck in a corner if memory serves. there's counterplay to it, just not a playstyle that negates it per se. there's also very few absolutes in a game like this, so speaking in/only asking for agreement in absolutes makes it hard to communicate and discuss a point.
the knockback haunted inflicts doesn't make running through particularly auspicious, if you take 2 hits you're probably dead b/c you were under pressure
haunted does deal pretty significant knockback though
I've tried to run through it to escape in tight situations and it just slams me right back into the corner
The poll has come to a close! The final results for placement can be found below.
S++
[5.0] Twisted
S+
[6.3] Dreadful
S
[7.1] Astral
[7.3] Pernicious
[7.7] Colossal
A+
[8.7] Legionary
A
[9.8] Chivalrous
[9.9] Spectral
[10.2] Entropy
[10.6] Carapace
[10.9] Unyielding
[11.0] Bloodthirsty
[11.0] Vengeful
B
[12.1] Riftborn
C
[13.3] Arcanic
D
[14.1] Transcendent
[14.3] Chronology
[14.8] Infernal
[15.2] Assassins
[15.4] Haunted
F
[16.5] Fragile
Fragile 
I really wanted to cram Fragile into D but that's a 1.1 point deficit when tiers were broken at about 0.6
and the problematic nature of Fragile is different from the problematic natures of the D tier mods
fragile has the biggest number so clearly it's the best
Ideally every mod should strive for A performance, there is no realistic chance that every delve modifier can go higher than A all at once
fragile wins!
I would once again like to thank everybody who participated in the poll and engaged in discussion here. My goal with this poll was to get some solid ideas on how players feel about the current state of each delve modifier and all of you pulled through spectacularly.
Though it was not my initial intention, I do hope that this information can be used by the powers that be to continue to make the game better and better.
Pretty insightful
Like any good study acknowledging limitations like possible class bias or the abstract question of what does “best” mean
I hope I got that message across well, it seems to have since most discussion here wasn't nitpicking class interactions
Thank you for your service
Doing what God couldn't do
F for Fragile is simply too perfect tbf
lmfao the gap between Fragile and Haunted
Arcanic being a whole tier above transcendent/infernal is criminal
but I do agree with the ordering of them
suprised pernicious is so high
I think it's so high not because people think it's well designed, but they like it because it's easy
Because it's basically free points (especially in overly-bedrocked dungeons/strikes like portal and brown)
It would be very satisfying if transcendent and infernal were moved up into C tier, then you could have C be damage-ability mods and D be "shitty rotationals"
i think pern is one of the easiest but it’s in my bottom 5 because i just don’t like terrain being ripped out from under me
wait i just thought haunted was a funny lil halloween event before this 
Appeared near Halloween, but it's not seasonal
Oh. Wouldnt know, i havent played delves in forever
I find pernicious fun because it changes the layout of the dungeon and actually results in more sandbox interaction which I greatly enjoy in minecraft ctm mmo
I also love it when you hear something beelining straight to you while chewing through blocks; one of the most intimidating sounds around.
i dislike pern because i like pathways that i can walk across
I love perni because it changes up gameplay and paths, forcing you to adapt and work with what they created, often making funny situations or easy skips
Precisely. Same reason I love that Monumenta is Survival mode. Pern is basically giving it to mobs too.
i prefer my monumenta superiority complex to be fouded in fact, thankyouverymuch.
What if we made the twisted ability to place blocks to normal mobs too
(X*7)% per level
add that to pern 
no
Constructive
While further than 3 blocks from a player, mobs have a (8%/16%/24%/32%/40%) chance to be able to place blocks while in pursuit.
(also changes how Twisteds can place blocks)
I have played with haunted enough to tell you that it is an absolute. You do not have any options when in melee range. I am speaking in absolutes because the modifier either kills you or it doesn't.
It is entirely based on how far away the haunted is when the fight starts
and the hp of the mobs.
if either A: you dont instnatly kill everything, or B: the haunted isn't super far away, you die.
That's its problem. There isno "juking" it because it goes through all other things you have to avoid.
There is no running away because its (i think) 80% of your speed, which all goes away once you have to stop to adjust and deal damage.
It is an absolute, so i will speak of it that way.
I will say that haunted should simply be removed, period, however if you wished to actually implement it in a more fun way, you should follow the general game design principles. But it will still be annoying.
Haunted does not work unless you build around it, and monumenta isn't built around it.
A modifier without bug can’t be remove I think
They can remove it.
but it feels like the devs REALLY love it, and have never actuallyy played with it. I dont know why they defend it so much when its clearly not liked.
After we got delve 2.0 I didn’t see a modifier that didn’t be remove without bug
Relentless
really? i never heard of that one. huh.
It’s bad for melee class that the mob within 5 blocks still has some form of speed bonus
Yeah that happens for the paladin-like mobs in Forum too, side effect of that skill
Find a unfixed-able bug about haunted and here we go 
i mean
i have found a bug
that hasn't been fixed.
Which is reported internally, and i will not give you details on.
The position of the haunted before a fight starts is important sure, but you don't have perfect knowledge of what happens with a spawner(s) interaction until the mobs show up, you don't know if Twisted X will show up, whether there's a colossal you can't deal with in the spawner, or an astral in the chest that refuses to spawn until you're literally on top of it
I would want more room to play around it (asking the player to run through it when it deals so much true damage is very unreasonable) but it does not seem like something I would reduce to an absolute
Me when killing mobs forces the haunted back:
(I didn't rate haunted very highly, it there's some potential in the idea but I haven't found people to run it with within my friend group post changes)
Honestly not breaking spawners so you have a more constant supply of mobs to push haunted back sounds funny
Trust me when i tell you, it is a simple absolute. The pushback does nothing.
i already mentioned the HP of the mobs, that includes twisteds.
can someone post a clip or even a longer video where haunted interferes with your gameplay
Don't remember any specific time stamps but https://youtu.be/8OcQkfkTxnQ
bad warrior gameplay with worst modifier (haunted)
thx to the people who participated, very epic!
music is Yellow Princess and Red Pony
wajdoi!!
I remember haunted was getting a lot of kills
Relative to anything else
i don’t think it has to be so deep tbh haunted is just fucking annoying cut and dry
@fervent crane instead of just reacting with pepega how about you post a video of you, as bers, easily avoiding haunted without having to constantly run away from fights?
That'll be some good evidence to prove your point
my lootrun is barely affected 
Its actually a good strat to lootrun and use haunted to die faster so you can re-start your lootrun without mobs.
When I did a blue (?) delve with my friend, the overwhelming majority of our deaths were from haunted
I think Haunted is still oppressive as all hell but at the very least its somewhat manageable
Atleast my experience from r2 & r3
If delve modifiers existed based on how annoying they were max point would be a 12 pt
Because honestly responding any further would be pointless and just serve to increase hostilities as it doesn't look like you would ever change your mind in your absolutism, so I'm choosing to not reply (other than this explanation)
Glad we agree.
you aren't gonna win over any hearts and minds being like this to people trying to communicate with you, only causes people to dig their heels in or just outright ignore you, and given these chats are about changing people's mind on something to cause actual game change, it's just tiring and ineffective
Are you going to prove that haunted isn't an absolute or argue against that point, or are you gonna keep saying you can't argue against it? You can aboslutely argue against it but no one has actually tried to provide any sort of counter example that works in reality.
I have played with haunted, I know how it works. I know how these type of enemies should work.
I am telling you my exprience and the best way to play with it.
Why are you even defending haunted, even if you disagree with my method of argumentation?
I like discussion instead argue / defend points . Because most points can be scrapped down to many parts in reality.
Perhaps they disagree with your standard of "how these type of enemies should work"
Well, then how should they work? because clearly, current haunted doesn't. Unless it does, which no one has really argued for either.
I provide my method because it's been used in other games, and because it works to be fun in those situations.
(of course, those had the ability to be designed around the concept, which monumenta isn't, which i have said before).
There is a example at https://discord.com/channels/313066655494438922/1081820848182284338
I think
DRG or sth
Everyone is saying i'm being absoluteist without actually giving another example or even a method to properly deal with it.
I didn’t I think
One thing that the other modifiers have (expect transient's rapid fire missiles, honeslty) can be delt with as most classes. Very few are unplayable as a specific class.
There's like one or two people saying that
Yet what people find fun are very different. The very thing you enjoyed about it might be what makes others hate it.
So that's not an objective standard to appeal to. Your anecdotal experience can't be the standard of what things should be.
I mean "everyone" as in "the people disagreeing with me specifically"
I fully agree with you, haunted sucks for me and completely counters my style of play. However, I think it's rarely appropriate to deal in absolutes, as there is almost always multiple solutions or ways to improve (sometimes a unique solution is desired rather than typical game design solution). Not to mention, while it was rated one of the lowest, we must still understand that there very could well be people that run haunted and enjoy it, and are able to play around it well.
This is why I provide an example used in other popular games, rather than one I've come up with myself. They were popular for a reason, and those sections were enjoyed for a reason, so I ask myself the question why? That's how I come to the conclusion.
😛 sometimes take a step back and take a rest is good . I’m not assuming you might be not at good situation irl rn. Just when you found out people being againest you
Its why I love game design because there are game design tropes that work very well for 90+% of people, and figuring out why those tropes work is what is fun for me. This is a trope, a more uncommon one, of game design.
Have a good day , discussion > argue/defends. I need to take an exam irl bye.
The fundamental problem is limiting the player's actions (or player agency, as it is normally called). The method people have come up with to minimize player agency loss while keeping the mechanic is the one I've provided.
I think it's fair to ask for footage of someone enjoying it
Just because in general if something is so ostensibly polarizing there's a chance that a high degree of unaware masochism is in play
It's why I always supplement me saying like "gray challenge was awesome" with like "it's quite fucked up tho"
This was my reason, in that the spa e you need for haunted to not kill you is partially subject to other delve mods
I just don't record my gameplay, like ever, so I'm not sitting on a pile of clips for usage
This is also one thing I enjoy about most other delve mods, they work fluently together. Fragile, Assassins, and Haunted don't really work with any other modifier, which is why Assassins was lower on my list.
Once all the info is revealed you could argue it's a rated outcome, but if you always knew which spawners would trigger a colossus or twisted and which one, well I'd imagine they'd be a lot less capable of killing you
played a good few haunteds amongst the release and changes done later, it's not the best mod in the world but it's not objectively bad or needs removal
I have heard of people considering haunted a "free" modifier, which seems crazy to me but hey
It's free as a lootrunner
I can see it if you are a caster/ranged
But, a modifier working for 1/8 isn't a good modifier IMHO.
Sleeping raven's willingness to listen to feedback and make changes is part of the reason why I want to go to bat for twisted
It entirely depends on style of play. Playing with high jump boost is gross with haunted because the full distance you move during each jump that haunted is basically able to stay right on you
Twisted is really just so fun too
it's certainly free on scout
I cant think of another modifier that works only for 1 class.
Even bullshit is fun because its only just an encounter and it isn't coloring the entire delve
(and even then, i feel like with other modifiers like a little bit of bloodthirsty, haunted becomes bad even with scout)
not really
I think I've played it with mage and warrior, both weren't too bad (mage in initial release, warrior much later)
just takes more active focus on kiting than standard
In a challenge gray I saw someone swap to scout and guardian trying to just get something done
Neither seemed to work out well for them
I want all haunted ununenjoyers to run challenge gray to see if they enjoy it as much as I did
(this is fairly early in haunted release, no pushback, I was assassin and it was rough, certainly rougher than other mods, but almost enjoyable)
Also depends on how much patience you have for something like that probably
Scout worked very well for me in it ngl
That's the other thing, I'm not playing it in a challenge delve built to be incredibly punishing, I'm just playing it as a delve mod in a set of a few chosen mods
I have beaten grey and brown challenge.
I had to switch off sage because I needed to stop crit jumping
Magenta is soon.
Actually, i dont think i died a single time in brown that wasn't caused or indirectly from haunted.
I just wanna know if it's a masochist appeal or not and this felt like an appropriate benchmark
To be fair, haunted does have a pretty big bug currently.
DM me, i doubt it.
Which is why I'm refraining from describing it
Here's one off the top of my head from one of the most popular games of all time
- Ghost that follows you directly through terrain instead of following your path
- Can be stopped instantly by the players' actions at the cost of disabling their movement
- Kills you upon contact
🤯 Withholding bugs from being reported to keep the modifier easier
Alittar mentioned the bug has been reported internally
Lets... not jump to conclusions. That would be absolutely bannable, anyway
I have told the devs all i know about the bug so far.
Haunted was inspired by Deep Rock Galactic's Unknown Horror enemy, for the record. Not Boo
The most popular example I think of is Celeste's, which is exactly how I described it. Boo works because you have ways of staying still without dying, and the levels are desgined with the Boo in mind. Thats why i say monumenta isn't designed around Haunted.
Tho it's an interesting idea if haunted couldn't move if it was in LOS
You can't really stay still without dying in actual combat, and most levels aren't designed with it in mind.
You can back strafe in mm which makes that much more viable of a counter
Maybe too viable
depends on what LoS means, if its just seen at all it'll be completely free for all classes.
due to back strafe and often ability to rotate around mobs
Delve mod #173
Honestly worth pondering haha
Don't boos have start up slowness before approaching at full speed?
Though I can see it having the same issues relentless had
They also can just be outrun entirely, but different game different balancing, apples to oranges etc.
And I seem to recall an ability to just blitz through a boo if you burn your feather cape flying, but can't be 100% sure on that
Mario could never do a challenge delve of 8-7 😱
i kinda want to take this challenge on
I think you have more than made your opinion heard at this point. Continuing to hammer in the exact same statements over and over is not going to be productive any further, and is only going to make people aggrivated with you personally. So instead of continuing to stand on your soapbox and preaching to an empty audience, move on and do literally anything more valuable with your time
It's a good game design discussion. Glad we have a forum to think it through
I guess one of the good things I like about haunted is that with a familiar/good team/communication, you can cover for each other in a pinch
There's clips I've seen where the haunt eats you alive because the player is shielding from mobs and takes chip Knockback until the haunt murders them
Clearly we need more abilities to launch other players.
In the challenge gray I was familiar with the other player and we could work on picking off mobs and giving each other breathing room
Purely to safety.
Please god no more updraft
UA Knockback can be ok
Lifeweaver clip compilation inbound
honestly haunted feels more like something that should be seasonal
like only in halloween week
its funny first time I play it but having it shoehorned into challenge delves are just unfun
a shame because magenta is my personal favourite in r1
haunted, to me, is disproportionately more annoying than any other delve mod, which is why i think it’s so widely disliked. it feels like the burden of 10 or 15 delve points in other modifiers
If someone hates me personally due to my opinion on a single monumenta delve modifier then they were going to hate me eventually regardless, so I do not care.
I wont ever take something someone says online personally against them, and dont hold grudges against people who disagree with me.
Its an immatrue practice and makes you seem like a worse person.
You may disagree with me, you can dislike my argumentation style (even though i've provided exactly what you need to do to prove me wrong), but hating me personally makes no sense.
Look I know this was guaranteed to happen sooner or later but can we focus less on who is arguing/how they are delivering their argument and more on what is being argued
I hate that I have to reiterate this every time big topics come up here but please be both serious and respectful in the discussions here
side point i don’t understand why fragile is hated so much after the release of challenge delves. some people seem to really push back on the “just don’t play it” argument but like actually there’s nothing making you play it so idgi
Why exist in the first place doe
(except that one pass mission but I agree with you)
The argument against 'just don't pick it' usually turns back to the fact that it requires server resources to keep around that could go to something more meaningful to the game
Okay, what
im of the mindset that just because something is optional doesn't mean it is excused from criticism or being less fun/poorly designed
i personally don’t play fragile because i enjoy more challenging delves where i am liable to die. but i know many players who enjoy playing with a sort of discipline where they would go slow and often clear deathless. and it suits them very well
^
most people have this mindset about Fragile from what I've gathered
Actually not anymore
i don’t think it’s less fun (doesn’t change gameplay whatsoever), but i do see the argument that it fundamentally is not a delve mod (doesn’t change gameplay whatsoever)
it'd probably be more work and break more things to remove it at this point
But we'll celebrate its removal 🥺🥺🥺
So true
fr
we'd rather have to actually have to think about what mods we should play with instead of easily being able to choose the same pern 5 dread 5 colo 5 twisted/astral
and seeing a mod we'd never pick feels bad because its infringing on the potential diverse pool
i think fragile a perfectly good option for some players, but i seldom wish to play that way myself
i think fragile goes against the general style of play of Monumenta nowadays which is very momentum-based and fast, with gameplay often relying on how fast you can move between encounters to maintain your buffs (Stamina comes to mind immediately, but Sharpshooter, Ronde Stacks and Advancing Shadows (u) fall into this category)
The removal of fragile doesn't automatically translate in a new mod
For me personally it's like, fragile could be interesting as an extra hardcore/limited lives mod, but it just doesn't accomplish that because the drawback for dying is purely monetary, a "pay 30 cxp when you die"-type deal
Yeah but it translate a celebration
i fail to see what the removal of any one singular delve mod would achieve
fragile punishes you for dying not by any meaningful gameplay way, but your bank account which is a secondary system to the actual gameplay of a delve
it ropes the combat gameplay into the economy game in a weird way imo, and it doesn't work out well
Actually, I do see a point for mods that are affected by entropy, which fragile isn't
i forget entropy exists in 2023
Yeah me too lol
probably even leads to slower mod additions imo, if a new mod comes out and ends up in this situation and removed, dev interest in putting the work behind proposing and shipping a mod prob drops
i just take all the mods that give the new potions these days. dread twisted etc
fair point
fragile also just directly cuts into the profits made of the dungeon, which no other delve mods do
not so much an argument to keep one, but just a note
Cant really rework fragile, atleast with haunted there was an attempt to make it less brutal
Though fair that is demotivating
I don't like what fragile is, and do not want to see anything like it in the future, and if it can stop here (it being modifiers that don't actually change what you're doing and inflict metaconsequences instead of interesting gameplay) then I would be happy
it can. it could also yield better currency per time spent if you don’t die and it allows you to clear higher points with less trouble
I know I'm surely gonna have a fun time when shaman drops regardless of what I do, but it's just something I'm accepting
If there's a version of fragile that introduced interesting consequences upon death, that's fine, but -5 is definitely not interactive
Good luck
Are there pins for threads, there are right
This would be nice to have pinned to see the outcome of the results
(is there a fast way of scrolling to the top of a thread? I don't know of one)
kinda hmm how OP cannot pin messages
Also couldn't fine one and had to manually do it
Average discord design decision
maybe in the permissions of the feedback channel itself can you enable OP to pin stuff?
Fragile is worse than haunted imo in the way it isnt a delve mod
max point dungeon advancements and that one pass mission require fragile
so yeah removing it would accomplish something
the point of this feedback post/poll was literally to rank delve modifiers in terms of enjoyment/design so I’m not sure why you would even bring up “just don’t pick it”
that literally isn’t the point of this lol
“just don’t pick haunted or transcendent or infernal”
Reason I immensely dislike fragile is that it doesn't even do what a delve mod is supposed to do
Ok. A non-fragile/haunted statement. It’s weird that Infernal and Arcanic behave differently.
First of all, Infernal affects fire and environmental damage, whereas Arcanic only affects ability damage. Second, infernal damage scales with the number of points, while (at least according to the wiki) Arcanic seems to be a flat +50% ability damage
I mean they are supposed to be different mods, but the distinction seems a bit inconsistent
people just see infernal as worse arcanic
does arcanic still have bonus ability dmg flat out across all levels?
Archanic dfoesn't say that it has an increase in magic damage.
The wiki does.
Is it wrong?
- Enemies deal +50% Ability Damage.
- All abilities will deal extra damage, regardless of whether it's from the base mob or from the mob being Arcanic.
https://monumenta.wiki.gg/wiki/Dungeon_Delves#Challenge_Modifiers
Unless the stats in the menu are wrong, Archanic doesn't increase magic damage.
It definitely did in the past, whether it still does I'm not sure. I always assumed it did still
Wiki has double environmental damage from infernal, has Echoes on here, its pretty outdated.
So Arcanic scales nothing?
(Other than obviously the % of Arcanic mobs)
While Infernal also scales fire damage?
I do remember that the damage was consistent no matter what level of arcanic you had
I don’t take either of my own will because both target assassin while invisible
So I wouldn’t know
Big reason why that if Arcanic was ever picked I'd rather go all in than none (although I don't want it picked often because berserker moment)
Archanic abilities deal 50% more damage than other abilities, but that is all.
"Arcanic: Removed ability damage multiplier, Arcanic abilities' damage increased by 50%, fixed two of the abilities (Magic Arrow, Tracking Projectile) not triggering and Rejuvenation being 3 times too common" - Auguest 26th 2021 changelog.
Yeah so it's just a consistent +50%
Hmm I'll fix the page
is it
Whether or not it applies to only Arcanic abilities or all abilities I do not know
And I also don't know if that's still accurate to how it is today
I read that as the 50% to everything was removed (removed multiplier), and arcanic damage was scaled accordingly
^
Well it's not 50% to abilities, it's the base damage that was scaled
Oh, yeah
Yeah, the changelog i just posted only states that the archanic abilities are stronger, not all abiities.
Doesn’t that mean that infernal still scales faster? Because it scales twice (once for %infernal mobs and once for fire damage)
English is hard
what if theres a cdr mod
but yeah it is technically still 50% more damage but it's the base damage of the abilities + doesn't affect other abilities, ig
You want melees to die
very likely, I did a test with warm crystal boots and the fire prot significantly reduced the impact damage of fire ball (it was bugged at that point in time so I still took the full 5 ticks of fire dot afterward but hey)
Like Ineptitude V?
There is nothing in the changelogs, unless Infernal was misspelled, about the Infernal nerf as far as i can tell.
Sounds actively unfun.
monster cast faster
I reiterate
but tbh I do agree that there need to be some mods that benefit melee players more
Oh. Still better than making you slower
vengeful is sort of like this but would love to see more interesting designs
Enemies have a 10% chance per level to be immune to non-melee damage.
"You deal more damage the closer you are to the enemy" 
thats just unfun
Or, well, other way around
but it does benefit melee players
How do you make a mod that’s advantageous for melee without a boring pure stat decrease for ranged damage
which is what you asked for
bloodthirsty in theory does this
but since melee in minecraft is horrible in general
Enemies have more hp, and take more melee damage. no stat decrease for ranged damage, stats only go up here.
No bloodthirsty is horrible for melee too
it messes up with melee even more
if you want to harm proj-casters more you should generally focusing on nullifying some of their bigger advantages
That’s still just a stat change. And basically “in effect” just a ranged damage nerf
Not great
but it isnt, i followed your conditions.
Honestly, you don't. Melee is forever cursed to be the cooler kid but actually he is oppressed
or exploit their disadvantage
I think the problem is just stuff like mage doesnt have disadvantage
Mobs spawn on you instead of by the spawner
Reintroduce chival proj immunity but as its own modifier 😃
make melee kills not trigger vengeful 
So basically just free melee points
Also free melee points
vengeful messes with my kill speeds as rogue
alch at least have low DPS, warlock need to cope with ability cooldown, but mage is basically no downsides
Scout crying
it's not bad, but it's not great (but yeah removing vengeful ramp makes it way less threatening as a mod overall)
there are enough scout trollers so
ngl elementalist especially r2 can only put out so much in a given time frame
Thoughts?
it can burst but the gas tank only holds so much, it can be hard limited by cds as well
stuff like colossal and spectral are good enough alch counters
and dreadful/colossal are good enough warlock counter
but for mage
Mage already gets countered by overconfidence
When will they make specter of silence actually silence you
maybe a mob ability that will begin a telegraph, then execute effect, but is auto canceled if you melee it/get within melee range
Omg
I was going to say the same thing
Lol
me when
unironically should just be base arcanic
cancel an ad's randomly gifted ability if you melee it
I fuckin love trading against ranged enemies
It doesn’t make it trivial
if you're in a group fight and a channeler mob is threatening someone else, you still have to approach it to cause it to stop
Maybe specifically needs a melee crit
maybe make it reaggro on you? idk, might be more of something a tank would want but not every melee is tank
ngl making arcanic stoppable by melee is a good idea
also just rework inferno
literally just arcanic 2
plus burning harder but who cares about that
Ngl it would be cool to see more delve mod interaction
Like infernal making twisteds walk on magma blocks or smth
Pern mobs have a chance to leave behind fire when breaking blocks
Honestly my take on delve mods will be like:
Remove: Haunted, Fragile
Major Rework: Inferno, Assassin, Unyielding, Transcendent
Rework: Arcanic, Riftborn
:(
Twisted Shadow Transcendental Missile...
Honestly don't understand the problem with chorno
Not that kind of interaction lol
its simple and gets the point across
imo its one of the best designed rotating
chorno is ok tbh
you just need good clearing power
its definitely a lose more mod though
People probably (somewhat justifiably) think a pure stat increase is lackluster
Chrono is sorta lame and depending on the dungeon its quite terrifying
teal chrono is fucking hilarious
White Ex 😫
fucked up but hilarious
I would say its different from a stat increase
those hyper skele spawners
white challenge is just brutal
How
the amount of spectral is actually scary
It's basically 2x mobs with a caveat
much more different imo
I don't really see it
Legionary and Chrono are almost the same modifier to me
nah no way
legionary actually frontloads the mob spam, chrono just punishes slow play with it
Chrono at least doesn't include elites
Delve mods based on aggro make no sense because solo.
Guess it's better for a caster to have mob spam in the same moment yeah
Legion feels fine because you just have more mobs to demolish
Chrono makes you feel really bad when all the spawners start spawning their second waves
To me it punishes single target classes more
You can demolish all the mobs in a fraction of a second as an AOE class but you are capped by attack speed and potentially need to reposition in between mobs to avoid getting hit
legion >>> chrono
Both chrono and legionary punish melee more than aoe
But chrono punishes aoe more than legionary punishes aoe
not an unplayably terrible mod though
i think it would be cool if some of the delve modifiers were like
more severe
but gave the players direct buffs to compensate
so like arcanic would increase everyone’s ability damage
players and monsters
infernal adds extra inferno to your fire
Delve mods that apply buffs for the tradeoff of being harder would be neat
Though I guess they sort of already do by most mobs dropping unique potions now?
But that's like, an outside buff
well it would incentivize people somewhat to play with goofier delve mods
like say there was a passive aptitude effect for players with transcendent
or kbr with colossal
10kbr
embrace the craziness
though that would probably make challenge delves extremely goofy
pull up to challenge cyan and 1 tap everything with your huge amounts of extra inferno levels
destiny 2 has modifiers that have dual aspects which usually come in the form of a positive and negative side
ie
increased regen when sprinting
decreased regen when standing still
stuff like that
Vengeful - Damage and healing when one of your friends dies. If alone, slightly increased healing.
Arcanic - Increased ability damage
Infernal - Mobs also take increased environmental and fire damage
Transcendent - Passive Aptitude III
Spectral - Passive Adaptability Ethereal II
Dreadful - Increased damage vs. Elites (but not Dreads)
Colossal - +4 Knockback Resistance
Chivalrous - +15% Speed
Bloodthirsty - 8% Chance to regenerate 10% of your health on kill
Pernicious - Haste I
Legionary - Deal increased damage while below 50% health
Carapace - Breaking carapace shields now briefly increases your damage
Entropy - Every 6 minutes, gain a random buff for 1 minute
Twisted - +20% max health
could make these scale in potency
the higher you go
would be cool
“hmmm i don’t want to fight transcendent 5 but aptitude 3 would be awesome”
It is interesting how rotating mods vary so much but also give you a passive buff
Like Astral is way less noticeable than Unyielding or Assassins and also way more pleasant to interact with
Unyeilding and Assassins are quite okay for rotatkng, maybe a bit too easy
Astral is pog
Voidgate is slightly annoying because it's hp is a lot even with max boosted bmb + 3 ronde attack still dont kill it
And haunted can just camp you in the ladder and push you out and there's a hole in a groud so you falls straight to your demise
They shoild make haunted slightly slower when near the player in 7 block radius by like 40%
And make the heartbeat spund effect noticable
Or... yes there is still another problem with haunted, it can hit like a normal mob with a true 33% dmg. Since i frames last 0.5s means that you can die on atound 1.5-2s instantly just by accodentally running into a haunted when the other directions also have hordes of mobs, which is a death.
I feel like haunted on it's own can be cool but if you make it attack has a longer cooldown (maybe our i frames on haunted is slightly longer like 1s or 2s) it will be great.
Overall i just think that haunted itself is just a good modifier for low point delves but againts a larger amount of delve points, it falls splattered on the ground like fragile
just realized i missed the poll
it was supposed to stay open until last night but it closed a whole day early unfortunately
however the only consistent changes for every vote was Dreadful getting further ahead of S tier
Spiders on monu also love reaching around shields
HOG RIDAAAAA
spiders have the weirdest attack hitboxes by far besides passive mobs turned hostile
if you're on a block and they climb the wall but get stuck below said block yet still have a slight hole or empty side they can see you through, they can hit you in many positions
you need to either block it off or be perfectly centered on the block
(this is the case with both spiders and cave spiders btw)
yes, they can hit you essentially through a block
you can also walk past them if they are jumping and they can't hurt you until they land on the floor
Ez solution: play assassin
easier solution: bruv shitboxes aren't racist, they dont give a fuck what class you are, if you're referring to stealth isnt that shit buggy as hell anyways?
The spider hitbox is not a monumenta thing thats vanilla ai problems
exactly
they fixed the cheating on menta iirc
considering its happened to me, no they havent
No? I’ve never felt as though stealth is buggy
really? i've heard how it doesnt actually negate aggro or anything but rather just makes it so enemies wont hit you despite aggroing
then again you hop between classes like a professional frogger player so
Stealth has worked fine for me in my experience
You can go up and hug a mob and they'll be completely clueless
Stealth doesn’t work for some mobs (I guess due to differences in how they attack?) for example, collisions with slimes and magma cubes continue to deal damage.
Stealth also doesn’t prevent a creeper that has started priming from exploding (like you would expect).
Stealth also feels inconsistent on abilities. Either
- Mobs stop casting abilities
- Mobs continue casting abilities in progress but don’t start new ones.
- Mobs continue to cast abilities and ignore stealth
Tracking abilities (like Silver Bolt and Magic Missile) also continue to follow the player.
Silver Construct also completely ignores stealth and attacks even if you are in stealth
go upvote #bug-reports message btw
I think the stealth bug with creepers is meant to circumvent blade dance unintentionally being given stealth? At the very least it works for blade dance instead of you blade dancing, the creeper slowly defusing, and then suddenly exploding and killing you the moment blade dance finishes.
I've never encountered the issue with Silver Construct though. Every time he's been aggroed onto me and I've entered stealth, he's either gone back to neutral status or re-aggroed onto a nearby teammate.
the stealth bug with creepers is meant to circumvent blade dance unintentionally being given stealth
Why can't they just be implemented differently?
Silver construct definitely ignores stealth if you are the only person alive. I'm not sure otherwise
there aggro gets reset by stealth but if you're the only person alive they'll still target you
same goes for every godspore mob, hoglins and twisted companion
Stun doesn't prevent creepers priming either, only stops them from exploding.
Stunned creepers are on God more intimidating than unstunned creepers
that’s why i took off shield bash
when i simply want to block a creeper blast for a split second
i have to wait it out as well
which might leave me more open to shield breaks
not good
cumbersome!
nots ure if I can do at this point
I just hit the max capacity for forum chall drinking challenge and now its impozsible
wait this isn't lfg
Top 3 reasons why i play swordsage
- Why stealth when you can blade dance
- Ronde is free damage buff and aoe while assassin dont have that much aoe
- I kill mob fast enough so coup isnt that worth it
I guess assassin has and adventage of actual boss dps but it falls flat on normal clear and swordsage fits that much better
I mean, that's what their roles are
Swordsage grants more AoE options so it's better at solo play and clearing, while it can barely hold a torch to the insane amount of single-target DPS Assassin can churn out
Assassin also has the options for managing aggro of its targets, while Swordsage can only blade dance to try to get away only to have the giant scary mob that was chasing it down continue to do so
Coup being an effective enemy health down though is kinda...eh
I mean maybe on tougher opponents it makes a difference but I really don't see it changing effective hits to kill that much
assassin takes more thinking too which makes it way harder for me to play it lmao
Assassin's actual assassination potential is insane
It just has far more niche uses ingame due to the mass amounts of mobs that often spawn than Swordsage does
Since more often than not, clearing out a horde of mobs is 95% of the content
But that's why yellow tesseracts and mechanical armouries exist I guess
if you play it right assassin still has really fast clears ( and even faster in something like sskt clear )
SSKT Assassin pwns enemies
Coup being an effective enemy health down though is kinda...eh
Allegedly Coup should kill enemies with totems before they activate? I’m not sure how the interaction works because it seems to sometimes kill them and sometimes not
But given the relative lack of enemies with totems in most content, effectively it’s just a 10% damage boost or whatever which is… not bad actually.
assassin takes more thinking too which makes it way harder for me to play it lmao
For me it’s the exact opposite: Swordsage takes more thinking to play. Assassin only really has to manage 2 abilities, and functionally they are almost identical, Bodkin Blitz and Advancing Shadows. Use Cloak and Dagger if you need an out from a really bad situation or if you see a tanky elite.
On the other hand Windwalk, Blade Dance, and Advancing Shadows all behave pretty differently and need to be used in different situations.
But I probably could learn sage if I tried.
However, the real reason I play assassin is because I have ping/skill issue, so it’s impossible for me to hit mobs without trading, and I often miss if they are running around chasing me.
Stealth solves that problem.
I mean Coup is around a 10% damage boost but it really depends on the health of the mob; you get an effective greater damage boost against healthier targets and a damage down against weaker ones.
its 15% on normal mobs and 25% if you use silver codex...
People having high ping of skill change
coup 1
the first thing is super inconsistent lol
sometimes it works sometimes it doesnt
ive gotten a better look at it now that i have the cosmetic
the star will fall and the enemy will still be there
i think its not supposed to bypass on totems
yes coup 1 is 15% ( pls just check yourself )
#change-logs message
ah ok