#Sirius feedback
1 messages · Page 2 of 1
yeah I'm not sure on what you're meant to do for it
ranger, success work with "dodge" blight wave
its exactly half a blcok or so above the tower height
hold true north then hug the wall (where wave start)
i just look for where the wave is coming from and as it's near me i walk into it, usually get hit once then after that i walk right through
I can survive it just fine, but idk what the dev intended dodge method is
well not dodge, i walk through it
Was the font cleansing at the tower?
most effective way if you have ire is just to ire directly horizontally as it approaches
i think you're supposed to go up to the tower and jump over it, but that is very hard due to : its a bonus cast, its invis sometimes, and the towers can be blighted.
the intended way i think is to jump on towers
I highly doubt it's "have the tankiest build on the server"
for some reason when i started walking through the particles i took no dmg? dont think that means anything tho because it's inconsistent
probably lag or smth
i do think phasing through it is TPS or lag.
I think after 1/4 health? blight wave goes from ocean and from gate
i usually try to walk inbetween the particles, doesnt do anything i still take a hit of dmg
you need to be up above the height of the tower to dodge
I feel like there either needs to be alternate methods of dodging, a longer telegraph, or different ways of getting to the tower
yeah, as it stands if you're on the right edge or far near the blight you just, die.
yeah like I’ve generally been playing up front on the sides to cover spawns / pods, and that is now just a suicidal strategy
if you can’t get to a pad / carry several ires on you at any given time/ run the tankiest build you can, blight wave will just kill you
I dunno, I like there being a more threatening attack, I hate its telegraph
it looks like you should be able to walk through the holes in the wall
which feels like it would be dodgeable but require active play, and then it’s also a difficulty spike in latter half of healthbar when it comes from the other side
ok
I got teleported by distortion and knocked into water instantly by wave
and couldnt use any abilities to get back on
wtf
also, I feel like the travel speed of slam 2 should be increased - I dunno if it being slow is just the server dying, but it currently moves so horrendously slowly that it’s just weird to time in addition to being an absolute shit show during distorting reality
at least cleric is quite useful rn, my friend play cleric and he did save many player's life
unless there have too many blighted wave
me hugging my cleric brothers during blight wave
Tbh, the slam does 0 damage and imk not sure what the point of it is
its just a TPS killing ability
I just walk through it with truest and take less than half a heart of damage
0 kb
wave is the only threatening ability cuz it can just insta kill you when comboed with other abilities
Blight wave could use some changes for its casting or how other abilities cast along with blight wave, since blight wave coming from the front heading to the back (starting at the entrance and moving towards the open end) with bending reality teleport can be a death sentence if the attacks are timed correctly
Could just be bad RNG tho I dunno
Also the uh like 5 blight waves in a row seem excessive, I've survived them (sometimes) but that's probably due to lag clipping through and sometimes the particles are invis
So for some players it's probably instant death
I do think that these changes are improvements, the "boss" is way more threatening and I don't have to go out of my way to trick myself into thinking I'm doing something (aka it's way less afkable I think)
But lag issues could probably be warping my perspective
I love new boss
me
after visual change happen after restart time, wave looks better for knowing how dev want us to dodge attack, but still some problem exist include cast timing and how does one jump
it seems use grave's 3 block height to jump is a good idea or use jump pad (haven't test)
btw right now it feel bad to play class without movement skill
Sirius's attacks should not attack my internet connection and make me get 5000ms...
Other than blight wave being a literal death sentence with bad rng, the other aspects are a lot better
yeah it seems like the amount of packets being sent in sirius boss is way way too much
the rock falls and your connection to the server goes with it
rock falls, everyone disconnects
The wave propagates so slowly and there’s like 3 waves when Sirius is at low health
sirius' special attack is connection blight
Each wave of particles has a 5 block gap before the next one so you can either use the towers and jump over them or you can use mobility to get through the 5 block gap
you can also just walk through them really fast and they wont do anything
or windwalk..
thats a called bug bumkers
it's a feature now
its not a feature now
Feature
You can wind walk through the 5 blocks gaps but you shouldn’t be able to wind walk straight through
The new Sirius buffs feel like they've gone way too far in the other direction.
Before Sirius was a complete pushover, and to be fair the changes to the cleansing fonts (albeit making the pillars and jump pads pretty much useless) and the speed of encroaching blight does help fix that (though encroaching blight is a bit too fast now). Plus it's nice that touching Starblight doesn't immediately drain all of your health and does so a bit slower now.
But Blight Wave is seriously overtuned. It feels like it took blight beams and made it basically unavoidable. I've genuinely no idea how the average player is meant to avoid this, especially when it's invisible half the time and the arena is still extremely dark. There's a tiny gap you're meant to jump through using abilities to avoid it which most classes lack the mobility to get consistently, or you can go up the pillars to try to jump over it even though it extends greater than a block in the air on the pillars it seems, or you can just try to tank it with Blade Dance, Annilys or some other tanking item.
I feel like it'd work a lot better as an Echo Charge style attack where it cuts off two thirds of the arena and leaves one third free you need to run to for safety. Some indication of the direction it's going to move would also help a lot. Currently it feels very biased towards Scouts.
Attached: Getting killed by a blight wave I couldn't even see
Do you use moody brightness? Regardless, definitely really hard to see
rn i can constanly dodge blighet wave as ranger
but if rng roll too many blight wave at same time + from the star
then it'll just become too lag and die, other ppl would also die so bescailly a wipe
funny rng check
20 brightness, though I have flares to see if I need to
I have been able to see the blight wave before though and the clip I posted it was just invisible
I just don't really understand how you're meant to dodge it when it seems nearly impossible for a lot of classes without specific items or abilities
was this boss play tested ? i dont want to be mean but adding undodgeable kill attacks isnt it
Volcanic Demise has clear telegraphing and is generous with where you're meant to stand, all of Eldrask's attacks are very clearly telegraphed where they'll land, and Dies Irae gives you plenty of time to stop it from happening and even an escape with the portals to the shadows
i mean i can truest tank it but when it hits u 7 times because there are 7 waves
what do you do
It's not completely undodgeable but it seems pretty bad for people who lag consistently
how do you dodge a wall
Apparently there are gaps you can go through
There was a visual change or smth apparently, I went to sleep before they were added
But to have 7 blight waves spawn at once
And having to Japanese game show through each gap
Might be a bit too much
There's a fairly small gap up really high that you'd need to use Ire or an ability to get through
Especially if you don't run the fastest set on the world and the gaps show up far away from each other or inconvenient spots (I actually don't know how the gaps work)
vs. Samwell's and Vesp's crystal attacks which just require you jump
I don't think it's possible to code in
But I thought they could've added like
Randomly generated gaps or smth that appear with each wave
But that's just RNG they might as well just be consistent
Also apparently being able to just tank a hit and walk through was a bug
Idk how I'm going to get through the wall then without a mobility ability
😂
Maybe you can just jump over it through the gap
fun fact the gaps still hit you
My strategy has been to just blade dance and run into the wall, fighting against the inherent knockback
"Blight Wave charging"
Me:
Well I don't have an invincibility attack so I think my strategy if I can't naturally just jump over the gape is gonna be to die
Unless the pillars do smth to help you survive
Blade Dance barely even works tbh
I know everyone and their mother has ire but I don't expect content to require certain epics that players may or may not have to survive it
Requiring stuff like Ire without guaranteeing the player has it is bad design tbh
Having epics like that should help the player in the battle by making certain aspects easier, but it should still be able to be completed with just basic tools
Ye because the velocity push
I usually need wind walk with it
To work
For me*
What mainly worries me is Sirius turning into another Eldrask where all of his attacks are designed to just oneshot you so as few players as possible survive
Also hotswap to truest for 10kbr*
There was a bug fix to stop people from just walking through it after getting hit once, right?
Well for the time being ig I'm not screwed
wave can currently only be dodged with truest kbr
and u take 1 attack
Yeah
But I think that's the "bug" that's gonna be fixed
and it casting waves while emproaching blight
Idk why I ""'d the word bug
That's a bug?
Good
Distorting reality should also not cast if blight wave is currently active
it happens . idk idf it is intended
it casts multiple abilities at once
Distorting reality while wave is casting should also just not happen
I know some aspects of this game ask a lot from the player skill wise
But getting Distorting reality'd and then having the blight wave right on you as it casted
Basically perfect timing for Sirius
Without mobility it's basically impossible to survive and not get flung into the ocean
Or at least it's very very demanding of players to survive
If I had a faster reaction time and I was paying attention, I think I could've survived by ireing back onto the arena
and i swear it gains hp without us failing tasks
But maybe it's just bad RNG and won't be changed because uhh happens not often and this was just a very very specific time and I'm unlucky
It gains hp if players die (supposedly)
i think they should reduce elite hp as well
Now
oh
5%? 10%? dunno
elites with 3k hp moment
Yeah the elites probably have too much hp, but I can't really say much about them other than ig I like that there are fatter enemies on the battlefield
But I can't really say much because I had a really laggy experience
elite is hmmm
Kinda wish the crowned blight had normal enemies removed
Maybe the elites shouldn't be able to be one shotted by rogues
the uh cyan glowing elite should be not that random imo
Controversial?
every 10 player get 1 elite should be ok
Having a mix of normals and elites just means that the normals get killed instantly while the elites can't pose as much of a threat
Because the dozen rogue mains in the fight will just murder them the moment they spawn
😹
and pod health / pod elite is kinda
They wouldnt be anyway because the rogues used all their abilities on other mobs, Sirius, or the orange slimes
I said pod health and pot spawned elite
Impostors...
True...

pod spawned mob isn't elite?
The mobs they spawn are elites
then ok
It's just orange as cultural appropriation
But the pods and the bombs have orange names but aren't elites
Appropriating elite culture
ye pod health and pod spawned mob should nerf a bit
also can we increase size of collect star
smallest magma slime feels...
If they decrease the hp of the pods then probably add more of them
drask : big ice spike
hek : big crytal
Or else they might start feeling like a non threat
sirius : smol magma cube
Kaul : Volcanic Demise
Drask : Titanic Rupture
Hekawt : Desecrate
Sirius : Invisible wave of fun
Invisible kitty cat of fun
😔
Nopped...
Urge... to...
Post an image of blight wave with the caption "what a joke of an ability"...
Rising...
Also the lack of cleansing fonts and way to remove any blight on the arena makes it really fun when either Tuulen or Aurora has a blight bomb explode on them and cover the entire platform
So you have nowhere safe to stand
Why doesn't Aurora use some of her star power to throw out anti-blight bombs or something
Or enchant a player with speed and cleansing so you have to run around cleaning the blight
She just gonna keep the secret with herself
Tasks regain your hp tho
The shoot stars one does, I think the stand near tuulen or Aurora as blight covers the arena does so too
Blight wave seems like it forces the use of Ire, I can't tell if there's any way to dodge it other than that, but it was also so laggy that my recoil went off 4 seconds after I shot so I ended up just tanking the hits until I was too low health and got sniped by an impaling doom that was 6 blocks away from me
I'm just wondering if that's the intention though, surely the intentional way of dodging isn't having 25 people on the tower all jump at once
.
I tried it solo and it is considerably easier . though i died cause i lagged out from the 7 walls that spawn in last phase .
there is also a bug whwere some eyes just dont spawn i think
Yeah it looks like there's an ire-able gap in the middle (not everyone will have ire) - or you can jump over it at the top or with the jump pads, which could be consistent if it wasn't so laggy, but also making the entire group of people use the 2 kinda small bounce pads seems like it could be an issue
i am looking into fixing the lag and making it easier for mobility classes to jump through the gap also the walls being invisible way more often on play.
So are non mobility classes intended to use the jump pads to dodge it otherwise it's unavoidable damage?
the intention is to use the pillars to dodge for non mobility classes
most of the classes in this game have mobility
and its dodgeable without
how high up is this gap/
5 blocks currently
and how tall is it?
ms1?
well luckily there are multiple obstructions that let you gain a bit of extra height but i dont think its quite enough right now
Blight wave should have a more badass name if it's been chosen as the player wipe device for Sirius
I wonder how much different it is to dodge if you're on top of the tomb, if it was also a 1 block jump on there that would be perfect imo, much more space than the 2 cramped towers
the tomb was lowered specifically to prevent that
the tomb was lowered so you could see sirius more in the fight
this might happen as another place to dodge
currently the problem is if you're on the left or right side you can not dodge the attack
you dont reach the jump pad in time
maybe another jump pad on the sirius side or more dodge locations on the side
like far left and right have gaps
I think if the TPS/lag issues are fixed it'll be much less egregious, but I also feel like limiting players without good mobility/ire to having to use the small jump pads is problematic. There could be smaller jump pads outside say around here, that allow you to jump over the lower gap. That just gives more options and space for more players while still being a skill check for timing
It could also be cool if similar to the Vesp. attack in Zenith if the wave came from different directions, but I understand if that's making the attacks too alike
i could make it come from any direction but i decided consistency with the amount of players is better in my opinion
I hate how Sirius stacks blight wave with other abilities
it's pretty bad when he stacks bending reality after already having cast blight wave
do blight waves deal % max health?
dont think so
Also the elites from crowned blight kinda suck since y’know they have thousands of health
Also the invisible elite
because there are niche cases where the blight wave will be right on top of the area you spawn in after bending reality
and immeidately knocks you off the map
you can survive with very fast reaction timing but
I also hate how much health Sirius gains after casting blight wave
He immediately jumped up to 6 bars from 3 in one cast
feel like if bending reality is cast after wave, the wave should end immeidately or end right before getting to the stairs that lead into the lookout platforms you get tp'd to
Remove Reality Bending
with really good reaction time you can see the wave (if it's not invis which it sometimes is) and ire over or mobility over the gap
and live
but if the wave is right on the platform
as you spawn in
itll usually fuck you up
and there's almost nothing you can do to stop it
NOPPED
Holy shit I just got lagged out and one shotted by a blight wave in the last phase, I fucking hate this
Truly the double blight wave is the worst
what a nice attack
all of the bullshittery so far is bugs to me imo
purple stars not spawning enough or being one taps
the emen randomly unhighlighting when theyre blighted spawns or whatever and people miss them because of it
and invisible blight waves
are all types of bullshittery that stem from bugs
i still dislike certain combinations of abilities however
like blight wave into distorting reality
Unfortunately player collision exists so others can shove you unintentionally and fuck you up
Not sure how it plays like to you guys but I'm in Asia for the holidays and shit is extremely inconsistent when you have 200+ms ping
I know that asian players don't officially exist in monumenta but forcing us all to play full tank hiero and contribute nothing to DPS is probably not a healthy meta either
I'm not sure if it was entirely a coincedence, or if it's related... how, but when I was in a fight earlier I literally noticed my connection drop and the same with other people in the fight like other people mentioning disconnecting etc,
Idk if there's so many particles from players + the boss that it's literally ddosing them or something lmfao
it just lags your client out
noone can escape
idk what kind of 3 trillion packets its sending per attack
Anyways asides from the Blight Wave lag Invisible Blight Wave and the death combos of Blight wave into Reality Distortion and Blight Wave + Blight Wave
The boss is pretty decent now
I feel like after these changes, Sirius is threatening
Not trivially easy and requires some effort although you have to pray to RNGesus for none of the death combos
But may still not be engaging
To some people perhaps
Such as the infamous VAL chuds with their impossible standards
Just saying is all ✌️
It’s engaging for me, I no longer get drained to hell just by moving across the arena
And replacing fonts with actually doing stuff is pretty good
It's still really just tasks but now you actually have a risk of dying
And the boss winning
Yeah so you have to actually engage in the fight and plan around stuff happening with when you use your abilities and such
It's still fundamentally just tasks tho
If you're good enough and can avoid the danger, it'll still just be tasks
Thats what some people didn't like about it pre changes
Maybe they'll like it now that it's threatening and not free
But you never know
cough VAL chuds harassing devs cough
Excuse me
Yeah true, I don’t mind it that much though
I’ll let y’all know this is all already known and being addressed
Highly recommend reading up before dropping more feedback pre changes
Ah sorry
This is getting changed along side blight wave getting redone as it got its particles increased to make it clearer without accounting for the amount of particles it can generate
Ok in the most respectful way possible: Blight Wave is the worst ability ever made
im not entirely sure how to dodge blight wave
like the strat seems to be camp the towers or you just die?
there's a gap a bit up in the particles
because i cant wind walk over it lmao
there are two holes, one 5 blocks up and one at the top
There is a hole halfway up, only reachable with a movement ability or with the correct recoil velocity
theres a hole halfway up?
for me
if you lack mobility, you die
you can either go on the tower or jump through the middle hole
trying to ire from the ground floor
yes
doesnt work and i get hit
i could not see it
and the wave can also be invisible
Blight Wave really plays out like those Japanese game shows where they make the objective comically difficult (impossible) to accomplish and then you laugh at the contestant for fucking up
😂
also why does it come from the back? i think it would be better if it came from sirius
If it was less laggy I feel it should be pretty consistent to jump over it using the jump pads, but then comes the issue of forcing however many people are in the arena to use the same 2 jumps pads at the same time, or attempt to jump through it using mobility which is more inconsistent
so does blight wave rebound?
yes
I never saw that happening?
maybe its only later in the fight?
It just went from the entrance side to sirius, never the other way
i was just trying to clear cronwed blights and then blight wave came towards me
i dont even know if the bar was still up???
thats a bug im pretty sure
it despawns on boss victory screen, but the barriers stay
But yeah on paper I think the ability is fine and I'm guessing if I tried a solo boss it'd work well, but on the other hand, the amount of people in the arena makes dodging it for everyone very inconsistent, unlike something like eldrask's shatter. Also making an already TPS murdering boss have an attack that can spawn multiple walls of particles is probably not a good idea 
the barriers allegedly stay too long and you can trap people with instant keys
i was able to dodge it once i learned of the hole in the middle but the rebound just felt unfair
I don't see how Blight Wave has a future going forward, for a few reasons:
The sheer amount of particles crushes fps, and is going to be a run ender for computers with lower specs (Unsure if it obeys particle settings, but I have them at 20%)
The wave is large enough that you can't easily discern where there could be a potential gap in the wall if there would be one.
The wave is fast enough that it seems very unreasonable for the entire boss party to hug the jump pads (1x1 crying obsidian) and all make it through the gap with a timed jump.
Hopefully with the changes it works out better and overall lag goes down over time, like FG/Hekawt barely lag ever anymore when they were colossal messes on launch too
I think this is an unfortunate conclusion to come to because several changes were made the week after release to help the boss towards a better state, but I am quite concerned about this skill
the only problem with blight wave is you need a mobility ability to dodge it well
that too
like idk how to dodge it on the towers
That looks like a big problem
huge problem, can straight up lock out entire classes from participation
Also build feedback, The large tomb looked better than current imo, could the tomb be recessed one block into the ground and returned to it's original height?
I use recoil
is it yeetcannon
ire
if it's Ire, then a world boss requiring an EPIC item to be playable is very 
welp if there are 4 wave , I just annyils!
2 epics now 
at least people found the cheese spot now
The change to Sirius's slam seems alright, though the hitbox vs visuals seem off when standing on the tomb
what a nice attack
no need to jump and timing well
just stand at cheese spot and can safely survive blight wave
will probably get pactched
Ladies and Gentlemen, this is Cleansing Font Numba 2

it's only safe in blight wave tbh
alright after getting pretty far i can say that having to dodge blight wall 4 times is just not possible
i only have two wind walks
oh yeah that was fun and fair
use cheese spot
thats hard when im trying to dps phase
and when im not right next to the towers because im playing the boss
it double cast blight wave 😭
it was almost a good fight
yeah it was just like "heres 4 blight waves, have fun"
I did dodge the first blight wave of dps phase (4waves)
and manage to help dps
and it just...
CAST AGAIN
😭
like i think requiring going to the towers is asking too much when you have to do other things
like i cant participate and dodge at the same time
The jump pads must increase in size if the only non recoil way for classes without mobility to dodge blight wave is the jump pads
Blight wave affects all players at the same time, it isn't possible to all queue together in a neat line to dodge the attack by jumping one after another in an orderly fashion
im on team dont require mobility abilities
also honestly the blight change was too aggressive
i never get blighted anymore
oh nice it just double cast again
finally won a sirius, the ending is really up to if he casts blight wave or not
standing in that end area at blight wave is walking the plank
you can stand on the prismarine platforms to dodge blight wave
like the little ledges around the arena
perfect height to just stand and not get hit
that’s a bug? jeepers
felt like too perfect a height to be coincidence
can someone confirm what frogvis noticed
if you are on right side of arena the wall is not visible
Tbh I'd rather have it not visible than have 1-2 fps
that tracks with what ive seen
I forgot to mention this yesterday but I rescind my compliments about the blight being less aggressive because if anything it feels either less consistent or heavily lag-affected in my recent experience. I've had instances of being able to briefly stand on blight and it does nothing, briefly stand on blight and it does twice the effect (-4 health), or briefly stand on blight and it immediately takes health.
I feel like it'd work much better if - even if the actual effect wasn't changed - standing on blight quickly ramped up your 'blight level' (perhaps indicated by rising in tone sounds) before taking health, but it'd take a second to do so to give the players time to react. Encroaching Blight also similarly feels a bit too aggressive with its speed, as it feels like if you're not right next to Tuulen or Aurora when it starts, you're going to get blighted to some degree as Blight's hitbox seems to extend to the sky (so you can't fly over to them if you were standing on the towers to avoid Blight Wave).
If you get Blighted to some degree, reaching Aurora or tuulen gives you some hearts back
Pretty sure successfully completing any sort of task gives you back hp that you had lost from being Blighted
Was down pretty low, did the encroaching blight task and gained back like 2 full hearts
Most consistent source of HP regen I've found is reality distortion which is a full restore
Did it again and it gave me back more hearts
Well yeah that's always been the full restore
But just participating helps cleanse
And you can't rely on the distorting reality thing
Well you can but shouldn't
Still my main issue is that actually getting blighted feels very inconsistent
It seems consistent to me but I've never timed it
It's good you can restore health but those don't always happen before your max health is within 'everything oneshots' range
Those do always happen tho
Encroaching blight, shooting the purple stars, defending tuulen
Since I've had cases where I've been standing on blight and gone "Oh I'm on blight I should step off that before I lose another heart" and cases where I've briefly jumped over blight and 2 hearts are just gone
They restore hp
Unsure about the purple stars actually but there's always gonna be some sort of task or else the fight doesn't progress
I would prefer if standing over blight filled a meter tho
Ig
So you can actually know how close you are to losing hp
Also sidenote but it would be nice if there was an interrupt mechanic like Orasomn's Winding Up
Instead of relying on timing that sometimes exists and sometimes doesn't
Since you can reliably hit Orasomn to a 10% HP theshold to cancel out whetever attack he's doing
That'd help with a lot of the stuff that gets people killed in Sirius if you could force him to cancel an attack midway through casting it
(Mainly blight wave)
That'd just be an entirely new mechanic to be added to the boss since you can't directly attack him unless the game allows you to
When the devs can just tweak blight wave to make it less oppressive
Since the issue is mainly sneed wave
they just need to limit when blightwave can be casted, such as no distortion during a blight wave, no blight waves during final DPS phase, etc
would avoid scenarios where death is guaranteed without something like annilys
Its being fixed people
I think I might have seen it be mentioned somewhere, but even with the star dust having 1 hp, somehow maybe with player scaling? They can survive an ire shot, obviously with region scaling it's damage goes down a bit, but yeesh. They should always be 1 shot imo
I think it might because double spawned in same spot
Nah I have VC cosmetic, I would see an X behind it if something died, it just tanks the hit
Idk why it might be fixed for next update but they always have 1 hp
Weird
I feel like the solution to Stars being able to tank shots is to also give them like 1000% vulnerability
1 HP + 1000% vuln means even the wimpiest of limp-shots from an R1 bow should kill them
they have a shield, then 1 hp i thought
so it makes sense they survive an ire shot, 1 shield blocks it.
even screwdriver takes 2 hits.
also, on e thing about star energy, i think there should be more than needed.
like every 2 players add 1 extra star energy.
they dont
okay, but they seemingly ignore the first hit always.
Honestly, fuck this sirius "balance". I have never seen such a poorly made and tested feature. all the difficulty changes would be fine if you just removed blight waves, there was no reason to incorporate vertical movement and its brutally unforgiving.
Oh, and the fact that multiple blight waves can be cast at the same time and sometimes they just go invisible????
🗿
Nah I'd win
I unfortunately don't believe that blighted waves fits in a boss like Sirius, the demand for vertical movement and extreme coverage for a world boss just doesnt sit right
Yeah I'd have to agree, this ability doesn't work on a worldboss
Adding onto this, I think there's definitely concern to look at the available window to dodge the skill using the jump pads. For abilities like Dies Irae, Cryoboxing from Eldrask, or Channeling Power Behind Tomb, there's several seconds for the party to reprioritize and navigate to places they need to be. The placement/speed of the wave and the location of the jump pads is drastically shorter than these types of skills, which reinforces my worries about this skill.
It's just for a world wiping ability it feels really difficult to react regardless of ability overlaping/visibility or not
Volcanic Demise has kaul withdraw from the battle but still has his immortal to keep you on your toes
Eldrask greatsword slam is heavy particle but theres still alot of place elsewhere to go (alongside his audio grunt)
blight wave just has it plopped in battle, no intensity to it whatsoever
im just sitting pretty because its been mentioned multiple times that there's some changes that will be live next update, no need for me to rehash everything
I think the feedback is heard
It feels like they just wanted to make the boss harder without considering an ability that would be engaging or fitting
Im pretty sure changes are coming, mist has talked about some already.
so many times its been said too lol
For me I don't want it changed, I want it gone (Or recycled)
Do I wish they'd send patches throughout the week for releases like this? Yes. Are they going to? Probably not.
okay, but like. If you implement poorly made boss mechanics. and we're stuck with it for a week. youre going to get feedback for a week
So sadly we'll have to wait for next week.
sounds like someone wants to get 🐦 🐦⬛ 'd
the last thing that had this kinda thing happen was the monthly balance patch a while back, and it seems that TM wants to keep us informed about hot topics so that we know that its already been heard and so we don't just keep spamming it
putting my two cents in a pile of coins ☺️
Drask's ohko is the Titanic Rupture(?) which is where he drops mountains.
Pretty sure all of his other attacks are survivable.
They’re basically death sentences but yeah you can survive them with appropriate planning
Also as a side nitpicking, it would be cool to see Sirius be actually desperate in his final bit and not "companion corruption"
eta until sirius blows up like a nuclear bomb !
I have removed your ability to speak in feedback threads for the time being. These privileges will be restored after update.
Nip nop v2
the mocking jay
at least the music is good
1984
I think there are a lot of stuff that can be done better if more thought is spent on design 🤓
"I think there are a lot of things that can be done better if more thought is spent on design" is what I assume that means
isnt that literally what he said

except you rephrased it for a very funny gotcha epic galactiac owned moment 2016 (gone wrong)
Not really, just rephrasing it so others can parse it easier
you changed 2 words and 1 letter in a mispelling tho
Not sure how does TM do betatesting but I think there are some problems that can be shot down a lot easier
sorry, this is horrible but I did my best
Anything involving server lag is difficult to test due to the low number of beta testers
Non-lag related
mostly concerning how does the current design go through, like what is the intended solution?
Rest assured, a lot of concerns about QA have been brought up internally by multiple mods and devs
There's simply limitations to the testing things can go through, both in terms of things that can be tested against and the amount of time spent beta testing. New content, pre release is the biggest beta tests we have, but if it's not new content, it's going to have a lower turnout and less consistent turnout
Stuff like the waves disappearing is one of those things that just don't appear in beta testing, with a lighter server load and a much lower particle count
QA is also more difficult for a product that is entirely volunteer work.
Something I'm surprised I haven't seen anyone comment about (that or it got blotted out with Bidened Wave) is that I reallllly don't like how shortened Channel Power Behind the Tomb was. I only use 16% Walk Speed Mainhand item to get faster speeds, but 70% of the time I'm not able to reach the circle in time mostly due to either hitstun from enemies. Without a movement ability and having okay processing power for my computer to where it noticbly lags when everyone gets teleported, it feels wayyyyyyy too tight for your only source of being cleansed
quite so. Can't bring on a dedicated set of testers who will be there every time for everything when they aren't being paid, either by money or server progression, so it's gotta be an enticing thing to test.
yea I play a tanky shaman and just don't make it there, although I also spend probably too much focus limiting blight in general
I feel as though a run from the corner to the goal at base speed should leave a gap of like, 2-3 seconds. I dont think this is what it currently has.
i.e, if you're not prepared for it or get hit/blocked, you dont make it in time.
it's not the worst thing, since there's other means to handle the blighting, but would be nice to have a bit more space in that time to get there
as someone with -10% move speed
i can just barely reach it without bodyguarding to a teammate
it is tps dependant so its really hard to tell the exact timing
i think when i did my solo i counted 12 seconds?
Maybe a better way to fix Distorting Reality would be to warp everyone to the back as normal, but a giant wall of Blight blocks the way with nodes to kill like on Broodmother or Godspore and give a lot more time for Behind Tome and gives a more panicked impression of this cosmic meatball and also blights players while behind the wall but idk if that's too similar to theDPS rush ending phase
lol how to fix guardian: staple vc to it
that's unironically what they did tho
"ermmm dont talk about the worst spec this is for sirius feedback 🤓" dont worry we wont
On the beta testing point, to give an idea to how this works, we have 3 "pools" of people we pull from for testing, being devs, mods, and a limited group of people who are solely beta testers. For content releases or anything someone feels needs the tests, it goes to all 3 with a ping to mods and beta testers for 1-4 weeks, depending on the project, and with some projects go through multiple rounds. For example the announced teal mech change is currently in the beta test, as well as an upcoming systems change to the task bots. This has been the approach for probably 2 years or so now, starting when it was community reps instead of beta testers.
but there's also no play server "rewards" for these tests per se, so testing sirius 20 times does a lot for bug finding but is pretty much entirely intrinsic rewards, same with everything else. This keeps things fair and avoids any form of improper motivations to tests, but as with everything does limit attendance, as well as not being able to participate in the initial release/races that go on at release.
Distorting reality is really just a pointless attack, there's nothing stopping you from running to the circle, so it feels like a weird movement speed check
If Blighted is changed to gives Slowness when on Blight Blocks instead of -HP penalty, I'm gonna Distort
Also, something I forgot to mention last week. I do actually really like Blighted reducing flat Max. HP instead of HP%. Finally get to dust off my Healthstack set and get rewarded for having the set of items. :>
Feels weird to announce something, then beta test it.
1 week tends to be for quests and shorter content, which don't get announced
Things that get actual announcements and all that fanfare have a go/no-go based on the beta test and state of it before announcement
Is the testing cycle somehow tied to the update cycle? I feel like those, while it seems weird, should not be tied together.
Not particularly, no. Beta testing begins when someone believes they are ready to release it to beta testers, and ends usually 1-3 days before the update that the code is merged in with
for content, it's basically got to "ship" at update and then be locked till release time
Okay good, just making sure.
If it’s not too much to ask, how many non dev non mod beta testers are there?
Can't remember exacts, but somewhere around 10
Who they are has changed over time, but the "beta tester" role grew up for r3 release testing and has mostly stayed at around the same number
So around 70-80 people in total have access to be able to (not accounting for scheduling) beta test? I’m not confident on my number of mods but im pretty sure there around 30 devs.
78 total people have the channel.
dev count is higher, but inactives don't have beta testing
Was blight wave beta tested in that case ? Because the seven walls appearing makes the fight quite rng based
Expecially when the best thing to do against it is to eat it with truest
Because a lot of playstyles just don't have that specific vertical movement or can't repeat it 3-7 times in 10 seconds
Not to mention it is invisible in half of the arena
And it consuming up to half the time of the 30 s DPS phase
As with most balance changes and bug fixes, it's mostly just tested by the person performing the change and sometimes others who were involved in them/are around on the dev server and joined in. Beta testing is not a system used for every piece of changelog released, as we would rarely if ever get a test in for those changes, let alone other ones after the burnout from testing everything else. Massive balance reworks (read: the great item rework) get beta test rounds and in that case multiple fake weekly updates on the testing server, but for most other kinds, it stays internal and is tested by the related developers. I don't know specifics for Sirius, but i know for Shaman it had 2 and a half beta tests, r1/2 release testing, main rework test which was basically just 3 devs, and r3 release testing. All the changes inbetween, functional or just numbers wise, were solo tested and run by the related balance team and shipped
I was mostly asking because I presume the ability was made in 1 week and it has quite a lot of flaws.
Good hot fixes✌️
any new blight wave image
I mean , the whole...
It's the closest color to gray I had
I hadn't noticed it coming from the sea side of the arena, only from the entrance side
But I only did two fights before I had to log off
So it's possible I just never got one from the sea side
Sirius, the Final French Fries
Anyway sorry for joking here
this is not at all what it looked like on my end
just showed some 2x3 glass boxes hovering above ground with like 6 gaps in between
I got that too I think
I also got a checkered with spaces inbetween grid of glass blocks
And the usual giant glass wall but half the height
I think what you got might've been a very generous blight wall
Because the gaps are randomized I think
Then it was just bugged then probably
Same as the other weird patterns I've gotten
Thought they were unique patterns but I think it's just bugs
hmm just had the blight wall in my face when I got tp'd to the back, feels kinda unavoidable
anyway ive already accepted that blight wave is a doomed mess that will never not be buggy
ngl I think the wave gaps are kinda hard to see
they could do with the upper segments of the wave being non-transparent maybe?
otherwise it looks just like a mojang client-server display entity sync issue idk
for the scaling issue in image 2
i think what happen
is that scaling issue in image 2 on my end
and i assumed that were the gaps
oh lol
this one is kinda silly
I dont think 3 abilities that require you to damage things should happen at once, not to mention the wave with it
agreed
its fine-ish depending on the intent of the boss fight
it shows how many people (like me) are basically doing nothing except running around
probably feels bad to be at the mercy of everyone else though
i just dps the mobs outside at the back
im mage it takes 30 seconds to kill anything with high hp
so i cant even help with pods
sometimes i cant even kill a single one in the entire time span 
invisible, look at ground (those are the particles accompanying it)
Atleast the particles work so you can know where it is and prepare to get hit once you know this
i noticed there were particles on the ground right before i died
kinda confirms it showed a gap on my end where there wasnt
i think the tp ability that happens right before power behind tomb is kind of lame
like a worse version of kauls judgement u just instantly get tped into blight with no counterplay
it'd be nice if it added some tiny safe patches in the blight for u to get back more safely or something it feels more annoying than anything
this is the same blight wave as the one in the screenshot above, except from looking at behind it
Watch Minecraft_ 1.19.4 2024-01-14 12-06-56.mp4 and millions of other Minecraft videos on Medal, the largest Game Clip Platform.
sirius feedback
It seems that when a blight is invisible, the display is rendered at the end of arena, not moving
once blight wave is consistent, id love to see it just straight up 1 tap ngl
cant wait to test my new clear glass rp i got yesterday
yeah same for me, I just rechecked my footage
could be on TM's end, but there's also a chance that its some mc/paper syncing issue with display transformations
#suggestions-voting message
Would be kinda funny
Dodged the blight wave, then immediately got TPed to the edge of the arena, glass panes were invisible and there was no where to dodge the waves
Attack also doesn't respect KBR or annilys so you just get shoved into the sea if it happens
Absolutely did not expect both my backup strats to just outright not work LOL
Some feedback:
-
Fixed Blight Wave going invisible occasionally. This still happen, this time even when stand near tuulen, so far have no idea what cause it, at least not realted to boss particle since i have 100%.
-
rng problem still exist and make play this content frustating, for example sirius always cast Encourching Blight at start, but it can also cast Blighted wave at same time, so u either tak -max hp or take damage(due to gap is random, there has chance u can't find/pass the gap)
-
reduce sirius heal pls.
Wait what annilys doesn’t work??
Still seems to shove me
I have never noticed sirius heal unless half the lobby gets wiped
It doesn’t seem to be a big deal
Abilities comboing with wall is quite annoying and should be dealt with though
it's more about failing task(afk, mob generated to place unhitable) and wave wipe too many ppl(rng/skill issue), both make sirius harder.
if problem got fix it'll feel fine, but rn due to some luck issue it can be very annoy.
old blight waves don't have invisible issue anymore , but now new blight waves do
is it only me
The unfortunate issue is while it is more reliable then particles due to mojank the client doesn’t get interpolation duration. There is a fix for this but it takes 1.20
I added the line in case this happened as a back up to try and make it less likely to do invisibility
Well I’m on 1.20.1 and the walls goes invisible sometimes
It takes the server being on 1.20
oic
Ngl I was thinking about mentioning changing it from horizontal to vertical, but I thought after all the “feedback” that’s been given this week it wasn’t worth saying lol
Add sirius to the peb dailies!
picture of player getting kill after 3 blighed wave -2 of them is invicible- then got distorting reaility hit by waves again.
generally i would suggest not let reaility cast when wave still happen
I see the issue its only meant to be blocked during tp
btw it seems wave has only 1 gap?
it only has one gap but it is also 12 blocks big
is possible to make it uhh
always spawn a little near mid point
since run to aurora when i at tuulen is a bit far
Yes i can move it in more towards the middle

Wait is Blightwave supposed to look like Glass with vertical gaps instead of a giant particle wall with two horizontal gaps?
that is what it now is after the patch
Ah aight
Reality and blight encroaching should be exclusive to blight wave, but perhaps with a little set wiggle room. I personally found it interesting to have the wall bearing down on me as the encroaching blight ends, but reality feels a bit too time sensitive to intermix it much
#bugs-fixed-for-next-update message
could blight wave have an indicator for how many waves are spawning? that is how i get got a lot of the time, just not knowing that there are going to be like three
Good changes, Blight Wave no longer makes me want to tear my hair out, sadly the glass will sometimes just not move on my end and will just hang over the ocean, thus creating blight wave invis 2
Seems to only effect sea side waves, although I’ve heard in chat some can’t see Land side waves
i added a small line on the ground that i will increase each patch till i can figure out a better fix for it.
also made them only come from land because people were too tilted at sea side and would just make certain impossible points.
i am still unsure how sirius gains health, like clearly failing things does it but sometimes he seems to just gain health without anything happening
Players dying seems to heal him
i see
the what
Yeah death gives him unreal amounts of health
So every other blight wave sirius gains a sirius amount of health back
I wonder if you can instawipe if enough people get crushed by Sirius
He heals when you fail to do damage
big fan of the blight wave changes, I think maybe another hole in the wall could be helpful, but otherwise feel like the fight is in a much better place
incentivizing land speed over aerial mobility is a much more manageable "demand" for doing well in the fight
An issue I've noticed is either the glass pane display entities being out of sync with the actual wave or dissapearing all together, which really fucks people over
- there are some super nasty nigh undodge-able combos such as blight wave -> distort
For some reason the particle trails on the ground is more consistent than the panes for me
Glass panes sometimes dissappear partially or get stuck at the other end of the arena making all subsequent waves invisible
yeah particles wave is more consistent as it carries the actual detection hitbox for blight wave, the glass panes just do like, whatever they want
Distorting -> blight wave is getting shot out back, so I feel like with that + hopefully some more work from mist on making the floor line consistent will put the fight in a really good place
Its more work on getting the displays to send the transforms because they should line up exactly with the line. But given that displays are not the most consistent going to add a few more particles to make it clearer if displays dont work
👍
Aurora's star energy declaration feels too punishing now with how tight the time is to kill all of the tiny magma cubes
Often a few cubes are left on the fringe that then cause sirius to move forward and undo a ton of progress
Singular deaths in a world boss feel like they add way too much health to Sirius, so like an entire fight’s worth of progress can be undone by one or two people dying
Once blight wall gets cleaned up, I unironically think itd be healthier if it 1 shot or put your max hp to 1 so you can't just cheese through it
or maybe the arena needs to change idk
also the red world border warning glare might be nice to tell how far blight wall is from you if you aren't look backwards (since the noise isn't directional and you might miss a chained blight wall)
disagree, high base damage and putting you in a bad position is better for not forcing super high speed / playing like a coward in middle
more gaps to dodge through instead
the incentive to be on like, the far front left killing pods goes waaaaay down if you’re at risk of being instagibbed for it
that would also help
good point with the cowardly playstyle encouragement with the current gap distribution
Wait, are gaps not far left and far right and on towers?
I feel like ive seen one go through the middle
far left and right are aligned with the openings on the side
not even sure if that would help as ive gone through wall sometimes without taking damage
granted im not entirely sure how i do that or how i would do it again but ive seen it happen once or twice
whenever i try to face tank the wall i just die
im mostly saying that the hit detection feels inconsistent
ergo making it one shot would feelsbad
i would like this - sometimes i just cannot find the hole in the wall and i often have to take a horrible route to dodge it (maybe smaller but more?)
yeah the detour needed sometimes is kinda crazy
3 gaps but the wall being much more... potent... (or have it chain more)
sometimes i literally walk behind sirius because thats the only way ill have enough time
Im not against it in a vacuum, but for the sirius fight, I think it'd be cooler to have this chaotic shitstorm of everything happening at once, but in a way where you CAN handle it
so more gaps would be cool
honestly the only difficulty in this fight is from the chaos
when the walls come at the right time at the right places, they feel great to play around
yup
I definitely think Sirius could be as good as Kaul and Hekawt not Eldrask because he has too many oneshots for my liking, but design-wise he's cool just with some more refined ability usage.
All of his abilities work well and play into his archetype of being essentially a mixture of Eldrask and Hekawt, where the Arena is more dangerous than the boss itself, he relies on summons/arena-wide abilities while only having limited vulnerability, and there are (almost) always tasks to be taken care of. However, the chaotic aspect of suppressive ability overlap is what's holding him back.
Taking a note from Eldrask's design, generally only one attack is cast at a time, and it has its own method of being avoided. This works for Sirius in many ways - Encroaching Blight has dedicated safe zones, same with Blight Wave; Relaity Distortion has a safe area to stand in afterwards (if you survive), Impaling Doom is a matter of assessing the arena and constant movement, and the tasks to complete have their own dedicated areas to perform them.
Frankly I just think the jump pads to the towers could use more of a purpose in the fight other than just dodging blight wave now that their cleansing font purpose has been revoked, or just removed altogether in favour of less oppressive attacks. At this point though, Sirius is definitely closer to proper difficulty balance than he was at the start and right after Blight Wave was added (at the start he was far too easy; and there's enough early blight wave feedback to paint the picture for it).
I've actually come to my own opinion that the arena might be too wide
I think that's mostly due to the turf-war aspect of the fight needing to be balanced.
It seems too wide when you're winning, but if Sirius was actually able to take control of land, the horizontal freedom turns into the little land control you have left, which shrinks as more blight is spread.
Though I think blight bombs would need to be balanced a little more before Sirius' approach could be buffed (like encroaching blight acting as a cleanse)
I think the boss also should just shit out even more mobs, especially in high player counts
I love the idea of people having to hold the front line and beat back the blight
perpetual task to be working on
I mean it is supposed to be our forces vs. Sirius; if we bring an army, Sirius should too.
Just a shame killing mobs doesn't seem to contribute as much as shooting Hekawt's crystals.
Also contributes to lag
Jump pads probably should go away, along with the alcoves
They've become vestigial unless I'm mistaken
I think you can still jump Blight Wave with them?
Still, I'd rather see them repurposed for some risk/reward style benefit than just outright removed
Arena diversity is good
Kaul and Eldrask just have flat arenas, and there's scarce benefit to jumping up into the heightened ring in Hekawt for most of the battle.
Perhaps there could be a task up there, or Sirius could put something up there to be destroyed quickly similar to Dies Irae
Out of all the bosses, I'd rather see the verticality explored with hek
True, but there's no harm in giving the Herald of the Stars - whose infusion deals more damage to enemies above you - some verticality purpose.
Heck, maybe there could be a FNAF-esce door system where the towers have buttons on them to close the gate on their side temporarily, blocking mobs from coming through them, but also blocking players if Reality Distortion is cast
this will surely not make trolls close the gates to fuck over every class except 2
btw i am p sure you can just camp at the top of the arena and skip 99% of the fight
#screenshots message pls um fix this
For the 8th time it already is. #bugs-fixed-for-next-update message
thank you
Average mm player feedback
My excuse is that it was posted like 10 minutes before I said it myself 
good and cool
The chandeliers and rafters?
Because if I see someone camping up there I'll /kill them
i saw a way to get above the roof
i havent seen anyone use it yet but it should be barriered
I was pretty sure it got fixed over update
i saw it 2 days ago
i will test to see if it is still possible tmrw
(dont ban me please)
How do you test without getting banned?
just go up and immediately go down ?
as long as you dont get any ingame rewards for it, report it correctly and it doesnt harm someone else, using any bug should not result in a ban
as long as i dont stand on any rails i would be fine
Do it, report it, allow the rewards to be removed?
and even better if you contact someone online from mod team or TM if no mods ahead of time, to make it clear that the goal is to test it/you intend to report and forfeit the goods
covers all bases/removes any doubt in the intention if called out ahead of time, and saves the problem of someone reporting you to a mod without the mod knowing
Yeah you're gonna want to be ahead of the curve when dealing with possible exploits
In this case asking permission is better than asking for forgiveness
oh cool good to know
so like if I accidently exploit (or just mindlessly manage to) I can rectify it (possibly) by contacting
That feels pretty fair
im not insinuating that Ive done this btw
actually well does that haunted bug that existed last year for 1 delve count?
Consolidated some of my thoughts here. I apologize if I rehash something here; I did try not to repeat anything that I've seen directly interacted with by devs.
At the moment, Sirius feels like it has a solid place to become a great fight (and is fun a lot of the time already), but it feels a bit unfocused. Fair warning, a lot of ideas posed here might be quite invasive. I don't really expect these to be followed through with.
The alcoves and jump pads feel vestigial. I think integrating them into the fight would be difficult, so maybe drop them.
Possibly, the pillars themselves could go, replaced with flat floor or a hole. This would make it so you can't use them to cheese Blight Wall and so the sightlines around the arena are more open (which could help strengthen the feeling of facing off against Sirius rather than just screwing around on the side). However, the structural integrity of the arena might not look plausible without the pillars. Plus, there are some moments where the pillars "feel right" being there.
The boss itself is more of a linchpin to the tug of war than anything else. That is fine, though I think some people might miss the feeling of an extended attack phase against a boss. Maybe instead of the Reality Distorts TP (which honestly feels kinda disconnected from the fight), a miniboss could push down one of the lanes to attempt to attack our allies?
The spike attacks are awesome, I'd almost want their frequency to increase
Blight Wall has improved significantly, though it might have some issues still. Ignoring unintended issues with blight wall here.
Sometimes, the gap positioning is far too disruptive (its survivable but it breaks the flow of the fight a bit). I think more gaps (but more chained walls) could help there. The wall being brute forced is still maybe an issue...
The attack sometimes is a tiny bit hard to read. The glass planes, for me, sometimes make me hallucinate gaps where there aren't any. Perhaps the top half of the wall is composed of solid block (display)?
Ill post my Sirius feedback later
one piece of sirius feedback i have is the vulnarable core phase feels kinda weird due to there being a limit. from my understanding currentl;y when the core opens it stays open for a certain amount of time, and if in that time you dont "kill" it, you fail and the boss moves forward. it feels kinda weird because the damage you contribute feels insignificant, since most of the time the core gets melted in like half a second because of 1 assassin and 2 dragon's eye pstrikes. i dont really know how or what could be changed, but personally i dont find the incentive to damage the boss at all, since several people will melt the weak point when it needs to be melted and i could even be a hindrance if i decided to come in and help
this is different to other world bosses, where you can definitely just run around but contributing to the damage feels worth it, since it lowers its hp bar unlike sirius
Oh that's something interesting to think about
I think the reason it feels so bad is because there's no other boss-like thing to hit. Perhaps minibosses would alleivate that issue and let core expose stay as a burst dps window...
well i dont think that would solve the problem, it wouldnt feel like contributing to defeating the boss but more like cleaning duty
same thing as current add mobs, you kill them so its easier to survive and make the core dps-able, but it doesnt really feel accomplishing
it depends on how the minibosses would be implemented tho
ads feel like cleaning duty because they aren't threatening tbh
It could be similar to Mega Satan in Isaac - His head is always active as a threat, but he has two hands that can be 'defeated' and will stay down for a time, but if left up, contribute to attacks.
Sirius could have two larger tentacles on his sides able to be attacked, but also cause special local attacks themselves (like pulling up an elite or doing a small shockwave) that could be attacked and defeated to damage him. You wouldn't be forced into attacking them, but doing so would aid the fight - similar to how shooting down crystals in Hekawt or taking down Callicarpa's flowers helps later as they're not supporting a more dangerous attack.
It'd also give the big DPS types something to chew on
the funny thing is they would probably have to be more durable than the main body, so they dont get melted in seconds lmao
anywhere know where i can find a comprehensive explanation to how sirius works? even after doing it so many times im not sure i know how half the mechanics work in depth
for example what does killing the random adds do
as far as i know nothing except making the fight less cluttered
the wiki has a list of abilities, although without exact values they do explain the gist of it
oh i dont think its updated tho
😭 ngl my biggest issue with the boss is that i only ever have a vague idea of whats going on and how stuff works
and as i result im afraid to give feedback... i mean itd be weird to dislike something i dont even understand
its not that bad after you get what the different abilities do
also not understanding the fight is feedback too
I stayed away from tasks (mostly) because Im not sure what triggers them
in the feedback that is
i think the mobility checks are interesting but frustrating
not just blightwall but reality distortion too
oh aurora's attack is weirdly punishing to fail
why frustrating?
another warlock stays losing moment i guess
that makes sense lmao
any1 else think blightwall is just
i dont actually know what happens when the attack fails, only seen it fail twice
the tp feels like just a "put it in because why not"
sirius gains a significant amount of progress if you fail to charge her attack
because the classes that can easily pass the movement check are busted as fuck already and the ones that can’t are already not contributing much
stop further incentivising scout
(i am coping)
nope which is why i think it should stay and i should keep malding about it
I have grown fond of my own idea where the "lanes" are used for miniboss pushes instead of the TP mobility check
hey c'mon guys, this is a sirius feedback thread, no jokes
(i have been waiting to do this joke for months)
making the tomb purification longer charge time just makes it even less of a challenge
i really like this idea
and short of removing them, there really isn’t a good way to make movement checks fair between classes
one side could be a group of mobs that are collectively a miniboss, like a siege group on tuulen or aurora
scout is inherently better mobility by design
so aoe classes contribute
this already exists lmao?
yeah but it goes from that far altar where you get tped to
its *totally * different, just trust me bro
the difference is it would be like maybe 10 mobs in a formation which dont die in 2 hits, but genuinely have thousands of hp
they would have to be beefy as fuck to survive 1. ranger lol 2. piercing pstrikes 3. harb 4. shaman? idk while still posing a challenge……. making it unplayable for like warrior
and the other is like a golem that also slowly advances but its one mob this time
ok so rogue food
thats the point, aoe classes go there, single target classes go to the other side
soloists:
cope 
honestly kaul miniboss hp amounts
you’re forcing scout yet again 
it could not trigger on solo runs, or trigger separately on 2 different hp targets
YES
we need something that doesnt die instantly
those get eaten anyway??
of course not THAT much if its pushing because you don't have enough time to kill it
have you even seen kaul fights
the minibosses last for a while wym?
the spiders?
and to balance it against certain classes things like range resistance could be added
or dps limits for a single person
no the elementals
the singular elemental lasts for a while
the one (1) elemental has like a third the health of kaul i am pretty sure that’s not a miniboss anymore
sirius has very little health so thatd be nothing lmao
anyway the point is minibosses that require multiple people perhaps
also r3 assassin/hunter would still eat it for breakfast 😭
this is why boss design ishard
DELETE these classes from sirius
there are going to be players minmaxing in every possible way
so getting something that is adequately challenging but not straight up oppressive is difficult
obviously, thats game design for you
any hardcap like this sounds like a terrible idea
huh? then no boss's hp would work
ok sure, make it survive a decent amount with a bunch of rogues on top of it. that would require what 10k hp? that’s unplayable for anything else
the spiders are more elites than anything
there's player scaling, there's also more than 1 thing happening at a time
nobody complains when drask gets stomped by an extremely compentent pub group
well because there is no drask time limit
you could take 30 seconds or 10 minutes to defeat drask with any class
there doesn't need to be a time limit for the minibosses either
they can take ground that you give up
sirius inherently has a time limit
cause he can advance
exactly
and i dont think we can change that
this is why balancing sirius is difficult
so we have to work for it to work
the time limit favours high dps by default
also, i feel like we have to use the specialty of r3: spec ialization
soloists 
the higher the region the more specialized a class is, i feel like the fight should assume 10 assassins or 10 mages alone can clear it, but assume a good mix of classes (which even in a public fight will happen due to sheer numbers)
I think you are reading too much into the time limit, some sirius fights take forever to complete
the bossfight can be changed for that...
every attack has a time limit..?
yes, but thats because it goes forwards and backwards. if you failed every task then it wouldnt be that slow
yeah and if you failed dodging drask the fight would end right there
if you fail to dodge sirius the fight ends too... tasks are a different thing
the tug of war really just collectivizes the majority of threat level instead of it being per-person
the overall threat of the fight - yes
the logic still eludes me
If we are concerned about tuning for a highly optimized team (or the result of not tuning), then isn't every timed thing (aside from aurora's stars) subject to this? That feels like more of an issue with the boss format itself than this idea specifically
honestly in the hypothetical addition of 2 marching minibosses - one elite group one chunky miniboss i dont think them getting to tuulen and aurora could mean instant loss, perhaps you can damage them while theyre marching and when they reach the finish line they regain their ai and start actually fighting and casting spells? this way their march is like a grace period for you to deal damage before they can become a threat
I honestly feel like the fight is already in a pretty good state where you need a mix of classes?
that basically turns it into moving pods though, since there's no threat while whacking them until they "hatch"
I was more envisioning a more classical boss encounter where it poses a high threat with its attacks, but isn't something that you need to kill, just stall (and survive)
the fight is in a pretty good state indeed, this addition would aim to provide players with more of a sense of contributing aside from completing tasks (the more i think about it though the more this feels like just another task)
valid point
isnt an example of this echoes of oblivion in orasomn fight?
The more and more I read feedback and think about it, the more I feel like the arena is an issue
yeah id have to agree somewhat
All of this chat about elites/minibosses coming down each side would be much easier if the arena was longer and not like 20 blocks from the tp point to each NPC. It would also allow Sirius' movement to not be singular block lengths, making it feel more impactful to push him back 3-4 blocks at a time
it is definitely a part but i dont think id like it to majorly change, its nice to have a more creative arena than ***circle ***
i like the idea, itd require changes to reality distortion tho
maybe scrapping the idea alltogether
I agree that tug of war would not work at all in a circular arena unless the blight came from the centre and worked its way to the circumference (clunky and more area taken the further out which feels unfair), but it just feels so weird that the actual tug of war direction feels shorter than both the width and the height
the idea came from what to replace reality distortion (and the arena space it involves) with
i felt like that was a general suggestion, but im not against removing that anyway
an alternative would be pushing the blight down, maybe breaking the floor like construct does
thats a hypothetical anyway
Forced toplay mage
everyone will play hierophant and everyone WILL LIKE IT
I think what we have at the moment is workable into an epic boss fight, but just thinking about the potential in other universes of different designs like having a phase 2 where after we chuck him into the ocean he explodes out of his rock into his fully embraced tentacle form, blight going everywhere etc
Delete sirius and just put it as godsplre savage
If I were to hastily come up with a miniboss idea, I think its better to not make it a true timed task
Have some "aspects of sirius" slowly push down the lanes, and get sent back to the start to reform after its killed (a damage threshold is reached)
To not have it be too demanding, have the push stop if a player is standing in the way, but the miniboss would also be using attacks to make the "tanking" not that trivial.
If it reaches the npc, have the NPC "kill" it but at the cost of sirius gaining ground
Would a hit based miniboss work on monumenta
thatd actually work perfectly... the area where sirius falls is almost surrounded by land in a way in which a tentacle monster would be fought
Decay bow says no
i LOVE tanking being useful anywhere (and also healing)
If decay and inf3rno dont work
tank players could still fulfill the role of doing something by stopping a miniboss advance without needing damage to be useful
ferocity stats added in new update??? fr fr
That's what I mean. It's out of question at this point, but it's fun to think about
yea adding new stuff right after release is not really feasible
yeah its fun to think about
Im personally trying to keep my thoughts within a reasonable scope, but I know that "add a miniboss" is also kinda a huge ask
I think blightwave makes like no sense
You have an oocean and it just comes from nowhere
Like who thought yeah lets add hole in the wall to sirius
as a person who knows close to nothing about development, i dont think its a huge amount, especially if like its abilities were copied from other places in monumenta or something
Great idea!
I like hole in the wall 😭
well no matter the min iboss scope it cant be worse to put into the game than a second tentacle phase
Why cant bligjt wave be like
I think itd be better with more holes (and more waves) but still
Phase 2 ability where the arena kinda breaks and waves come from the ocean
Like a rock falling onto earth must cause an earthquake
Earthquake equal tsunami
I think it would make sense if it was like Sirius trying to absorb our lifeforce and converting it into blight, but then the attack would have to be more knockbacking into him, corrupting you instead of dealing heavy damage, and instakilling you if you fall into the water
i just wanna tell you being knocked into the water under any circumstance is not fun
please never design anything with that in mind
my reason for being fixated on the miniboss idea is that I would like some more direct interaction with high-danger/long-lasting enemies that I feel is a pretty significant part of other bosses
Thank you for consolidating your posts. In general I feel like the fight is in a pretty good place but i do see the complaint of having too much variance in the movement range. The variance is being tuned downed slightly for next week which should address this. As for a miniboss its not out of the picture but not happening soon.
its the same as all other tasks it just happens to be easier to fail
that might be it
Mist is my sirius sugg out of the picture..
definitely agree the fight is in a better place than it was, addng a miniboss or a way for people to be more engaged would be the cherry on top
Aurora's task requires not only very precise aim but also is made or broken by a single class
vs. Tuulen which is just
"Spam AoE"
I mean personally id feel better Killing mobs that deal more than 10 melee dmg
You can only feasibly take down one stardust at a time
Thats about it
eh not really. if enough people use brown snowball its quite easy
Unless you're Scout
oh yeah if you mean that then totally
Screwdriver
it was probably suggested during me redoing blight wave what was the number
Personally I use Word of the Architect as I'm a Rogue and I like trickshotting ghasts in a single frame
the main problem is i feel like not that many people participate and actually shoot, and when they do its very common for multiple people to target one star
one note with tentacles and why stuff like this wont happen is displays are not great to work with for complex animations till 1.20
nota design problem, a gameplay problem
10093
probably not going to happen
Unfortunate
I was more thinking like how his tentacles currently are/as they are in his final phase. They don't need to move much, they just need to do stuff.
I mean Callicarpa's flowers are little more than dressed up skeletons and they work
ah also I think I injected a bit of a desire to have "clutch moments" into some of my thoughts (especially being able to take on a miniboss by yourself if the need arises)
I was thinking about how, with drask, sometimes the attacks come out in a way that demand much more attention, a heightened amount of effort/skill/control/whatever
Would be neat if they were display entities actually
So they actually looked like flowers
...new suggestion
Lag
||unless bugged blight wave also happens|| (already addressed I believe)
Yup
out of all world bosses i experience "clutch moments" the most on sirius, mostly when i activate ultra instinct and dodge 3 blight waves while jumping over blighted ground and killing crowned elites all around
Final phase def needs a full rework and honestly i think the boss would be great
let me reup that damage to what it was last week and have 5 melees get insta kill
Thats not making it fun..
its not a big deal to have a victory lap at the end tbh
this is not happening in case anyone thought it was
Idk i kinda expect the last phase to be way more epic aand harder
Like hekawt and eldrask
important to note: harder for everyone in the arena, not only the brave dpsers who take on a risk to finish the bossfight
Yeah
died once trying to help dps, kinda feels like i shouldnt have
U çan literally sit away and look
hmm maybe you could manipulate and funnel people into sirius using blight?
i noticed blight stands in the way of going to dps most of the time
maybe fix both of these issues by having blight approach away from sirius towards him, funneling people to the weak points to help in the dps check or at least not relax
