#For the Balance Update on July 4th, 2024:
1 messages · Page 3 of 1
It's kind of awkward for vulnerability to be under potions and ability buffs but if it was separate it'd undermine a lot of the point, you'd again have a massive damage difference just depending on if you have a single rogue DT or cleric choir bells in your party
nvm i thought about it longer, this is dumb
Does take us redoing checks in a lot of palces is the issue
If you think of vulnerability as mob-specific x% strength it makes more sense
Also having it under mob resistance would probably break things so I'm considering the hypothetical of it being its own category instead for the sake of discussion
We just need an in-game explanation somewhere, probably categorize them as "Gear Buffs" and "External Buffs" and list which things fall under what category
i haven’t looked at the public code too hard but most of the checks are just getClassSpecsEnabled or getSkillEnhancementsEnabled, right? couldn’t you just mess with that
i think if you set your plot region to r1 it’s fine to disable spec skills when you do that
the code for exalted dungeons should make it easier
there should probably be a better in-game place where specific information is gathered, closest thing is the New Players Nexus which is. for new players
no idea where you would implement it though
Depends some people decide to go check server properties.
playerstats button most likely
Or hover
separately from that i did have an idea a while ago for an /faq command that new players can quickly type keywords in for common questions that people ask in chat
i love being able to test my damage properly in R1 and R2!
like instead of asking “Why do i have mining fatigue?”
type “/faq mining fatigue” or “/faq fatigue”
please for the love of god, add back dummies hitting you and procing on hit effects, and please let us somehow check per region what our damage is.
well isadora still hits with wither and all dummies that hit normally also get counter-strike primed against them
did they buff fol after the update or not? bc 15% additive is pretty weak
it’s a different category than the additive damage from gear and infusions
No? 22.5% multiplicative, even if the rogue set only had +100% atk dmg from gear, would turn it into 145% dmg (same as now with additive), and dmg gear usually goes beyond that
So it's actually a nerf. It's actually a buff if the set has below +100% melee/proj/magic dmg though
Having the equivalent of equipping a +45% dmg piece for max infusion + understanding 5 still feels pretty strong, that I agree. But at the same time doing the same with tenacity means a permanent +15% res buff, or 17.6% extra ehp, so it kind of evens out
No? Unless they changed the stats of Rage of the Keter, it'd never be a buff in any situation
True, FoL was shot dead this update. Even if it is separate from gear, it's still additive with the skill dmg buffs, so it still got hit hard. Now it's just a worse ocean gate 
The matter I was replying about was dmg infusions though
Maybe if you double the dmg buff from FoL, both base and charm buffs, it would be enough?
multiplicative consumables NOW!!
FoL is dead? Finally
the consumable meta will crumble under the weight of the mountian.
no matter how badly you nerf fruit of life, silver is never going to come back!
fruit still feels "fine" just not really epic quality anymore. 15+ more damage + speed is still worthwhile
but ichor damage buffs are completely placebo. Especially the shadow dancer ichor
i mean. they were placebo before anyway
frost is still the only good ichor
free 10% whenever you need to heal cant be slept on.
new meta
my reaper crits are 312
mans is building bis dmg
Hotfix for daily restart: Fixed damage calculation issues in Dark Pact, Cursed Wound, and Melancholic Lament (u)
is this real?
cook
rip shaman
what is that
true
is this real, john reaper?
I looove tenebrist
Thank god I seem to be unnaffected
even though I run agi bers in r3 which stacks 123% damage and stamina
it was basically the same
r1/2 i dont really have many damage pieces
Hell in r1 the ONLY damage piece I have is whispers
Stamina would just be less effective, I think. I'm in a similar boat to you
most reapers ran heavy stamina stack and that's uh
no longer with us
i think we should hold a funeral pyre for belt of the tyrant just outside galengarde
this patch killed the last remaining strand of use it had
Honestly yeah, kinda. There are just better options and combos now; melee prot is covered by blightpod
i think dignified greaves is officially better
so is Might
am I hearing tyrant buff arc
stamina items in general got murdered pretty hard
remnants was unchanged. again.
fading horizon, belt, ex ironscale is stamina I think?
adanartis.
sweet merciful christ
adanartis went from being a useless offhand to a useless offhand
Damage situationals (all of them) honestly should've been put into their own damage category
all situational need either a big buff or a partial return to multiplicativity (or a fully separate category)
Like, so they're additive with each other, but not additive with the other random stuff
footprints went from overstatted to understatted in 1 patch lol
well, understatted is a bit of a stretch
it's ok
It's still good
Though now Flight from the Capital might be better
Actually, wait, it is...
yeah FFTC is straight up better now
though, partially due to FFTC being somewhat overstatted in the first place
Nah, that was never understatted
It was in a perfect position
yeah ok my first spec tier list was a joke but scout is like
actually maybe dead
ehh
FFTC is very strong boot
they are armor aether threads
If anything, it might've been somewhat overstatted
People have been saying that, but I've yet to get online and try it out
scouts fine
Someone told me it was like a -40% damage nerf
as long as you weren't using sanguine tendon anyways
but its a major loss
Me 😦

yeahh so sanguine being able to kill elite and pierce to kill dread is gone
u just dont do enough dmg now
which is a HUGE power loss
i mean its probs fine its no longer S probs A
Also, what about Hunter? Is predator strike in the same boat?
how terrible
instead of holding shift and killing both elite and dread, you have to right click 2 or 3 whole times 
literally unplayable
probs idk i dont play hunter
it does so much dmg i doubt it
unless they changed it
It's honestly fair
But I'm sad
i mean
yeah
tendon had it coming
i mean every other class got nerfs this huge maybe its fine
People didn't even use it that much. Most people just stacked sharpshooter
warrior scraped by relatively unscathed
Cleric:
Looks perfectly fine other than a soft slap to throns (barely)
i mean
I made a pact to not play it
;-;
if everything went down cleric might be up
cuz cleric basicalyl felt like what scout feels like rn
so if it didnt change it mgiht be good
it doenst
Man, why does cleric get to be the best class? It already had healing...
It’s on mob
said by frozen earth in #gameplay-discussion
ok good
it
isnt the best class
it never was
dont let people feed you lies man
beiro got shot pretty hard
;-;
cbless death
that existed too
Eh
Cleric is just well designed
It’s not overpowered
They kill the real cleric and throns lives another month
Earlier, I honestly thought throns was dead...
Also, how is alchemist now?
The patch notes intended to balance classes for the sake of making other classes (mentioning alchemist) in a better position
I am honestly really excited to play with esoteric, even if its AI still sucks
just not noticeable
it's much better damage wise
SIGNIFICANTLY better
just steer clear of mycelian catalyst
that charm is a fucking trap
Well yeah, for esoteric, but what about alchemist in general?
Lol, yeah
r3 AA spam damage went down quite a bit
But imo it’s fair
Now you gotta actually sacrifice some stuff for damage
AA went down about 10-15% on average
Yeah, this makes sense
EE is cool
Significantly more damage
It’s like back to pot spam which is pretty good
Yeah, now I'm mad at having seen these patch notes and noting my experience playing early game R1 alchemist...
ye I no longer need to cry while having 7dmg pot and see shaman beside doing 20+
Nah, but in all honesty, I'm happy about it
^
Can someone explain how it works now? When the description says "7.5 + 150% of potion damage," does the 7.5 and 150% go to the base damage (like, if the base potion were 10 damage, like 10 * 1.5 + 7.5) or does the 150% count as "ability damage"?
gameplay discussions is in its own world
oh wait nvm, my build still hits 20 agility
Yeah no, it looks worse xD
Where's the base agility?
yeah.
that seems not that bad but you lose all damage for it
its also bis speed now for r1?
If your pot is 10
The ability base damage is 7.5 + 10*1.5 = 22.5
And then your magic damage and ability buff applies after
Ok, not bad!
To my understanding
Of course, it'd be worse in R3
Haven’t tested r2 yet
Was gonna test while doing challenge cyan
But uh
It doesn’t really work lol
Also, does all abilities like Taboo count as "ability damage"?
Probably
Taboo elixir and bezoar
I honestly wish they clarified the math better or added a more specific info for the skill descriptions
Though, if all this info I have been getting is correct (pray), alchemist seems to be in a decent spot
Like, I love having something other than artillery
It’s probably written somewhere
But I can’t just remember all of them
Even if artillery is (barely) worse, the esoteric changes seem to make Alchemist look stronger
It's all in the logs
Yeah pot spam is probably like
What I would say a healthy meta
Huh? I read the attached "extension" and it didn't seem to mention the specifics on what counts as ability damage, especially for alchemist. I'll look at it again
Whatever is from an ability is ability damage
I'm still curious as to why Panacea 2 was nerfed. It seemed fine
A lot of people did Panacea 1 + Transmutation Ring 1 anyway
Though I believe, for the most part, the changes were pretty good, especially for changes so massive. I do wish other items like Highwatch Pike got some love, though
The previous Squid Hunter buff felt a little weird, given how Highwatch Pike was left in the dust
my volley 470→280 👍
all the gear got buffed now can we buff enchantment damage and just set inferno to 1 more fire damage per tick per level
no, set inferno to be .5^level
470 pre change is kinda crazy tho
Or maybe I’m just playing it wrong
if infernolock is so bad then nerf the part of warlock that makes it good, don’t nerf inferno and kill everything else that uses it
what else uses it
inferno mage
which is more fun than arcanist i will fight people on that
also i think something silly involving scout foxes
problem: inferno anything shouldn't be a thing
Wild take but I respect that
I do get the joy of afk playstyles
With like movements and other non combat skills
its incredibly useful to supplement damage
it shouldn't be the only thing providing damage
it’s not really afk playstyle so much as “i can be on low health and run away, and the thing will still die because i didn’t put my whole shit into 1 burst of damage”
oh it’s not the only thing
but putting everything into starfall radius charms and then casting it with fire elemental active and seeing everything die
incredibly satisfying
i wish i could put charm power into the spirits themselves but they take too much budget considering i barely use the ice one anyway
fire spirit specific charms when
probably never because there aren’t even any charms for espirits besides the common ones
I do not tolerate Paladin slander
i am still amazed that guardian has more dps then berserker
Paladin is ass
paladin's abilities are just really boring imo
and cleric has really boring charms and enhancements on top of it
(except illu u and solar smite i love you)
paladin shield toss when. or magic hammer. something more paladin-y than just.... damage but in line, carbon copy of heiro prayer, and warlock-at-home debuff circle
didn't the creeper alch thing go from 135% to 150% + 7.5 = more than aa
yeah more than AA
interesting
AA is meme skill
All im gonna say is a warlock I know said their damage dropped by 84 💀
but idk, they might be a stamina-stack reaper
i asked them what they ran but i think they're asleep rn
my hex dmg on tene using echar on elites went from 800->700
should be fine tho it's not like i successfully hit all the debuff ever
why the fuck are you aiming for 800 hex damage
it's just that much
the build is using armor
oh it's most cuz of am hex (u) and that blue epic charm
it's the only thing doing dmg wdym 
Inferno is ok
just dont rely on it
I would say like 60% magic +30% inferno + 10% melee
inferno?
never talk to me again
oh uuuuh lemme send charms

literally just change boot to golemworn and play pala
Paladin is the good melee magic class
but i will play paladin
if only any1 send me a paladin build
oh wait mb it doesnt do 800 or 700
it does 570 now
oh no
517
#1182822785727348796 message
you can swap out nihilo core for that sirius charm
while waiting for fol fix
the build's so old the dev forgot to update the link 
its still operational
u use pers for this right?
not like it matters that much due to formular change but e
the fuck did paladin do to go to d
didnt aa dmg get nuked or sth
reaper damage gone
paladin damage up
harb aa damage gone ee damage up but apoth unchanged/up (brutal)
Haven’t tried apoth yet but it’s probably roughly the same
harb is still ok
damage improved substantially, radius is still a bit sad through
the activation mechanic is still annoying and the charm options are very human
it's a welcome change but there are still things to be done
I think since EE is procced more "interactively" it is kinda deserved
it's a lot more thinking than AA
radius is fine with explosive reagent (crazy usage)
reagent is basically an automatic slot
mycelian catalyst is a 3 star cooldown increase because both creepers explode instantly and fuck up eachothers I frames
I haven't tried that yet but +1 creeper does not appeal to me
creeper dont have iframes
its like 220 damage in 6 or 7 block radius
i have never seen numbers even close to that when both creepers explode
AA is fine it lost about 10-15% DMG in r3 and actually went up in R1
R2 is roughly the same
brine is still good
AA build is still there and oneshots in r3 is still really valuable
we'll see how the meta goes
brine is still great, it still has that obscene multiplicative radius scaling
fucking RIDICULOUS radius
ua fuckery makes me sad because it makes me slot callicarpa and that means I can't rocket jump
magic and screwdriver hybrid
What
Aa does 5 dmg more than a normally thrown pot
While costing 2 pots
Only good thing it has is being able to hit blazes rn
Even stuff that should be killed by an aa like basic archers are surviving, even with a bunch of magic dmg and taboo and what not
I would get not one shotting basic melee mobs, but basic archers is too much, especially when the skill costing 2 pots barely does more than 1 pot
wat
is that mathematically possible
I tested in multiple times coz I thought I was going crazy
Before they hotfixed my pot was 25 and aa 53,after hotfix it's dead
the flat damage alone is more than 5
oh
ok make sense now I thought you're comparing 1 pot to 1 AA
Does this place have embeds
Actually I ll post a vid elsewhere
Nvm, ig it got fixed now
It's back to double
But at one point today morning it was goofed with +5 dmg, prolly have it in logs
Mb
with a higher velocity and much larger radius
I should probably strike through that
The thing already got fixed from morning
But even if nit fixed I wouldn't consider 2 pots worth it for more velocity for a singular pot
Cheeks it's cheeks
It's just worse now its still good if u consider up to -80% damage not that big
i ran a poi earlier with nipnop and it seemed like the most broken thing ever
max pt shadowcast everything was mincemeat
derelict tablet threads of valor technique blast will do things to a mf i suppose
granted i place down transmutation ring and everything explodes and i hear slurping noises
true
hunter doesn’t feel too different to me
maybe because throw rate gear means i have “reasonable damage” or whatever
probably not
or maybe because im playing 12pts i think thats the actual reason
Nah
Also that was a rushed tier list ngl
I think it's mostly the same except the standard for dps or clearing power is just lower now cuz everything is worse
If rogue was s before it is now A tier but a tier is like the new s tier
(please buff zoetic)
this is my real tier list
i had to make new tiers to accomodate
but generally i think you can imagine each tier as one tier lower in power then b4 cuz the standard of power has just gone down across the board
except for S though mage doesnt seem affected ngl
cleric remains an enigma
Not the tenebrist
arguments for each tier
S - Arcanist doesn't seem changed at all.
A - Bers seems slightly worse? Assassin and swordsage got a massive cut in DPS, clearing power seems to remain for the most part.
B - Ranger and hunter lost the elite volley 1 tap capability. Volley damage also just got huge losses against bosses. Elementalist is just a worse arcanist so.
C - Reaper rework already nerfed it and its nerfed again with this sadly. Harbinger got pretty big nerfs but lowkey didn't change interactions much cuz scorched earth.
D - Guardian is bad but not as bad as the other two
E - Apoth just got the bad end of the stick as it got the nerfs harb recieved without a skill like scorched earth to keep up. As a support might honestly see some light with hiero out of the game?
F - Tenebrist is boring and bad clearing power in the first place so like I'd imagine the nerfs have just made it worse
Not sure - Don't play or play with paladins, hiero i just have to play and play with more.
Although Apoth vs Hiero is actually kinda sick
the nerfs to cbless have really made hiero not have this huge gap compared to apoth
if apoth gets some decent support charms in the future, and maybe even right now, it might be able to catch up to hiero
although these cbless nerfs were HARD
idk what else got nerfed on hiero but jesus christ
before it used to be like +80-100% damage boost it is now like a 20% buff
which is still good on paper idk if thats noticeable
thats with gotk if im not mistaken too
as a hiero im crying
i cant give double damage on 100% uptime with 0 effort now 😭
honestly might try different support classes now!
apoth support feels good
apoth, sooth can finallly rise out of the shadow of the stat stick hiero
i like trans ring damage boosting, and the constant vuln + massive absorp feels good
will hiero stay meta for bosses?
yeah apoth i only saw the offensive effort on it
did its support get reworked/buffed?
apoth was a rising support for some time
its just that it always fell short of hiero cbless spam
i have no idea but transmutation ring feels like a domain expansion whenever i use it
"Guardian is bad but not as bad as the other two"
i will now start yelling DOMAIN EXPANSION every time i throw a transmutation ring
guardian is still a monster lol
my neighbours will NOT thank you
challenge is a hell of a drug
meh
guardian just didnt look like allat
berserker seems unchanged ngl it might be S
that moment when everyone thinks tene was nerfed when it's MY class and I kept it the same via gear buffs instead
i only play the weird guardian build so i have absolutely no idea what its like normally but i like it
hi fwap
tene is in the same place as before i think?
i mean disclaimer i ddont know if what i saw is optimal
yeah tene is in the same place F tier ??
tenebrist is still tenebrist
scouts after they are forced to hit right click 2 or 3 times instead of holding shift and right clicking once to get rid of elites
elite cycle is like shoot elite 3 times, then volley dread
😭 😭 😭 😭 😭 😭 😭 😭 😭 😭 😭 😭 😭 😭 😭 😭 😭 😭 😭 😭 😭 😭 😭 😭 😭 😭 😭 😭
is this what the worl is like for an alchemist
hey
on the bright side
tendon and marksman dont matter anymore so i can put on peakborn
charm diversity got a + at least
marksman only matters for hunter
marksman max stacks still feels like it matters a bit
vengefuls are hella rough
on ranger qd charms are better
but the lesser +0.25% gave me 2 damage lmaooo
b4 volley could get them into 1 tap range at least it doesnt feel like that no more
vengefuls take 2-3 shots out of a mid range enigma
i mean peakborn has given a crazy boost in survivability i just press Q and fling myself 50 blocks away
luckily laser attachment so it doesnt matter
cape is completely unnecessary
im already starved for charm power as is so i dont think i can fit anything else
the only technically non mandatory one is greater rapacious but even that one is really nice
my volley at least used to chunk down half its HP now it does like a bar maybe more if im lucky
did inferno got unnerfed
no its still dead
at some point
i think we should nerf it harder though
it deals a bit more
Nerf rogue even more
I can’t instantly rip apart twisteds anymore, truly this is the darkest timeline
now why would inferno be buffed
just delete tenebrist
Mags wisdom always leaves me in awe. He is the out of the box thinker this generation needed.
not like any other class that can use inferno well
@fading wyvern opinions
inferno mage is not real
idk what the point of rogue is anymore though i guess its clearing is still fast
gameplay
Marksman
Lesser, Focused, Sharpened 112->156
Focused, Sharpened 112->154
Lesser, Sharpened 112->146
Sharpened 112->144
Lesser, Focused 112->143
Focused 112->141
Lesser 112->136
Nothing 112->135
helps with downtime
assuming it is delete tene, maybe
(Jk, I haven’t played more of the Rogue even with my cutter hope skin)
🤨
we dont need to have another inferno hate speech discussion i think the general concesus is well known
ANYWAY can we buff every bow
holy guacamole i need some damage man
I forgor save ss of fwap said success kill rogue
this is messed up
every bow now has DOUBLE damage
consider pipepuncher
the game is finall at peace
can we give shadowstone +1 pb level
shadowstone is the last fucking item that needs to get buffed
||especially with the blaze parkour, I hate it so much||
they mean -1 pb level
I think zoetic will be fine if its +200%
shadowstone is actually about to get a rival that isnt ok
idrk numbers, i feel like sharpshooter charms for the sake of max stacks seems ok
greater and lesser suck probably
ok frfr buffs i think alch obviously needs to be looked at, nerf mage, hiero could do with honestly a cbless rework, and idk about the rest lowkey
cbless is just too hard to balance rn cuz its so easy to apply in a huge radius so if dmg too high too good if dmg too low too bad
i mean i guess thats just how it works
idk
buff cbless then
make it mid at lest right now its just bad
can we make hol damage actually good
Also rbless in cz, very mid now even with max charms
you sell your kidney to build hol damage and it still does like 120
it's for resistance 
Yeah I’ll probably swap my lbottle set to rbless res instead
no
dude just delete paldin
the thought of this support class being used for offense is sickening
Also a lot of situational dmg stuff could do with a change now, i was using trivium 5 set before with lbottle because it was nice for killing carapace mobs but now the trivium damage is very low so it’s just worse than using flat magic damage which is pretty boring
I play offense with sooth
what kinda thought process
what are you cooking
the rotation is so smooth I want to lick it
For the Balance Update on July 4th. 2024
"support" class
all these quote on quote support classes for what
my eagle eye is better support god dammit
where is support
it just healing and undead kill

grrrrr
(also I think this is good time to add class spec passive to balance out r2/r3)
How did harb/apoth both go from s tier to c and e
first tierlist was a meme im gonna just tell you
bro what is this
damn😭
alchemist has support in its class roles but cleric doesnt
this isnt fr
hoyl guacamole
it literally says support in the description
yet not in class roles
what is this dude
Dude what?
alright my opinion appears to be controversial but think deeply
you guys are hearing me but ur not listening to me
we have 7 classes that can already be used for offense, so why does the one true support class have to share an offensive side to it?
why class is offense and support
people hate mscout/bscout being in one class so what is this bias towards clerics hybrid playstyle huh?
why it cant be spectrum
Because then it’d be boring as fuck?
well boring if u dont enjoy support?
i dont like melee cuz i dont enjoy it so i play scout or support, does that mean melee is boring?
welp do we have "objective" that having feedback of kills mobs let people feels good
true
i mean im not saying cleric CANT have this offensive side but it feels like it keeps eating away at the support every update
and do we have "objective" that "pure support" dont kill mobs
i sniff that the cbless nerf indirectly hit hiero and was planned to hit these paladins
I think they nerf support thing is due to the https://discord.com/channels/313066655494438922/1129118318381498589

grrr
they don't want the skt incident happen again but it's derail
pure support rarely works in mm
it very much WORKED
I think we should agree that
it's gotta be able to live
and then u guys SHOT us in the behind and legs
classes "buffs" should be seperate multi and change number here
instead add to the uh
let me find the formulat
before hiero was consistently an S tier but nobody played it
it could make any class look cracked
but nooo us hiero players were having too much fun
cbless HAD to be nerfed for the greater good
i mean its fair but like man if this nerf was aimed specifically at melting bosses, i think the issue was more so rogue
if it makes anything looked cracked, wouldn't it be making the already high dps scenarios be like, super op?
Base Weapon Damage * Critical Melee * (1 + Gear Damage + Situational Damage + Infusion Damage) * (1 + Ability Damage + Consumable Buffs + Vulnerability) * (1 - Mob Resistance Effects) + Flat Damage
->
Base Weapon Damage * Critical Melee * (1 + Gear Damage + Situational Damage + Infusion Damage) * (1 + Ability Damage + Consumable Buffs + Vulnerability) * (Class buffs * placeholdermultifor_self/teammate) * (1 - Mob Resistance Effects) + Flat Damage
that looks like a whole lot of mumbo jumbo
that i dont understand
all i know is an 80% damage buff went down to a 20% one
onion did a 1000 burst and we buffed him and he just did 1200
now surely if he did 1400 instead it wouldnt be game breaking but still better
it's intended to nerf edge case
I think the thoughts are great but the implemtion unintended affect normal gameplays
No it’s more like you’d be relegating cleric to only be used in World Bosses and Strikes if it had zero offensive skills and only buffed and healed other people
ermmm
cleric can be used to help clear yknow
Saw the tierlist how is Berserker A
I will not take this alch disrespect😡😡😡
Its sooo C tier (mid class)
This is the most pure form of brainrot
The gummy bers are back.
You’d practically have to be glued to another person the whole clear
if cleric was pure support then it wouldn't be fun playing solo 
that is kinda what full support is honestly but i mean thats what i signed up for
ermmm u do that but also just buff everyone else too
its not that hard ngl
what point are you trying to make with these ermms and ahhs brother
with cbless radius charms too
my points
ms I wonder what's your thoughts of class buffs and vuln
I think support would be cool if it wasn’t just hitting the mass AoE strength buff button every 30 seconds
It's not that straightforward vuln put at that place in the formula
That's why I said cbless rework originally
It's a dumb skill to balance with how simple and easy it is to get value
imo good support design is when your support can support your team but also has its own offensive capabilities to not just sit back and buff/heal teammates
(and also is engaging)
Ehhh
Idk that's just preference ig
I think a support class should just be supporting
Personally
Support classes would be a lot more fun and easier to build with a party system
isn’t your preference to sit behind smiguy as a hiero and press one button every minute and afk
bro wants to take mercy from overwatch and put it into monumenta
No it's sit behind everyone and dish out heals or get cleansing rain off or get spawners and then Uber someone
but you can do that so what is the issue here
Bro gonna be so excited when he finds out about dawnbringer
I'm saying paladin keeps eating at and indirectly nerfing hiero
its almost as if hiero was also a problem
Yeah but a nerf this bad was not warranted alas it's week one and I'm just trying to get it fixed
Dawn kinda sucks now that shadows can’t do as much dmg and rbless is mediocre though
(It has the exact same ability)
would be cool if cleric had a skill that had a recourse meter instead of cooldown
Dawn isn't even a support bro it's just one ability that's nice ig but anyone can have it
typically no since crouch left click abil is used on every class
??? it has a SINGLE non support spell. Even its lifeline is (terrible) support at the cost of being bad at acutally saving your life
in DD where lightning bottle is bad, dawn is a pure support tree. Even in zenith the reason you run dawn is for its support abitlies. Yes you have bottle which is strong but if we are being real bottle cannot compare to the 2 caster trees its true value comes from having bottle and other things.
erm bottle is better clearing if you get dream rng every run
the dream RNG in question (getting the caster trees damage passives lol)
or was, with trivium being so much worse lbottle kinda sucks
Grab I quit bid on blessing charms
Bro all its abilities suck
I'm sorry but it's true
half of the abitlies are good (ward, bottle, sunlight, Rblessing, sundrops, enlightenment) having half of the abitlies being good is better then most trees.
earth having 2 good abils 😭
3
What if we deleted injectors and made death impactful again so healing and mob debuffs from support would be useful again
Woah why does it seem like old monumenta had class identities that were more unique and made more sense
given from my experience in challenge cyan after update, it does make me feel that heal from support is important(soothsayer here), but that kind of situation doesn't exist in other place, and for some player even in cyan challenge support is no need because death does nothing to them(no punishment + anvil being free)
most of current content either
- too easy no need support
- be a aoe is better support
- support only need for buff dps
and with issue about
- heal is worse then absorb and your own potion injector (can we delete it)
- our content is fast paced nowaday + most of meta/damage class have movement, is hard for support to keep up with them
is really hard for support to exist/make ppl wiliing play it outside of boss dps
if you delete PI people will literally just use splash potions in their hot bars you will still have on demand insta heal
that's what we do that before
and it open more space to balance game/increase player skill, instead have a panic button in your hotbar that will always work
before I had PI half of my hotbar was insta heal because nothing is better; having PI let me acutally run new items
hotbar splash potions are much more limited than pi
also PI letting you use non insta heal potions effectively is very fun, even though its not as strong as insta heal stacking (please unnerf dichen energy brew 😭)
real ones use pi for non healing pots
i agree since there has some short duration potion that will probably only useful when u put it into pi
i used to keep furys in my pi for dps sets and then had an ii for hp in some other sets
also PI lets you have quench on every potion you drink 😋
i know my friend just use it for... more storage...
I don't care if nutrient is better !
depend on what u use
in general it's going to be nearly impossible to beat out an on demand high level instant heal pot as any level of support player unless you can just drop an invuln aura
wow handles pots by just not allowing more than 1 per category per combat
^
i think pi kind of defeat one of main point of support
combine with the part that support class doesn't have moment so they are hard to keep with those damage class
part of why dawn was mostly just useful for rbless
thus damage class still need some heal
is that a bad thing? do we really need a class to be relegated to just being a heal bot? I still get use out of healing spells even with PI existing anyways since they are not effected by healing sickness
i dont even know why rbless was changed 6% is such a pathetic increase
one of reason i hate pi is it take out what support class can offer
like u said i also don't like support being just heal bot
(dawn skill be like)
well theres also the issue of ward just being much better then the other 2 healing skills
i want support get more play, to allow player have higher skill ceil, to allow more build devirsity
pls make totem of savalation can move...
divine beam is low cooldown + low absorption + in a very competitive bow ability spot. Totem is just extremely weak at everything it does.
people just ain't using totem right imo. i got like 2 charms for totem and the team basically just treats it as invulnerability
the main dps just eats the spider attacks during dps phases because of a totem sitting there when i've got it up
I think the answer here is that you never have to build yourself as a healing bot, in the old days we'd build paladin for half support/healing and half damage
You could probably build a heal bot hiero if you wish and if your team desires? But as others get better they will need less healing and you can move towards more dmg oriented abilities which will speed up clearing (which was the main form of progression back in the days as equips were didn't have much power compared to class abilities)
Unfortunately none of this really makes sense with how little of an impact death has, as well as the dominance of lootrunning in all sources of content
for which ascension?
The main dps should be getting one shot by bite if they in the right set don’t @ me 🤭
usually 8-10 when we were playing a couple months back
It’s useless in 15 tbh
we aren't trying to stress ourselves out for no reason
well zenith is a kill or be killed meta so even charmed totems arent going to be useful for super swishy players
u can see the difference between "meta" and player that have fun with their thing
DD is not a kill or be killed meta, but totem is simply a weak skill there and since there are no charms, why not take some other swap like Meteor instead.
Later on though, I find you getting one shot is much higher chance so totem can’t out heal basic attacks
yeah i can understand why then, for me i never even choose totem because im limited to 4 dawn actives and ward/sunlight/rbless/sundrops is what i prefer to use
true, the abil cap means that dawn isnt too bothered by having redundant abilities anyways. You just take the acutally good heal spell and move on
Yes
oh also for depths, having healing is acutally very valuable for earth players since they can't live of PI healing because of healing sickness.
tbh this is the first time ive looked at totem and it looks so much more rng based than other skills, at twisted its straight up 2x better than legendary
soothing combos gets haste 2 at twisted but only haste 1 at every other level 
oh and enlightenment jumps from 7% chance of better abitlies up to 30 at twisted level dawn twisted skills are very weird
meant to generally be a high reward and less of an extra tier
esp. with it's creation in mind, being the rarer twisted rooms in DD
Can cz steel not get dmg loss from every balance update pls
It's now even worse due to wand aspect and boon of the pit becoming additive
And as a spellsteel I get very little sharp stacks in clear so only compensation in damage is proj mastery
#gameplay-discussion message some thoughts on support apoth after the changes
figured id link it here since the update hit hiero heavily, allowing more support playstyles to come out
might try soothsayer support, though i feel like the valid soothsayer build is just magic with some aptitude so you deal aoe damage and still somewhat support your team
support sooth 💔
i tried sooth back when it released, and it wasnt competetive with hiero at all
especially since it required so much more effort to pull of and stil did less
the thing about that class is that the regular chain healing is good enough already so its pointless to charm it. Then the whirlwind totem charms are all garbage. So theres just nothing to run to improve your supporting capabilities in any meaningful way.
this might have changed with this update
and sanctuary... well sanctuary
sooth is played as an offensive support class. You are still largely a clear class that can occasionally provide help to your team.
Hi
I personally acutally like this being the sooth meta and wish that it was more effective, rather then sooth becoming a pure support class.
i dont think sooth can ever become a pure support class
there are just not that many skills to work with
unless a spec skill changed some base skills entirely
or there were actually impactful charms (unlikely, hard to program and even more to balance)
in general this is kind of where i was aiming it to be, to be clear
provide boons/heals, but be an active contributor in offense beyond that as well
healing doesnt work as well also because eating and saturation exist
and this isnt something like hypixel where the health regens way slower
Sliver of Perfection -> NEW PROJ ARMOR HELM
@modern ingot repost, was messing with the automod filter to try and stop some scam bots
well I still have it
per @modern ingot
to be clear, im still going off of my experience with sooth a long time ago, but i feel like because of this design choice coupled with the complexity of shaman in general, it will be impossible for a human to ever take everything there is out of sooth's kit. For example, while throwing a whirlwind totem you want to keep it close to yourself, but also close to your team, and you want to stand in it, and you want other to stand in it. Now, if the other player is melee, thats just impossible basically, if youre both ranged, its still hard since a lot of ranged classes kite A LOT, and as shaman its ALWAYS easier to throw totems offensively rather than defensively (which is kind of ironic tbh). Then there is the fact that the teammates will probably not go out of their way to stand in the whirlwind totem for some reason, and even if they do it consciously you have to throw it in a perfect spot that will not get overrun by mobs in 2 seconds, but also not be so far that you both have trouble engaging.
And that is ONE (1) (singular) (one) skill. This becomes an issue when you have so many more skills, and you can either get overwhelmed, tactically use only some of your skills, or dump them all at once and probably achieve a better outcome than trying to minmax everything anyway
if i had a nickel for every time someone had to paste my shaman feedback in my stead i would have 2 nickels. which isnt a lot, but its weird that it happened twice
TL;DR: Shaman hard, skills complex to use both for yourself and the team, brain rots after playing, gave an example from whirlwind totem
to be clear i dont mean its impossible to play, or that the design in itself is bad. just my experience its a lot of effort and thinking in comparison to cbless spam off-cd, or throwing pots as alch
i could genuinely rant about this for days. ARGH
as a healer I HATE saturation and PI, its literally better than my whole kit combined, but not hard to use at all and kinda free tbh
i cant describe how better absorption felt when i used it as apoth.
well this is all slightly outside the scope of the update. Bottom line is, the support classes are all more in line now due to hiero losing its easy to use stat stick that threw whatever other classes had to offer out of the window. The devs can now focus more on making seperate identities for the support specs, and maybe diversifying their ways of helping so its less brainless.
Changing healing would require a huge rework in incoming damage numbers
I think it'd be worth it but I wanted to mention how monumental of a task it'd be
monumental...
I'd actually kill saturation healing altogether ( but buff some of the self sustain buy-ins to allow building for it still)
yeah healing changes have been discussed for a looong time, and its completely up to the devs if they want to take this on, but a similar discussion has taken place regarding damage scaling and here we are
Then kill health recovery potions too, by giving them a global 30 second cooldown
Ye again whole game mechanics rework
IH (plus injector) make glass fucks more resilient than they should be, without support
Saturation let's people that do very little investment into self sustain run rampant without healing for a while (with a single life drain on a piece of gear that's already good)
This is off topic but health recovery is imo something that should be revisited with the goal of strengthening build identity (and the qol of not eating every 10 seconds)
Just for the record I don't think damage numbers were ever changed when PI was introduced (R3 did not exist back then)
Current R1 R2 numbers were pretty much balanced around you having only one splash IH potion on your hotbar at most in fights
That tracks, since IH already existed in all it's burst healing goodness
God damn ih.. 3!!!!
will damage situationals be getting buffed/reworked? a lot of them are far less useful now
IH3 is probably the reason why Kaul has a bunch of attacks that are difficult to dodge and hit you for 7 hearts
It's interesting how back then people were always talking about how IH and eating is overpowered and players are already near impossible to kill because food healing is so strong
Then PI got introduced
food healing is for sure a much bigger issue then PI is. 1.9 regeneration is just completely nuts and it makes it so just about any good is like a regen 2 potion in addition to whatever buff it also grants. Then you can even stack this saturation to have it for later and to sprint longer. Lastly since you lose hunger so quickly when you take a smidge of damage you have to eat constantly. You get numb to it after a while but if you stop and think about it; at least 10% of your time playing minecraft is just the eating animation.
epic food items have to be extremely powerful to justify you ever wanting to have more then 1 food source at a time since their benefit cant be just healing when even steak is overpowered.
I'm not sure if its even possible to change the hunger mechanics though and if it was it would require and entire server revamp to feel good; since monumenta is largely build around small and medium fights chained together where you have a some downtime to heal up. Doing something like adding back slow natural regen would really hurt that gameplay loop.
so the game just sort of has to be balanced around every body having super regeneration; I can get why its so hard to make everything feel fair
Saturation stacking is definitely pretty broken especially the introduction of more recent consumables that lets you eat even at full hunger
But food healing has always been why CTMs pretty much almost always kills you with burst damage and not sustained damage
PI just went ahead and said "ok nope now you can full counter burst damage as well"
well PI is just a natural evolution of healing potions. You can only improve those by letting you stack them or giving them more healing. Insta heal has been broken the minute it was added to minecraft in basically every context.
Yeah I think what I'm trying to say is IH should've never been evolved upon and should probably be given out a lot more sparsely
Like if you know something is broken it doesn't make sense to make something even more broken
insta heal was arguably even more powerful before they buffed eating so much too; you used to only be able to heal with golden apple and splash heal.
The world when infernal 17 (without saturation helping you fire becomes threatens lethal on every hit without intervention)
well it makes sense to get an upgrade to splash healing when it plays such a big role in the game already. so far everything in monumenta gets upgraded at some point.
I think stacking potions (and then adding healing sickness) is a much better approach then making healing potions heal more then 40% health instead.
I disagree, if potions are going to play a big role in the game then they NEED to be accessible; or else its just to frustrating to have to pay up to play effectively. Having expensive healing potions would make wasting a single one feel extremely punishing; its why nobody uses totems of undying.
I'd rather have a 1000 weak potions then 1 strong potion that costs the same as them
Potions should't play as big of a role as they do
Honestly I don't think potions were meant to play that big of a role in the game when the server started
Because incoming damage is balanced like ass
At some point TM was super obsessed with resource sinks so a bunch of powerful pots got made and then pots felt like they played a big role in the game
walk into the alchemy labs gain, that dungeon SHOWERS YOU with potions. You cannot walk a single step without getting another potion. I knew 10 minutes into my play through that potions were going to be super important before I even knew what my class did.
I think this pretty much started the cycle of whoops we made some super powerful pots -> now the enemies need to do some cheap attack to kill you -> make even more broken pots to encourage people to spend resource on them when new content drops -> ...
Yeah...
well we don't need to resort to using the OP potions to win right now; just working off the basic buffs is plenty.
beyond extreme end game stuff, agreed
nobody is out here popping casino potions just to fight world bosses for example. The only time I even see expensive buffs get used is in EDD (corridors players also probably use them too)
I mean, you don't have to use them sure, but you can't disagree with the fact that they massively help
i can't imagine a15 being a thing without em
but a15 is extreme for extreme's sake
and honestly this is probably the best for the game. Just keep it so the basic potions are all you need and phase out super buffs
Another factor to consider- Monumenta 's difficulty is loaded in replayability (delves), something most CTMs do not design for. Areas are always "new" and players have no knowledge about the dungeon layout, spawners, and mobs to expect. Each run of a dungeon on monumenta brings more experience for the player, making it even more difficult to wear out the player with attrition compared to burst since they will generally know how much damage will be coming in. Monumenta has some incredible movement tools as well, so unless the terrain is particularly hostile, they can disengage easier with the longer Time To Death
Cutter my beloved
I think that's the choice the team eventually has to make, because having a skill that gives you 30% dmg with a 50% uptime when 20+% dmg pots exists is kinda oof for the suport class, same with healing pots vs healing abilities
another thing about expensive potions is that managing their duration is really frustrating. When you are playing with powerful buffed your encouraged to make the most of them and it makes any downtime feel really punishing. Sometimes its a good idea to just log of the server and only rejoin right when your group is about to start playing again just to keep as much duration as possible; which is just stupid.
when you have a cheap strength potion, your not stressed about losing its duration at all
if you die; its no big deal! if you die using casino potions you wasted 10 har
currently a15 players arent fully abusing potions. We use some splash potions for floor 1 and bosses but we are not fully buffed up and only have potions for about a third of the run.
and thank god; since it would be stupid if you had to use potions that are more expensive then the rewards you get after winning.
Yeah I agree, and it has nothing to do with how "hard" the content is too
It's braindead how we mitigate damage imo, and your health, as a resource, dictates a very small window of time for where mistakes add up and cause a death
Get slammed by mobs 10 seconds ago? Well that didn't happen anymore
There's barely any resource attrition either from that
i havent ever thought about that, but its so true... the support class can be replaced by a better version by just buying 3 pots for like 10 ar maybe
its not only the health its also the stats
to be fair MC servers struggling with potion balance is not new. Wynncraft for example has to have most of their common potions be completely useless and then have their good potions be more expensive then the content you are playing; just to keep that game somewhat balanced. You can break wynn in half if you use potions; but the server is built in a way where its not expecting you to have potions and it makes potions inaccessible to avoid making the game to easy. However that server has the problem of potions just having no reason to even exist anymore and the few potions that are good and cheap are completely insane. They tried so hard to make the game not center around buffs and its still flawed.
also silver pauldron just makes bers a healing machine
2.1 seems to have made everything at least 2 times harder
another mmo, skyblock just said "fuck it potions are now the default" You just always have buffs at all times and there are no more potions (well they are but only for one of their runescape skill systems that you can just ignore)
well it was like that when I played*
out of the 2, I acutally liked the "potions are the default" system more though. It felt more freeform then having an aspect of the game that is intentionally being underutilized and obstructed.
That idea with only allowing a limited number of potion buffs is not a bad idea
Thinking about what the actual point of potions in games is... and either there's an engaging game loop for upkeeping your potions (which I don't think I've ever seen attempted) or the potions are better as a "pick your good poison" build variety thing
akin to the guardian elixirs n stuff in wow, where you'd basically be able to have 1 guardian elixir and one combat elixir at a time?
active at a time*
Yeah I like that
interesting
That was what I saw earlier mentioned somewhere and I liked the sound of it
Of course IH is a whole different beast altogether
as it is in wow and others, a category of "these pots aren't an elixir, so they all share a long CD and 1 per combat limit"
although both of those systems seem.... difficult at best to implement, esp. the health one
we kinda have that though. The basic strength, resistance and speed potions don't stack. Its the alternative buffs that cause issues with potion stacking.
oh on the topic of potions sucking, can we delete dark thunder please and thank you
why do races have the highest entry fee in the game to play!
+140% speed speechbubble
additive speed rework when
TM Makes World Records Unbeatable, Part 20
also if they did additive speed in the same way they did additive damage i don’t think much would change because potions are separate multiplier from gear anyway
Petalbrews and the old potion injector were blatantly overpowered and only really survived so long because of their high cost.
No cooldown, none of that healing sickness, just infinite ih3 to survive any encounter
using petalbrews when you could use extinguishers.
It was pretty rare to use until people started farming Boots of Pride and selling Will on the market
Turned out selling people wasnt allowed, so they switched to just selling the currency instead.
just recently in cz or group content I have a new strat where you keep pi (well it doesn’t even matter if it’s a pi anymore) in inventory and have pot in your hotbar and you can either use it yourself or splash people
And honestly it’s paying off
Like believe it or not I saved a bunch of people
I’m convinced it’s actually good in group content when you don’t have cleric/ward
And also shows how common consumables are that I don’t even mind just chug it at my teammate when I’m not in danger
It's crazy how much untapped cheese potential there is
do potions splashed on others apply healing sickness?
don't think so
cuz normal pot usage
the downside to this is that you have to put another in your hotbar
but in most cases you'd only use at most 1 pot per encounter anyways
let iridium injector swap between modes and turn into a potion cannon that lets any potion be thrown
potions launched this way from a Cleric are 10% stronger
pi rework idea
pi is now a potion specific storage store up to 54 potions and when right clicked in inventory spew 1 potion in your inventory
removed hotbar functionality
I might be one of the 2 sooth players out there
So for the inevitable 1.20.x update that adds like that Pickaxe mining speed and what not, what else comes with it that could effect mm balance? (probably doesnt go here)
isn't food item data super manipulatable post nbt rework?
attack reach
This would be super nice
can we have at least one edible door somewhere
Friend
🔥
Would attack reach be higher on slower swords (telum i guess) then on faster ones (sote?)
~sug add make a new peb setting that makes pi/ii a virtual injector sorta like virtual firm
no idea how it'd be used for different things, just that it's come up
I mean telum is a big sword
something like that i guess, i was thinking more on things like tridents
melee tridents get an actual niche?
how does the reach bonus interact with swordsweep actually
Tridents having extra reach would be fire
no the point is to not make pi spammable
SPEARS!?
I would not recommend messing too much with attack reach
I would recommend messing around a lot with attack speed!
^
don't we already have that
Reason why axe is meta in cz
i belive Jimbob meant attack range
Mace with 30 block reach
short swords 
this weapon performing too well? sentenced to 1.5 block arms.
I will say if you’re gonna mess with reach it has to be rarely, or as a legendary option.
reach can go both ways 😛
or as a more consistent thing to a weapon type (tridents)
I mean it both ways
daggers weapon type real?
new delve infusion that makes you take 5% less time to eat a food per level 
5% is too much
Sentenced to not really useful treatment
new parameter cooking 😋
maybe? it doesn’t feel that much of a difference, plus there’s already the quick-eating something right after cd thing
i mean eating food in 80% the time plus whatever percent from revelation is pretty good
but that’s a bug ig so
+2% increased reach/ level delve infusion
placeblast cooks again
Mfw they release a new sword with -.1 reach and it ends up being impossible to kill golems or hoglins with it
can we give sliver like a fast eat time compared to other consumables though so it's not entirely worthless
i feel like it would only see use with either sliver right after cons elixir, or to annoy people 25% more with non-cd consumables that you can eat at full hunger
can we give sliver like a slow eat time compared to other consumables though so it's even more worthless
dude eating food takes up so much of your time
can eight slivers combine into Perfection, the first dungeon Legendary
Yes.
I will say any weapon that doesn't have the default reach or more is probably gonna be immediately terrible just because you can no longer safely melee
if the players get their arms cut mobs will have to too
pakstf can you introduce extendo arms so I can make melee into ranged
Not a dev so can't do that
it's not gonna work with most mobs being just 'you TOUCH miette?' and slapping you in retaliation
ban enough players to form a series of stored bits and arrange them into extendo arms
extendo arms will become a new default on dev tools
Honestly attack reach would really just allow the creation of Spears and other polearms as proper weapons
i want more reach so bad just for golems
because extendo arms is very nice for "i don't want that mob here anymore"
new class for spear
skt race construct in particular is so bad
sometimes i wish there were items with like Throwing Knife and Infinity
but that’s basically a snowball so doesn’t change much
but i like silly weapon ideas
I really just like it since it opens up more creative design for mainhands
i don't see it appearing on anything other than very special weapons like tridents or stuff like Telum Immoriel or Eclipse Splitter
i.e big fucking sword has longer reach
very generic
Exalted sword of the exiled gets -2 reach
Can big hat have more reach?
can big hat have more damage :3
so fucking true
me when “REGION 1 MAGIC - No changes”
although there were 3 valley items that were listed under other categories but all three of them were by 2-3% only
Advancing shadows now increases reach
rogue now plays at dagger range at all times
advancing shadows users
imagine the high damage offhand daggers have -reach
so you have to sacrifice safety for damage
wait...
that sounds familiar
I would very strongly oppose messing with range
its a pve mode so its a bit better
in pvp mode its pretty much an absolute no
entity scale is more interesting anyways
I doubt it's actually that good
considering scout is a class and they are not immortal
idk about attack reach but i like the idea of block reach for pickaxes
yeah that would be pretty interesting
imagine armor that makes you smaller 😳
might be too niche
but a curse that makes you bigger sounds pretty funny
i want armor that makes me bigger so i can bully everyone else for being short 
Curse of Chunk
imagine an epic mainhand that makes you 50% smaller and gives 2 block jump height
i have no idea how this would be useful but it would be monumenta’s dumbest movement tool by far
(although back in 1.20.5 early snapshots i was never able to get scale attribute on gear to work. but that’s probably fixed now)
honestly i just want every collosal to be different mobs but they get really big as you damage them
this will be a positive change
that would be the most op item to ever exist
its like worldly protection V kind of stuff
a lot of mobs can close the gap fast anyway so it won’t be a huge issue unless we give the weapons huge quake or kb
it would definitely be much better in a PVE yeah
feels like its better to balance it with slow attack speed
it’s not a get out of jail free card or anything, it being a mainhand means you can’t build (unless from offhand) and you can’t mine
weapon range should effect radius of quake and sweeping edge
Nerd pole from further up would probably be more effective
can cblessing get some love
i mean there was a combat snapshot with variable range and apparently it gained a small following
one of the main complains people had about that snapshot was variable range messing with a decade worth of muscle memory.
even right now some people already really hate the cumbersome weapons because they slightly alter your melee timings. imagine how unpopular something that dramatically changed your timing would be.
imagine -jumpheight item that makes you bhop faster
also regicide pls its so weak rn
Idk if the enchant itself needs a buff, but buffs to the regicide charms would be nice
ngl I have not noticed a difference between regicide before and after patch.
Hey, I've been thinking of writing a bit of my feedback and complaints but I realized some of my issues might be things that this changelog wasn't planning on solving in the first week of coming out or wasn't considered an issue in the first place. Soo I'm writing this to ask any TM members who worked on this to maybe explain the main ( if not all ) goals of these changes ( example of goals would be reducing extreme DPS via buff stacking, certain class balancing, situational balancing?, etc. ).
(10.42.0)
For the update on July 4, 2024
Major Balance Change: The Additive Damage Rework
Introduction:
After well over a year of development and several weeks of testing and bug fixing, the balance team is pleased to release a major overhaul to damage calculations we've termed the Additive Damage Rework. Under the previous system, all non-flat damage buffs were multiplicative - damage buffs become greater than the sum of their parts very quickly. This led to the following issues:
- There was a large spread between median and maximum damage output. This led to issues designing mob and boss encounters since health values would either be excessive for average players or low for optimal group compositions.
- High damage gear, class buffs, infusions, and other damage enhancements were required for high level content. Not using these tools meant significant underperformance in comparison even if skill levels and strategies between groups were held constant.
- Many classes had an advantage over others due to innate damage stacking or were limited to prevent excessive damage output. For example, the base damage of Alchemist Potions between Region 2 and Region 3 were near identical due to damage buffs in Region 3.
Was bfoce fixed completely yet
Cool cool, guardian dmg seems fine to me now then
Full combo dmg that abused several multipliers obviously went down, from 362 to 282
But usual dmg is still good to me
Can we buff volley
no
volley is definitely something at the moment
but moving it here i think honestly was a healthy change, even if not the most planned
oh, some feedback for new heavenly boon (u) (since that technically arrived with this update)
i think its placebo at most
lets be honest with ourselves, 1 second (maximum) of cooldown reduction every 8 seconds conditionally isnt anything useful
its even worse because of all the conditions.
In order to be used at maximum theoretical capacity (which imo still sucks lmao) you would have to:
kill an undead mob right after the previous cooldown ended
drop a pot from it
be in range of your teammates
for:
maximum of 1 second cd reduction
and then wait another 8 seconds
personally i liked the previous iteration, bar the class change after doing it making the whole thing useless as a cleric skill, but if i had to give feedback to improve it i feel like the maximum cd reduction and cooldown have to be buffed a lot
if i had to give my honest opinion though, i dont like it at all, and would rather see some other mechanics than cooldown reduction explored through the support aspect of cleric
hboon U should drop harming potions on enemies
i actually think on a conceptual level this is a great idea. by this i mean adding enhancements that turn the offensive aspect of cleric into a defensive one, and vice versa
It should able drop haste pot
haste pot would be nigh useless imo. 1 minute 30 seconds with luck involved isnt something you can rely on when building, and once you reach bhop speed the additional haste is also minimal
well thats from the perspective of attack speed. for faster spawner breaking itd be nice
Yeah ngl I'm bias but it's a great change unitoncally
Volley was high key busted
Yeah
Now it like
Can wipe basic mobs but anything that... shouldn't be 1 tapped isn't 1 tapped anymore
scout can’t solo gallery anymore
they gotta reset the lbs for gallery most of the records are unbeatable now
just wait until we get more wool dungeons

