#Celestial Zenith Feedback Thread
1 messages · Page 5 of 1
and for bosses the shadow is doing infinitely more when its on
this isnt impressive at the top
i only hopped on this train since yesterday
cuz that run yesterday was wild i felt like a caster
HYPER do a run rn and ill put on that
baller mindset
and show you gravity bomb
you have a sample size n=1
i know it can hold its own but genuinely all i see you and the other one doing is getting near one shot while having identical clear power to a caster
the other one
well thats the point
its identical to a caster + it has RF
i never see rf do anything in boss your 2.4k damage ass is not believable unless you get real lucky
bumky can second that
it is very believeable
we do
bros
its zenith discussion thread
let us discuss and argue the zenith meta
ANYWAY on my mamas LIFE steel cooks asf asf
and regardless say it has a really good single target burst why do you keep DYING
cuz i suck

its damage requirement is strictly higher to get the effect
shadow is just better in all bosses its not even close, if anything vesp is the closest cause of the low damage cap
you keep dying
ok
i dont want people to continue the manmonke stereotype like this but you just KEEP DYING
@rough umbra join a18
BRO
let me join i will prove myself i cant let this slander SLIDE
yeah let him join
Yeah I sure did a whole lot of nothing that fight as the shadow
Manmonke isn't really exaggerating ngl I got deep fried in total value contributed to the entire Zenith attempt
I was borrowing bumky's charms too so me being illequipped isn't the strongest argument
n=1
i know i was so wrong
we got cooked at 1% hp
dude
😭
DISCLAIMER: Any old ability is what it is now in trigger. (Ex; Metalmancy Icon is Gravity Bomb, Slipstream is Aeroblast). Things ARE ordered in tier btw.
is this cooking
based enlightenment SS tier
alright lemme go thoguht a couple of questions
or thinfs
rejuv is not ss
taunt is a now since nerf
no way ewuake is above apoc
and nov
a
crushing earth is basically impossible to use
taunt still s just not that crazy anymore
ward of light is way better then wors abil
only a tier thing about it is its a cloak block (and makes surviving with no clear like 2x harder, 4x compared to having cloak)
but dps is like 2 passives
lemme make some ajustments
did taunt get changed
yeah
Volley in b is deranged
volley without sharpshooter is c with sharpshooter its easy a
ive killed elites+dreads using enigma volley with like legendary volley and split arrow/sharpshooter, doesnt even need to be charmed cause they do nothing anyway so basically free aoe
doesnt have competition for trad steel ability slots either so its like the most free ability in the game
maybe raw power its too dependent on passives/rarity to be a tier but cause its a no charm req no ability competition ability its pretty 🔥
reverb just goes hard in big groups
kill a bunch of normal mobs/the base elite with it and everything else dies
chat ill be honest i think you should still be able to get envy on f2
by that point you can have a decent amount of abils from ur main tree so its not completely over
I think I would rather come up with a way to nerf it but make it f1 only
well
it is actually F1 only but if you pick your curse immediately as callicarpa dies you are still considered to be F1 so you get f1-only curses
so it's a bug
idk how it can be nerfed without still having the same issue - if you just make it keep your talisman tree but swap the rest itll just be a buff half of the time
What if it just unlocks all trees instead 
Unironically a curse
I had two ideas
- a buff that could partially make up for your build/charms being messed up (recharge rate or damage or something)
- something that is related to a possibly upcoming system
💀
make one without rp
i aint know what half of these are
like wtf is this
maybe change the background to white or sth
that will be better
idk if the website can do that though edit: you can
that looks like split arrow
it is split arrow yeah
shrimple make it non rp icons
rise up my non rp users
curse of envy is super fun if you get it later in the run (f2/f3)
honestly more of a blessing than a curse
? ? ? Me when i have no abils yet and it appears 🙏
yeah tell a rp artist to not use rp 
I did not tell u to not use rp i told my homie fasty to hook me up w an rp less tierlist
i just realized it's f1 only and you can only get it in f2 due to a glitch
yeah it's pretty bad if it gets fixed then
I'm gonna suggest this here but;
Thundercloud Form should be split into two charges. Look at gravity bomb, look at avalanche, big hit attacks have to be in multiple hits to work, as there is a dread after the elite, maybe there is carapace, etc. It is just essential to have multiple instances of damage on a large damage attack in Zenith. Meteor gets away with it cause flame has a variety of abilities to use. JUST MAKE THUNDERCLOUD SPLIT INTO 2 CHARGES!!!!
Wind becomes a real class then
just let them cook
Erm acktually 🤓
Take off damage
does anyone know if lust is 0% or max% damage reduction if you are solo?
I would assume it should be 0%? But like probably max if solo
If I’m thinking about how it’s coded
Unless they have a check for no other players which I doubt since I didn’t set it mentioned
with new chronology modifier it would be cool if a skill like divine beam or maybe ward of light got changed to an aoe lighting mechanic, like maybe a frost nova but with glowstone/torches on the floor, or just makes the player emit spawner damping light or something
mostly divine beam that thing is useless
also to answer my own question no it doesnt reduce your damage solo
light level itself doesn't actually affect spawners but it might be neat if some dawn ability placed torches on them
what are you actually suggesting here
Thundercloud Form has use beyond the damage, it doesn't need to be a nuclear bomb
fly hax
I do think the AoE partial damage should be buffed but a second charge sounds beyond overpowered
minimum 8s on demand flight with two fuck off beam attacks tied to it
yeah but I could see thundercloud being used for escaping lava if that even is a big problem
also the demand for multihits is more of a delve problem than a depths problem even if we have kind of done bandaid fixes before
me when I am being pressured by Vesp with my lifeline down so I just camp offstage
TCloud form does fine in Depths, Zenith has so many more mobs
yeah thats the problem he was getting at since carapace voided it and dreads would always remain
bandaid is bandaid
2 charge TCloud in Vesp is like 1 charge fly up and floor loom then wait it out and use 2nd charge and floor loom again
maybe squeeze out some bridge modes
mountain dew to maybe stuff in a 3rd use
harambe there is literally a clip of you dying in cryobox to voiding out while standing
wouldnt be as shrimple as first proposed but obviously if stats are kept as they are now theres a problem, not that multiple charges is a good idea anyways
this was a product of the game, mscr, and myself all lagging at the same time to hide a wind pool telegraph
yeah but it shows the void out anticheese for building
yeah but at that rate oh no skyhook vesp cheese !!!
noone actually follows through with that when that high because it doesnt do anything
me back on my bullshit (I am spectating my own A18 Vesp clear)
assuming floor loom decays after 3 seconds, you can sit offstage and avoid all the arenabound attacks for roughly 20 seconds
with Dew and Last Breath as the lifeline that you're waiting on you spend about half of your no lifeline time somewhat out of danger
it's a neat concept but Zenith punishes you for not taking the "you obliterate the population of a small country" route
yeah but losing that teammate in later ascensions is usually an active detriment
i have never seen someone do this with skyhook let alone 21.5s ult
you can already avoid most threats by just building 3 blocks constantly anyways
Oh yeah was enlightenment charm cap being reduced to 50% intended? Seems like a weird thing to change
high asc brood web keep ignoring so many ll like cryobox, horse
Cryobox doesnt block any hits
Make it so you shoot 2 separate thunderbolts or make the damage 2 separate instances somehow
doesnt it atleast triggers and give you absorb instead of skipping it
it gives you absorbtion after it triggers, so if you go from like 40% hp -> 10%hp it gives you absorbtion, but if you go from 40% -> 0% then you just die
in brood it works the same way but doesnt spawn ice
Intended yes
:clueless:
what if crybox "froze" your health bar for a little bit upon proccing?
also known as iframes
So like stasis but without the stasis?
its just iframes
no it will forever be an abysmal lifeline for this simple reason
with noone recognizing that the lack of a blanked hit is not a thing that can be played around
That's true
I forgot about that
My check list is blank a hit and maybe rework it into some prismatic u stuff where it gives u dmg upon proccing idk
just blanked hit would make it usable
it would bring it in line, it already has a secondary effect that could match at least escape artist if it were usable
Cryobox versus Steel Stallion is still so funny
neither truly blank the activating hit
instead one gives you like 16 health and entombs you while the other gives 130 health and increases environmental traversal for 20s
yeah at least the honse for all intents and purposes will blank the hit
it truly makes a lot of sense
old Last Breath is still funny
every 60s you autodrink Dew when you take damage instead of having any lifeline at all
and current cryobox is still worse than that 🥶
me when my lifeline doesnt save my life and if i survive it makes sure i die by trapping me in an eldrask phase
would be so much more usable if it didnt just box you in a coffin
Cryobox when it locks me away from rezzing someone 🤙🤙🤙
by the way and maybe this is intentional but phantom force is awful. even spawner rushing in damage stack gear you rarely kill any mobs and since it isnt aoe it doesnt even serve as a good carapace remover (this is with max damage charms)
definitely needs to be multi-hit or explode with aoe damage, right now even as melee i would rather take flame spirit/whirlwind/sundrops
understandable that a spawner break shouldnt have a crazy impact but as it is it really just is a filler rng debuff stat
like honestly if it just exploded with even lower damage (or no damage and just have it be an aoe weakness debuff) than it currently is that would be fine since it would at least remove carapace which sucks for shadows purely single tick damage
^ this is from a high asc perspective but ignoring the 4 actives limit, purely about how effective/impactful it is
I wouldn't want to change it purely for carapace since thats eventually™️ going to be cut hopefully
Spawner breaks are weird to balance and they shouldn't do too much but I thought it was in a decent spot/had a decent niche already? None of the other non-utility ones also follow the player around which alongside silence/being melee damage is the main gimmick of it
when ive tried to use it the vexes mostly just get wasted immediately on random normal mobs, maybe if it targetted elites (maybe with a vulnerability effect) or you had more control over when they attack it could be more useful?
Phantom Force is gas in Depths
Seconding big appreciation for Phantom Force in depths, though the 3->2 summon nerf is quite unfortunate
phantom force is ALSO gas in zenith idk what oracore is cooking
"random normal mobs" also happen to be mobs u have to kill and the vexes do pretty good chip dmg on any tree so i think its great
the weaken effect sounds pretty good too
would be nice if it had a better aggro system
sometimes it just goes for the most random mob at the other side of the room
no its not send a single clip of it doing anything, and its wasted on random normal mobs cause it doesnt even manage to kill those
the weaken might matter if it targetted elites not a normal mob that you kill immeditately
it doesnt need to kill them
its just nice chip dmg
also kb's mobs which can be surprisingly useful
yeah 10% of the health on 1 mob (takes both vexes, one to break the carapace) out of 6x legionary non-elite mob spawns that you overkill anyway is very helpful chip damage
idk i go off them feels and when i pick phantom force or anyone in my party has it i can for sure notice
its the best spawner break besides whirlwind probs
maybe seems good to me
sounds this feels that seems whatever. try it in an actual run and actually pay attention to what it acomplishes/has a useful impact on (pretty much nothing)
and i imagine it has the same issue in deep edd, carapace makes it already 50% useless and the ehp scaling will make the chip damage (which is on 1 mob) entirely insignificant
I have witnessed the opposite- the absence of charms makes the skill much more effective in the hard version of the content (high floors vs high ascension), the lack of attack damage required means it's generally equally as strong for all players instead of losing a reasonably high multiplier to universal damage scaling, and far less aggressive health scaling (Zenith mobs demanding significantly buffed skills to consistently one shot mobs vs reasonable health values especially on F1-2) makes the skill hold its own well
Mob count per spawner being less in Depths on average also contributed towards Phantom Force being effective (especially if chronology allows for a second spawn wave)
so going purely off of 1:1 numbers comparisons in a high 200s (maybe 300?) floor normal edd mobs had ~110 hp, compared to a f1 a18 zenith with mobs at around ~130 hp (or dreadlings: 63.3 vs 106.8)
i had maxed damage phantom force + maxed advancing in floor 1 (similar to legendary phantom force, and advancing+damage stack gear instead of tanky steelsage gear makes the difference realistically way higher than in edd), and i am almost completely sure that even when I tried spawner rushing to stack vexes it did not manage to kill a single mob (and in normal clear it did not help, they all target 1 mob which rarely makes a difference in hitting thresholds, and even if it did its 1 threshold out of 4+ mobs)
TLDR: my stats wouldve been doing MORE damage to mobs with nearly identical health, and the vexes still had no real impact
basically, there is literally no way it is effective in deep edd, idk what you witnessed but unless you have a clip of it magically actually doing something despite massive lack of buffs you are just wrong about this
also this: "the lack of attack damage required means it's generally equally as strong for all players instead of losing a reasonably high multiplier to universal damage scaling" means nothing, no high damage is required in zenith its just prefered because theres a revive system and higher damage is (usually) faster
and more importantly you still lose out on a massive amount of damage, if it sucks equally for everyone it still sucks
now its just a spawner break so i dont mind if it stays bad or changes completely, but saying it holds up in high delved content is just not true
like its just a massively worse version of flame spirit, you lose out on aoe multi-hit damage for your vexes to travel 2 extra blocks before immediately hitting the very next mob spawn (bloodthirsty wouldve brought them to you anyway)
I'm picking Phantom Force over Flame Spirit probably 90% of the time because of the versatility that the vexes provide over the stationary Flame Spirit
the ability to strip Carapaces, chip down healthy enemies, their knockback is significant, and the debuffing power is much appreciated
they also carry the capacity to kill in Depths if enough of them stack up, which is quite easy to do if multiple party members run the ability
it also rewards the process of mob kill > clear spawner whereas Flame Spirit rewards breaking the spawner before clearing mobs which can cause a slew of issues for you or even your party in Depths
when the ability was 3 Vexes per spawner, the ability is observed significantly damaging the F1 Twisted Miniboss singlehandedly (roughly 50% of its health after the area nearby was cleared out)
not the strongest testament I admit but the minibosses can consistently tank half bursts from Shadow players before dying
for an ability that I do not need to make any commitments to (maybe selecting it as Twisted to buff the vex quantity), it is extraordinarily effective
- carapace(s) is generous, there are two vexes that often target the same mob
- they arent stacking up with legionary, you mine one or two spawners and then activate another 10 mobs from more grouped spawners, those 4 vexes probably wont even kill 1 mob, at best they strip 4 carapaces
- bloodthirsty brings mobs to you, legionary can pressure you backwards if you spawn too many mobs flame spirit is not only useful for spawner rush
like theres more i could say but its just objectively bad, there isnt really anything to argue here
yes its a spawner break which requires 0 commitment which like I said is why its not a very big balancing issue, but it really is objectively an underwhelming spawner break. compare numbers or watch it do its thing on its own (not with random spells hitting mobs and giving you placebo) and you can very easily see it virtually does nothing and is by no means worth a twisted room upgrade outside of having no other picks
if you wanna record a clip of it "carry[ing] the capacity to kill in Depths" by all means i will take back everything ive said, but that wont happen because 2 low damage single hit vexes do not have the ability to back up such a massive claim
and like i said here heavily charmed setups running bis damage builds in zenith are objectively more effective/damaging than tankier uncharmed edd gameplay. if it cant succeed in the extremes of zenith buff stacking there is absolutely no chance it is doing anything significant in deep edd
Why would I be depending on a supplement to my clear power to singlehandedly clear in Depths. Why am I also depending on a spawnerbreak to correct my mispositioning that lead to too many mobs spawning in.
if I engage a spawner and there are 4 mobs, all being carapaces, the Vexes remove the necessity to strip a Carapace and I can immediately contribute to the clear by oneshotting the first mob and Brutalize stripping the other 3
the Vex also deals "true" knockback so my engagement against the targetted mob is free of the risk of hit trading or jumpblanking
Spawnerbreaks very consistently come up after the engagement is cleared, Phantom Force provides bleedover value that keeps the pace high and control of the field more into my team's hands
Precision Strike (not perceived to be effective enough to use as a focal skill) and Permafrost (Twisted has an unrelated passive that helps Frost in general) are the only two others that provide bleedover value that competes with Phantom Force
Sundrops is neat too but is inconsistent without a multiple player commitment to the spawnerbreak (admittedly pretty easy commitment to make pre Phantom Force)
Legendary (not Twisted) Phantom Force in particular was able to put out nearly 50 damage Vexes with Vigor 25 and Bark of the Gateway Tree as my only gear damage
im not going to repeat myself for the 3x, you are wrong for the many many reasons i have said (and from practical real actual gameplay, not theoretical and arbitrary comparisons)
no one said anything about using it to singlehandedly clear except for you claiming that it was able to do such an absurd thing, it just needs to do something (stripping 1 carapace from a single mob is not doing something)
its not literally doing nothing, breaking 1 carapace is something, but breaking 1 carapace is not something worth an entire ability slot
"Precision Strike (not perceived to be effective enough to use as a focal skill)" literally phantom force right now, its the precision strike of shadow
50 damage is enough to lower thresholds on a vast majority of the healthier basics in the game
Phantom Force was designed to just be a very solid no-nonsense helper and I think it is doing that very well
definitely not very well, but sure it is a spawner break of all time
and 2 sub 50 damage vexes is not enough to kill a single mob in deep edd, even ignoring the carapace negating the first hit
like you can kill 1 dreadling with it, stellar ability
i think just making it target elites and/or focusing more on the weakness aspect of it (buffing its damage/aoe could be problematic) is a very straightforward buff to it that does not deserve to be this controversial
This user's mind is SET, they will NOT change their mind, arguing is USELESS
yeah man, cause ive not argued at all or made any valid points
people spounting misleading and exageratted stories about their phantom force usage is not something that will convice me to change my mind about it, ive said "if you wanna record a clip of [misleading/exaggerated claim] by all means i will take back everything ive said"
So have the other people talking here, but you're the only one saying im not going to repeat myself for the 3x, you are wrong for the many many reasons i have said as if you have the objective truth and the others are lying to themselves and everything they have brought up is entirely wrong
user said "3 vexes did 50% of [a twisteds] health" and then went on to say that they do less than 50 damage each
You can't just say something is misleading because you disagree with them 😂
my brother in Christ the Floor 1 Twisted room has more than 1 spawner
the point being made is that they provided impressive chip when the enemy in play was paid zero attention or mind
this isnt whats happening? its misleading because its not true/exaggerated
If you keep the pace up, the Vexes can easily pack up and supplement your engagements in very large numbers
And as it turns out it's only not true/exxagerated because you didn't read/understand what they said 
except i did? i quoted directly, you are trying to discredit me personally off of nothing
how about you keep the feedback conversation on the topic of the ability instead of yapping about my mindset
me when I misunderstand the statement
if your vexes are stacking up then they literally are doing nothing, they are single use per spawner break items, if you are ending encounters so fast they cant even hit mobs to go away then its even more useless then ive been saying
when I say "I cleared out a part of the room" that means I have broken multiple spawners at that point
what did i misunderstand
by quoting you
keeping the pace up =/= going at a flat rate in every engagement
this
The exact quote was:
“when the ability was 3 Vexes per spawner, the ability is observed significantly damaging the F1 Twisted Miniboss singlehandedly (roughly 50% of its health after the area nearby was cleared out)”
Which you misinterpreted to “user said "3 vexes did 50% of [a twisteds] health" and then went on to say that they do less than 50 damage each”
the statement with "3 Vexes" was to add the context that this was prenerf
yeah i just cant comprehend what oracore is cooking here
ok how does this make it a good ability, no one is clearing out everything except specifically the twisted and then mining every spawner just to not even kill it
it is exactly that, you pick it and get decent value from it no matter what
Which is to say that when there’s a mob that is not agro’d then the vexes spawned from the ability after a fight can go towards them and deal a sizeable chunk of their health before you actually get to fighting them head on. They could also go towards the next engagement allowing you to keep up the pace with either carapaces broken, or damage + debuffs given to help out
there is no decent value, its a nothing ability
but that just feels
objectively wrong
vexes were doing like 30 per for me in my steel set
granted it was like legendary with universal multipliers but still
if the vexes stack up and I have to slow my pace just a little, suddenly they erase an Ember and a Malediction for me
what does 30 per do??
fr when they stack up it is very funny, cool looking, and is good
I don't see any other spawner break do that
chip dmg? they can easily stack up and kill smthn
ok?
what do u want from it??
do we have to buff flame spirit now to kill mobs instantly?
its a spawner break
Flame Spirit is also chip damage so I don't understand how its value is so much higher
no cause flame spirit is phantom force but its aoe and hits multiple times and is actually useful
Flame Spirit cannot move or debuff or knockback enemies
consequently, lack of movement also means lack of stacking barring stacked spawners
🤔 off topic but nicknon was talking about AS rework, what if we replaced it with some melee spell skill that is multi-hit (maybe slashes?) and gives % attack speed when you hit mobs
i had the idea and i didnt wanna lose it granted its such a simple idea
true
the kb is
pretty good
like it can stagger mobs pretty easily
you could do a Chroma Blade Sidearm hybrid where you get aoe swipes
that would be quite interesting
2-3x every say 8 seconds
chroma blade would become kinda useless tho
idk how to make Chroma Blade useful when Blade Flurry is in that slot
the tree aspects are cool but ability is so long
if its getting reworked it giving it a flat stat buff would be counter productive, just gonna turn it into the passive it already is
how would turning it into a castable melee spell be worse then what it is now
with this logic flame strike is just a passive ability
AS is the center of balancing issues for Zenith Shadow
the %attack speed?
it cannot continue to exist in its current state for Shadow's sake in Zenith
its a passive?
ok?
that is the issue with as
only if u hit the mob?
when would you not hit the mob
thas what i meant
the ability allegedly would have a cooldown
bro what r u tring to say im so confused
anyway i guess thats better and shadow needs more aoe
i would rather it keep the teleport though its the only movement on shadow
Wind Chroma Blade :^)
Depths Shadow is gas wdym
steel
idk i took that whole phantom force debate off topic
back to it i seriously think its perfectly fine
classic case of shadows COMPLAINING about their viability (joke)
if anything look at like steels spawner break
it just sucks, it has a niche but it accomplishes nothing because it cant be too powerful but at the same time low single target damage does not scale with delve mods
i forgot what its called ngl
phantom force is barely better than that because it breaks carapace, the tiny damage increase is like identical though
spawner breaks are so bad that phantom force just visually doing something makes if feel much stronger then it acutally is.
it just does not kill anything without melee armor and shadow cannot take its own spawner break because of the abil cap.
Thats the problem with spawner breaks, you cannot take your own break because of that abil cap. Even if you play in low ascensions the spawnerbreak is the most expendable slot and you will always sacrifice it over any active slot if you have too. Sundrops is the only spawner break worth using on its own tree; its also the only acutally good spawner break.
that said I don't think spawner breaks are in urgent need of fixing. If any slot is going to be bad it better be that one, since if spawner breaks became meta you would run into annoying situations where your teammates "steal" your spawners.
but I will say that if all of the spawner breaks where to disappear very little would be lost.
I think one effect of phantom force that’s not talked about much is them being small radar for mobs
They can spot hiding mobs that you might not notice and when they just stay you can know for certain that there is no mobs hiding near you
Well, pretty helpful for my playstyle at least, mining spawners is often after killing everything so it spotting hiding mobs help me not getting jump scared by the one carapace chiv vengeance superbuffed albino rat that flew to the ceiling
visual explanation for volcanic meteor change and bugfix
y = damage 100% to 0%
x = radius
black line = pre-update, uncharmed
red = post-update, uncharmed
blue = post-update, charmed
dotted = pre-update, charmed (notice the max damage radius being affected 3x more than it should be)
essentially, outside of the charm bugfix, its now more consistent and you can't get 2% damage on the edge of the radius anymore
however it was reduced by a block to compensate (so you lose 1 block where it previously was 25-0% damage)
seems like a fair change for meteor, more consistent for a bit less damage
but whats this, am I seeing things a frost buff!
not sure what the point of buffing ice breaker by ONE damage was, but ava really needed the damage it just received and i'm exited to see what snowstorm does; although I kind of wish it was piercing cold that got the axe instead of nova.
it was to standardize the values and make them less silly numbers
Yeah 19.8% is silly when you could just write 20%
As a non shadow I’d assume shadows will struggle without the mobility from as
Playing with ppl who don’t get as for vesp is so painful because they have to run a marathon every time the boss tps or magus spawns
"Fixed Icebreaker not counting Vulnerability as a debuff" hold up this is like acutally really big?
frost is a way better side tree now, shadow can get free damage
Can earth and steel get a free damage passive too
I think you will be fine with toughness and bulwark
steel is the least useful utility to other trees that is true but rapid fire and stallion are pretty decent
sidearm!
For cz lifelines don’t really matter to me, i just pick the first one I see that isn’t cryobox/saviour so I stop getting them offered
Steelsage's utility for other trees is hard carried by Steel Stallion (best lifeline)
n ope
ig split arrow is also ok only for eyes
Sidearm has decent burst now even for other classes
I'm not sure if steel/shadow abils being bad offclass is something that can be fixed. The only thing I can think off is to just add more trees that are built around melee/proj
earth kinda has melee damage, but it's focus is tanking so it cant take advantage of it.
Hi I want to yell at developers.
Frost was changed, Ice Barrier, Piercing Cold and Ice Combos are great, I like the fact that those offer more damage now by themself, good change towards ice being closer to fire with it's own gimmick
Frost Nova got changed.
...what?
Okay, I gave devs benefit of the doubt, maybe I was silly and eliminating frost nova as insanely good ava partner is all that needs to be done in order to stop Ice form only being good as burst damage deale- Never fucking mind they did nothing.
You reworded the skill to be fancier, added more capabilities and made it a better carapace breaker, because that's what it was, you casted Nova to break carapace and do Ice, and then Avalanche to nuke everything...you can still do that.
All this did, was made Nova itself better, while also allowing Ice to pick Curse of Inpatience (as if they weren't already) because you have to wait that second longer for Nova to spawn enough ice to still nuke everything in 10 blocks radius.
This change to Nova entails more or less nothing, nuker playstyle is still the most valid, Nova is still the best (now even BETTER than before) partner in crime for ♿ and I continue to wonder whats devs were cooking
BUT WAIT I am not just shitting, I want to offer an fix, an insanely easy and fast fix that will kill the issue, and maybe help indirectly buff potential of part of icebreaker (more dmg to debuffed enemies), Namely:
Frost Nova: Does everything the same it does now as shown on image, BUT DOES NOT PLACE ICE instead the slowness effect is like 30ish % maybe higher and lasts a bit longer
(image yoinked from spoiler-chat from nicknon so that there is reference to those who didn't touch the skill yet)
...?
(Frost is exclusively played as ♿ , so Nova + Ava combo being a nuker, you cast those, and more or less do nothing next 10 seconds for those to go off cooldown, and repeat again, that is not healthy or interesting playstyle that should be offered or even suggested to players...)
Yes, but when I saw Nova Change I really thought that maybe devs were ahead of me and wanted to kill the crime partner instead
which would be valid fix
but...no
The intention is never stated
They did not say killing nova ava combo is the intent
I like the new "nova" it's unique, but it's still too good for ava and will ocntinue to be used for absurdly good nuker playstyle
avalanche will probably get a change eventually because no matter what you do it's a place ice -> avalanche to delete mobs
I am also a bit confused about sidearm cooldown reduction nerf, Steel already was a pickoff class, taking care of enemies one at a time with ocasional CC and being closer to a sub dps than full damage dealer, but I don't play steel so maybe it doesn't impact sidearm too heavily
by itself that's valid, swap ability is always meant to be the most powerful in class's arsenal, but nova kinda made it too easy, instead of ocasional burst of damage to help break something, you just exclusively run that
the sidearm change was for the charm stat which we thought did too much (3 -> 5s cdr is an entire 66% increase and especially combined with the +charge stat it was a Lot)
I think it should still be good, it's just that you have less of an uncharmed/charmed discrepancy and can't fully refresh if you hit 2/3 or 2/4 shots (assuming -30% cdr for 9.8s, you'll need to wait about a second now due to the total cdr being 8s instead of 10 in that scenario)
Frozen is on vacation for 10 days so ability changes are going to have to wait but I'd like to come up with an avalanche partial rework eventually that isn't as one-dimensional while still keeping its identity
I don't think it'd do all that much currently to force a lance/barrier/pcold pick by removing snowstorm ice entirely
Even though I get that it can be a repetitive playstyle (and maybe Snowstorm is too much of a "do everything" ability but its too early to tell)
that is because of how ava is designed not because of nova
if all abilities place ice and one of them destroys all ice for big damage then you cannot turn the class into something that isnt a nuke class
if you dont like playing a nuke class then play flame 🤷
removing ice from nova does not fix any problem and would make it the only frost abil except for combos that doesnt place ice
Ok the last one is fair
But calling frost nuke class is wrong
And also wrong about ava, it's fine on it's own because it works in circle, ajd there just so happen to be other skill that places insane around of ice in circle, because of that those two instantly got paired
Doesn't justify killing nova like I suggested, it should defo keep its ice, I was wrong in that regard.
But then ava needs it's changes
someone who does not like to talk i nfeedback threads suggested to make snowstorm replace Avalanche as Swap Key ability, and to give Ice a new Shift Left click ability
I like the idea, but it would probably require cooldown/duration/damage changes to fit that
I do find the new multicharge Sidearm to be more fun than the previous Sidearm
good change imo
Np
I was referring to the numbers change this update to a charm stat it has but it is cool I agree
oh ok
Yeah snow storm seems cool but still just fuel for avalanche still cuz that's how this class works
willing to try it and new DD Scythe out in DD and see where it's at there
new Y......Yx............DD util scythe rework makes it kinda crazy for Dawn, I think
respectable melee stats and improved magic% all things considered
probably a great meleemagic hybrid weapon
just caused 3 deaths in one floor of a18 because i started with cryobox please rework this shit
Random thought but can we get new zenith elites
Nothing wrong with the current ones
Just want new ones
Zenith mobs are something we’ve been thinking about quite a bit
Yeah
They are getting stale Ngl not bad but just old
And a lot of them overlap in niches
New elites sure would freshen it up
And some rebalabcing to current ones
I hate the rat
snow storm placing extra ice opens the door for your side spells to acutally be useful since you still have ice to work with after avalancheing.
snow storm can also acutally be lethal to weak enemies which is a big deal for a class that is tied down so much by a single cooldown
its a major buff for the class that makes it control better without just bringing back the carpet bombing meta. Since they don't want to bring back avalanche nuking, I think this rework was very well done.
It just is lethal
there are a lot of things wrong with the pull normal f3 mob

THIS IS SO TRUE
please nerf atleast the attackspeed/pullstrength of those fuckers it geniounely is worse than pull specters
I think overall pull strenght should be worked on,
It's hillarious that getting pulled by a mob in point blank yeets you like 5+ blocks backwards past mob, while getting hit far away is literally nothing (except malediction specter)
It's like the function of pull is for some readon reversed on dreadnaught and those star point/cz mf's
at least make the trident guys skeletons instead. Its super annoying how drowns have NO telegraphs on their trident throws; skeletons and blazes have really important telegraphs that make them much more bearable to fight.
if you turn around and see a trident mf who was not there before, you dont know if your play should be to imminently shield or try to kill it right away because it has no animation to show when its about to shoot.
this is unironically would go so hard
like not seeing them winding up the attack is already annoying
atleast with ameldiction u can tell when its going to pull
maybe you could do something else like make their eyes glow red when they are about to shoot or something, idk I just think drowned are annoying since mojang added them to the game in 5 mintues.
it would be a massive improvement if all frost ice abilities changed to snow blocks or something, ice is extremely annoying to play on
it completely kills your momentum when it spawns and then gives you weird sliding movement for a short period before again despawning and going back to normal flooring
that's actually a huge suggestion holy shit
I really like that a lot
FROSTborn not ICEborn
if you ain't making that a suggestion then I will in a moment
sure ill add it
W
I kinda agree here. Ice helps the frostborn itself a lot since you are in control letting you take advantage of the ice speed buff. However it can be really disorienting for your teammates to suddenly get ice under their feet.
it would not be hard to just change the frozen domain block to snow (or any block) if all of the ice is going to be changed to that
Nah it works on its own it actually does damage
Ava is the problem
This new ability is nice
Something that justifies the class
But if anything make all the abilities tie into each other than being feed for Ava
Like what if instead frost lance shattered ice that snowstorm places
You have to be more tactical in where you shoot and how to position your damage
While also providing you with some range away from an enemy
Ice barrier is not just nice damage it provides you with something to block enemies or a bridge to run across
seems like a bit of an oversight in charm rebudgetting, this charm got downgraded for being a 2 star (im guessing it had unused budget) while the 1 star went unchanged because (im guessing) the slowness couldnt be removed
would make more sense to prioritize keeping the base stats on the charm before using budget to "upgrade" the charm, in this case all it did was make the charm worse by trading stacks for slowness
it wouldve made more sense if the unused budget was used on bringing the slowness amp from -9 to 0 but not by removing the positive stacks stat in the process
Hmmm it should be keeping every stat and then only upgrading at the very end if there’s leftover budget, so this is definitely a bug
Noted that down
oh, can my charm be fixed since its a bug?
Not until I’m back from vacation
okay
am I the only one who thinks that THIS ROOM is not okay at all, or am I just malding
the door always gets jammed even if your not speed running because the mobs live underneath it. It also has the highest mortality rate out of all of the rooms in the game from what i've seen so far.
its this end section, its really hard to deal with when all it takes is a single colossus to destroy the whole thing (also has a whole fields worth of tall grass to mess with shadow)
huh I don't feel that bad in this part
creepers and slimes can drop on me and that's about it
tall grass is a little too much
if I'm recognizing it correctly that is
its one of the new f1 elite rooms. That end section has 2 laser elites in it (one right before it starts to the right). to be fair this room is at its most annoying when you are trying to rush. I have yet to speed past it. You can't get past fast enough to prevent the door from getting jammed and this leads to somebody almost always dying because they get stuck.
ah yeah I didn't recognizing it wrong
well I have not rushed before so
normal clear it feels fine
in general a lot of the new rooms are super dangerous. Pretty much all of the new f3 rooms have deep pits that are lethal to get pulled into (and you will get pulled at some point thanks to chrono legionnaire 5 trident spam). I'm not ageist rooms being more dangerous but these new ones are mostly much harder then the old rooms which are mostly easy.
f3 ones are indeed a lot more dangerous
a lot are just elite openfire
imo the terrain is a bigger concern then the elites are. If you get pulled into a bad position in high ascension ever, you likely just die instantly because you just used your abitlies 3 seconds ago.
pull into pit is a much bigger concern then spawner clumps since pulls are really unpredictable but your always should be prepared to take out an elite hoard.
I will say that wind is really good at handling the new rooms though, because it can just fly over everything and even has fall damage immunity if its ever pulled so it wont die. Its mostly flame/frost/dawn that i'm worried about seeing pulled down.
or maybe the old rooms where just to easy and we had it good for to long
that room really needs bedrocking
Zenith room quality control goes so crazy lmao how do half of these rooms even exist
"I think I am going to put a pitfall into an arena layout area with 8 stacked spawners here with no depth to the engagement"
"Maybe I can increase the range of these spawners unnecessarily so that half the room clusters up at a chokepoint and fucks up the run"
"OH I know, I can put a 50 block range Mothqueen spawner here with 10 obscured/suspended spawners before it that also activate at the same time and also I'll make the spawners behind the Mothqueen activate if you get to the Mothqueen spawner"
tbf it's hard to make in depth enemy engagement when Zenith mobs are either unacceptably powerful or laughably weak
can Vorpal Planewalker still do a theoretical 800 base magic damage to a target player?
its weird because every update that added rooms always had rooms that were reworked immediately because of huge flaws yet the same flaws end up being prevalent in new rooms
There's a prevalence of wanting new things to be bigger and cooler and you get some insane rooms which last half an hour with 3000 spawners
(I am exaggerating)
imo all rooms are fine rn except this one here
this one really turns into a shitshow at the end as long as you have higher than 10 delve points
The evoker spawning from 50 blocks away in the f3 elite room is not okay
both of the new elite rooms have evoker spawners that you cant realistically get to very quickly
like yeah whatever you can probably rf ire or thundercloud or whatever to get to them but they're still bullshit
it's also crazy that the summoning meteor does damage so if you want to parkour you can get clipped and fall off and probably die
its the same issue as the f2 lava elite room had when there was a mothqueen spawner to the side with no path to it
So silly lol
That one chain room is pretty bad imo
With a bunch of floating islands
Awful awful awful
Doesn't help that for some reason mojang seems cool with pulling tridents dragging you for 30 blocks
the first ever hypersonic screwdriver melee user
(there's a pull guy behind me, it's not the elite)
(i agree its horribly bullshit lol)
Had to change my mouse cause my scroll wheel was broken
its even worse in a15+ vesp where you get pulled into some random vesp ability
like you get flown up and then thrown into platform breaker and then void wave
and then ur cooked
Bro has not played f3
i think this is a good thing evokers are a joke of an elite cause long charge up time + no real attacks + they die instantly
the only shine when you cant get to them quickly
same with mothqueen
sug add remove bloodthirsty from laser elites
i feel like it happens way too often when one of them just flies over ur head and 1taps u
even if u try to block the los
honestly I don't mind higher difficulty rooms
if that's the point of the design then whatever find a way through it
like if cz spawners all have low range and you just go from one camp to the next with everything relatively in control, it'd be kinda boring, you just do the same thing nuking before they do anything
I mean it’s true damage, so if you have 1000 magic ehp
I'll assume its some sort of collision bug then because he doesn't normally one tap outright through lifeline but sometimes he can
vorpal planewalker is my favorite mob
One hit from the charge can proc lifeline and then the sweep can kill
ice barrier #1 skill against it
Yup
This user gets it
noble concept, however Zenith roombuilder execution of the concept is haunting
i dont think the f1 elite room is difficulty its just kind of bs with pernicious and everything
3 spawners in the air includin g creepers is just not it at the end
it just keeps respawning before you can get to it, unless you have recoil and a lifeline which isnt super great for a floor one room
a lot of Zenith rooms end up either obnoxious or unrealistic, something like the original ChargingUV room or the F2 Train Ribcage room
the train ribcage one is cool but uses way too many albino rats
in DD the ChargingUV room might've been a feasible room design, unfortunately Mothqueens are like 1000% stronger than Anglers for no apparent reason
like atleast 80% of the spawners are albino rats its insane
the train room execution is all over the place, no elite spawner should not only be such a high activation range but also activate at the same time as 9 basic spawners that are also concealed or suspended in midair
and if you approach the Mothqueen spawner on the left or dead on, the next segment of the room spawns
What
i think its a cool idea imo
Train ribcase is an very well done chokepoint area and the high activation range is the only way to make a mothqueen threatening
the spawner suspended in midair should probably get shot i could agree with that
if the Mothqueen was an Alarin and the spawner count between the elite and yourself was about halved it would be a reasonable encounter, instead it's just another classic Zenith moment of "yeah so there's 50 mobs right now good luck"
what does it even spawn ive almost never mined it or had any issues with ignoring it
does it matter? it's bloat
i got no idea what it spawns but it just adds to the chaos that makes the room
and as you say you dont mine it, i dont think thats a fair spawner
if you take too long on the encounter then it spawns again
Zenith rooms almost never have what I'd consider "carefully placed spawners", it's usually ordinary incrementally placed spawners or a dump of several spawners in one range
off topic but I wish Zenith rooms had personality and flair like what DD builders did to some of the rooms
like the F1 Pufferfish elite room
or Eternal Fishul
the charging uv rooms have personality
ChargingUV rooms usually have a conceptual uniqueness to the room but otherwise appear as a normal room
I like conceptual uniqueness however it's like playing with fire
plenty of spawners are positioned such that they are hard to reach especially in f3 but also train ribcage is like a perfect example, moth provides pressure and is hard to reach besides running past mobs and the hidden bone spawners force a sustained encounter instead of being able to nuke it once with no respawns
the ribcage room's Mothqueen activates at a range where players have severely limited safe pathing options
Thats the whole point
If moth died instantly it would be a useless elite placement
this sucks because Mothqueens have a ohko disjointed aoe attack
Only way to combat it is to dodge the floor attack or rush the moth spawner
if the elite was not a Mothqueen the ribcage would be reasonable, however you walk into a chokepoint that spawns a lethal mob and there is no solution other than disengaging the Mothqueen
the illusion of engagement options because doing anything other than disengaging will put a ton of unwanted pressure on your team
so the alternative is to stair up to the right and approach the Moth separately from the ribcage engagement to force a more favorable combat encounter instead of "yeah you have nowhere to run and there's a ton of mobs safeguarding the threat"
Bone cage is really scary but pretty simple to deal with
the only other solution is having your Shadow run Earthquake and displace themselves all the way across the ribcage to solo handle the Mothqueen and subsequent Dreadnaught and hope that their abscense on the frontline is a manageable loss and that they themselves aren't boxed out by the dozens of mobs they have put between them and their team
then again "abscense on the frontline" is an inapplicable concept to Zenith because the dungeon plays like HSB
the unwanted pressure is what makes the encounter hard
I feel like mothqueen circles are not even that hard to dodge, given the ground is relatively spacial
idk
so yeah you either have a good shadow rush the mothqueen or deal with the floor attack as you slowly approach it (very generous time to dodge)
and the shadow does not have to deal with the dread, the danger is the moth queen you can immediately run back
theres plenty of space to dodge the melee mobs in
the encounter is not made difficult because of the unwanted pressure, it's instead an unrealistic encounter to have control over
the Mothqueen spawns and you are getting attacked, this provides close to zero engagement depth or gameplay enjoyability
This type of room would never be Ok'd if caster's weren't wildly overbearing
Iron Grip :)))) (I'm pretty sure it doesn't even have the range to grab the elite without triggering the entire encounter anyway so better hope you shelled out for charms)
earth is tanky enough to just rush spawners to prevent respawns
dawn has lbottle but its a support class anyway
shadow has stealth and flurry
frost/steel/flame have plenty of aoe
literally any class except maybe dawn without lbottle can deal with the room solo
rather than develop an advanced or curated engagement that your team plays out to solve the threat of the Mothqueen, all of the technical part of the engagement is instead frontloaded on making the Mothqueen spawn "out of order" so that you don't even have to deal with the encounter design in the first place
either that or you crutch Zenith's baffling role balance and just steamroll the encounter like any other
what does this even mean? what is engagement depth to you?
like how would you redesign this room to be "gameplay enjoyable"
What are the resources and strategies you can employ to handle a given threat that don't immediately compromise you
halve the basic spawners and change the elite or reduce the elite spawnrange to allow incremental engagement of the ribcage instead of immediately spawning everything at once
"Pathing" is forced down the player's throat, there's no decision of "how do we approach this group of spawners +elite without everything going to shit", there's no way to plan around the room when it's forced onto you
yeah its a chokepoint
thats the point of a chokepoint
if you could clear any zenith room 1 spawner at a time nothing would ever be threatening
There's no thinking, it's guaranteed mindless mob pit that only furthers the extremes of aoe vs single target
not asking for 1 spawner at a time, we're asking for not 10 concealed spawners at a time in an enclosed environment
maybe you can climb left and clear down 
it is not an enclosed environment its one of the most open rooms in f2
Nothing to respect about the mobs, no "I don't want to push that way so we can delay the mobs from X spawner", it's devoid of nuance
the strategy is to climb right and forward clear until Moth
and all of the mobs spawns are melee, meaning you can actually use that large open space and just run circles around the room to get to the moth
well there you go there's the depth
Especially in the context of Zenith where the room is max delved/difficulty all the time with quesitonable ability selection in F2, where hellish rooms in DD are either contained in lower delve points where players are still building up abilities/upgrades, or high delve unpredictability/damage scaling, the room's stat check over room awareness contributes to the rng snowball of Zenith's overarching weakness
I think it's conceptually fine (get across the mobs to the elite while dodging its aoe) but I can agree with the execution (the flying mob isn't necessary, count could be 3 instead of 4 on all of the normal mobs, it could be shown better as a major chokepoint like with a "DO NOT ENTER" sign and a fence you have to break or something, which would also be pretty memorable, spend 1 more hour thinking of what block to use in place of concrete powder)
using a strategy because of optimization versus using a strategy to avoid unenjoyable game design
I did a bit of a mob analysis comparing zenith to depths and there's definitely some things missing mainly regarding normal mobs that I think show through its spawners
pls dont make me break a fence im not keeping an axe in my hotbar
as a dolabra user I don't even mine the concrete block, it's pretty much slower because the swap time 
would be nice with a slab or sth maybe
or at least mined with pickaxe
Zenith basic mobs are less raw presence and more "yeah so like I am incredibly obnoxious and you get to deal with me for 27 rooms"
calcite 😁
I'll share (it is very interesting) though idk when I'll be able to do changes cause I am very focused on something else atm
I think even the most devout Zenith fans agree that Reelers should not exist
new content soon omg
italic = ranging from somewhat memorable cool gimmick mob to "floor feature"
Depths:
- 3 Melees (Zombie, Skeleton, Spider) 2 Rangeds (Skeleton, Pillager), Creeper with a shield
- 3 Melees (Zombie, Spider with a jump, Silverfish Stack), 1 Ranged (Trident), Super Creeper (0.33 movement speed and charged), Bee
- 3 Melees (Zombie, Skeleton, Wolf+Spider), 1 Ranged (Pillager) Blaze, Creeper on a Slime
(2/6, 4/6, 3/6)Zenith:
- 4 Melees (Zombie, Skeleton, Spider, Kamikaze Slime,), 1 Ranged (Skeleton), Creeper
- 3 Melees (Zombie, Skeleton, Spider), 1 Ranged (Skeleton), Creeper on a Spider, Bee
- 3 Melees (Zombie, Basically a Skeleton, Double Spider), 2 Rangeds (Punch Skeleton, Reeler), Slime on a Creeper, Blaze
(1/6, 2/6, 5/7)
Conclusion: I get a bad grade on zenith normal mobs (particularly F2)I think I feel this pretty much everytime we do spawners and its something I'd like to fix
F1 feels like you have 4 melees 1 ranged and a creeper
F2 is more of the same except the creeper is harder to use, because generally speaking places you want to place creepers are not places you want to use spiders (and its riding one) (also a bee does exist)
F3 is both the best and the worst because it has cool minor gimmicks but it also has evil ones
The double spider is really anti-singletarget and the slime on a creeper is much less interesting than the reverse in Depths F3
And then reeler/skeleton, while can be used decently sometimes, are too much and you don't have a regular ranged mob (also blazes do exist and are cool)
Zenith melee mobs in general walk too fast or there's too many axe mobs
Depths has Alarinkiri exclusively as a melee shieldbreak mob
Zenith has a basic on F2 & F3 that walks at mach fuck to eviscerate them cheeks
room design as a whole is also sublty less treadable or more hazardous than Depths which whittles down pathing options for everybody but most notably Shadow players
how many Zenith rooms now have a section where you jump off a cliff roughly 8-12 blocks tall into a pit with a bunch of spawners in it
that is a valid callout
I do miss the less defined pathing also
(extreme example but I mean in general)
isn't there a newer F3 room that is literally this but 8 times
lol that depth room
Endless Chains is one of those "god damn it" rooms but there's definitely something wrong about Zenith rooms when I still feel motivated to engage Endless Chains but Zenith has rooms I have to convince myself to even walk into
if by a bunch you mean 1-2 normal non-elite spawners than yeah
actually thats not true there is one part where you jump down into like 5 spawners and an evoker elite arena area, but aside from that i cant think of any rooms that do what you descibed beyond 1-2 normal spawners
I can't list every room off the top of my head but two I can tell rn is 25 shields and ChargingUV 4TScore
there's that F1 room with the quad creeper spawners and the fake door I think
There's the elevator tower in F3 that's basically this in reverse, throwing you into a surrounded spawner area if you take the elevator up instead of going around the room entirely and building up the sides
to be fair this room is still far more dangerous then every other hard zenith room
The TNT fake door room in F1 has you drop onto 4 spawners, some TrueRandom in there
the difference in difficulty when it comes to Depths and Zenith rooms are almost incomparable imo
that area is extremely open, one of the things I like about zenith is that you are sometimes forced to engage actually dangerous chokepoints and dodge attacks instead of sitting back in evasion range advancing on 2-3 spawners at a time for the entirety of your edd run
the reasons a DD room is threatening is almost never the same as reasons a CZ room is threatening
there is also a revive system and the lack of a multi-hour time sunk cost which makes dangerous encounters like this more acceptable
not having revives in DD feels so bad when your used to zenith.
not saying DD should have revives though because the isles economy will explode
requantifying the punishment is not a good way to balance encounter design for Zenith
it's kinda like saying "yeah your turn in Russian Roulette the revolver is loaded 6/6 but don't worry I replaced the hollow points with FMJ so maybe it'll go through your head cleanly instead of blowing your head off"
it ends up making high stakes gameplay objectively harder to design by reducing or removing punishment from each individual failure
axe dudes can also cleanly ohko you if they have a carapace; I personally find them more dangerous then some elites
it also opens up gameplay that willingly invites unoptimal strategy because the punishment is something that is easy to recover from
this might be more of a delve speed scaling problem 
the enemies in a1 is pretty slow
I disagree if you play recklessly you might not get revived later. you can rely on getting revived once, you also are probably getting revived twice unless you really messed up. But once your timer gets down to 2 seconds its extremely hard to save you anymore.
almost forgot about that
the DD F2 room with the jump down into the water and the floating anvil has depth to how you engage that section of the room like who to send down or how to spawn the spawners or when other people can jump down. in Zenith you can just send down your Caster with their nuke ability and if they die you just send another guy down to revive them
you are still incentivized to play well so that if you make a mistake later it wont end your run
also curse of death is one of the better curses in the and theres going to be quite a few runs where you pick it
true however punishment is so little and dying is so easy that stakes are inherently lower
so many Zenith encounters where you probably say to yourself "yeah that happened" versus Depths where the vast majority of your deaths are you or your team's own fault
dying more then once is really bad. I don't think its unreasonable for your first death to be forgiving with how much damage zenith mobs deal
and how nonsense f1 can be
revives are not 'easy' they force your team to have everything under control or to risk reviving you around mobs, but it does offer forgiveness for deaths that feel undeserved
I should mention that there are almost no situations where deaths are actually undeserved, you can engage any encounter with bad abilities/aoe and still come out fine if you dont get yourself (or a teammate by exploding a creeper or something) killed
I will say that on low accessions dying is pretty riskless; since you have so much more revive time per player. But thats fine imo
the concept of an undeserved or even partially undeserved death almost doesn't even exist in Depths but for Zenith it's commonplace just about
I don't get that part tbh
its really not
its easier to die but if you play well there are virtually no situations where is wasnt your fault that you died
only time I feel like I died unfairly in zenith was when the server crapping in its pants when broodmother dashed 
yeah lag and absurdly unlucky rng are the only places where you can really call deaths unfair, and even for terrible trandom/ability rng chances are in hindsight there was probably some way you couldve played to not have died
there has been a myriad of times where my team is ready to go on a Zenith engagement and somebody just absolutely eats it
solutions:
- dont "eat" attacks
- dont be allegric to ehp pieces
skill issue?
I had a run where a seeker used a spot dodge to avoid my meteor and killed me before; felt pretty undeserved! I get what your saying here though.
everyone and their mother about to type out Malediction and Reeler
also another one where it spot dodged to avoid thundercloud form
malediction is absolutely not an unfair mob, reelers are pretty cooked though
malediction isn't zenith exclusive
and is very fair
true but everyone complains about it so I tossed it in
its like the most fair pull you can ask for
dont see how this is undeserved it sounds like you didnt even attempt to dodge the laser
I was trying to kill it before the laser went off, but I forgot about the spot dodge ability since its so rare.
also not all zenith rooms are meant to be equal in difficulty
I don't really feel unfair unless I get like really unlucky and get no skills then maybe
the rules are all public, you know what mob does what
A lot of time it's just disrespecting mobs
like there's a malediction spawned and people just walk away no wonder you'd hate it
in uncommon cases, a dodge from a seeker can place it around a corner or into a LoS previously covered which can be incredibly unfair for your teammate
#screenshots message
ok so you forgot, still completely your own misplay - many other deaths are like this, you do something stupid or overcommit and get yourself killed, there is almost always a way to position yourself or shield or place blocks to not die
since the dodge direction is random and there's so many damage instances and AoE floating around in an encounter, it's difficult to say that the death is deserved
the classic Zenith moment, the precursor
this is flaw in the delve modifier 
thats fair, I was just frustrated from dying to something with such a low chance. Its only the seeker that can do that too since it has an ohko move.
I think one or two weeks ago I deleted the venus in that room
seekers do 50% of your health they arent ohko, they are also blockable with shields or simply by placing 1 block infront of you, or are rendered useless with silence/stun
its still there
though it goes into the very broad "Tweaked spawners" changelog so not something anyone would know
oh maybe I just made a todo for that but never did it
personally i think it deserves to be there, the rest of the room isnt really a threat except for the pressure the venus gives
maybe it just gets a ceiling
if that's the case maybe bloodthirsty should just not launch those mobs that do not move naturally
Can the immobile mob not be affected by bloodthirsty entirely
bloodthristy shouldn't be able to move enemies with 100% slowness
I can see it
we wanted to make Venus chiv immune at one point but I think that's fairer since you can tell its happening
I just wish Zenith was much less about RNG and overpowering force. I want smart strategies that feel good to pull off in rooms, something that genuinely feels like I'm putting in good work. Zenith feels like a slugfest kill or be killed environment with little room for in depth engagement or routing strategy.
how many are immobile mobs that can receive bloodthirsty are there?
"Walk through this room, kill the mobs, move on" is how I would describe Zenith
im not sure if the forum elite with a beam can be moved by bloodthristy
that is literally the goal of every piece of content in the game, kill mobs, break spawners, move on
yes that is content at its base, however Zenith has almost nothing in the way of building off of that
on my way to kill mobs, break spawners and move on in a puzzle room
the ex yellow snipers
idk if they can get bt though forgor
probably can
it has different classes? Plus a charm system that changes the meta to differentiate it from DD's meta.
and if content doesn't build off of that simple formula, I'd rather play overworld content with my developed classes than roll the wheel on my least favorite gacha game to see if I'm allowed to have abilities on this playthrough
I don't think they receive any delve modifiers; they don't come from spawners
they might get the HP buff but idk I never played normal ex yellow.
they do I think
if you kill them they respawn
and if you break the spawner they stop spawning
I can play Depths for the classes, the charms are a whole different can of worms that I don't want to get into today tbh.
your wish is granted
maybe the ones from the spawners get modifiers? I've not seen the ones that spawn at the start of the dungeon have them
Gruesome Alchemy (U) goated?
Tune in next week
step 1: can we have this very reasonable change plz
step 2: hehe now this secret interaction is absolutely busted
not really
- you need to use gruesome
- it has 25% chance of working
- you need to allocate enhancement point to gruesome
Gruesome enhancement is off topic but I've used it for a while to test around and I have gotten no feedback from players in my groups that it exists, and do not notice it meaningfully contributing (I hear the noise when it triggers though, so it's definitely activating)
it's not actually a 100% slowness check frozen just apparently made a boss_coordinatedattack_ignore tag a long time ago and I put it on the mob
well anyway this is a very nice change
there's 3-ish different upcoming systems ideas to help with rng in different ways though they are either pending finalizing ideas or implementation
behold, the solution to all our problems
isn't there a boss tag that specifies targetting players based on class
no that's just an option you can do
nice
maybe there should be a zenith mob that kills you if you are technically alchemist
server supported discrimination
time to make every mob in the game target the nearest rogue player
Tbh this is what I loved about dawn
The lower damaged output but no cooldowns and limited attacks made it far more strategic than just walking into a spawner and pressing the kill button
There’s so many small optimisations that can be made on dawn compared to other classes in my experience
Although I’ll admit I didn’t play much of the others
lbottle was the worst case of overpowering force 💀
0 cooldown room nuker that refreshes fully cause legionary spawns
its even the worst case of rng too you specifically need high rarity lbottle and want like 4 other passives ideally
I’m talking about like 1.5 months ago when it was good enough to clear decently but not stupidly strong
Although yeah the rng factor is a bit shit, i still want lower rarity bottles to be increased slightly
anyway saying edd has smart strategies compared to zenith is hyperbole, the only real difference is that you walk in specific routes in certain rooms, which is also entirely possible in a lot of zenith rooms
people dont do it because its inefficient compared to just activating a bunch of spawners at once, there is a revive system, and mobs dont 1 shot like they do in very deep edd
also imo, they also dont do it cause its just more fun to play harder more chaotic (chaotic does not mean unfair or unsurvivable) encounters instead of planned 2-3 spawner activations
and lbottle was not even an active 🔥
more variety in possible routes is cool, but the "smart strategy" is just the same 1 optimal route made for every room, ultimately not different to defined pathing if thats all you end up doing
what in the world was the goal with this rework to this room I can't understand it
what about it
me when I drop down into a pit of spikes and tall grass brimming with spawners
The pathing in this room seems significantly worse, it's "one path" which is nice but the path itself has become revolting to path through
thats not the only route
I can agree it commits the crime of jumping directly into spawners too many times (in the tunnel and directly after) though I'd say the pathing is generally an improvement
will probably tweak it somewhat
what's the intended route then mr. duper 5000
(asking for a friend)
sorry i meant mr king of zenith 🙇♂️
you either go left which is a drop straight into spawner hell, or right through the stalagmite/tites into a slightly less hellish hole that will still trigger half the spawners in the lower section (with half of your jump area cut off with stalagmites)
idk why i said intended route i meant not the only route, you can just break through the leaves where the pig spawner is in the first part of the room down to the lower section
it is funny watching the replay and seeing half the spawners in that section activate as early as in the very first section of the room
the big arena style final room was basically empty and the spawners already activated before any of us even got there
classic Zenith spawner placement/range moment
it's unreal how many mobs spawn before you even get to look below you
it's very reasonable to expect at least one of these in this mess are vengeful/arcanic/carapace'd and can nuke you
two of them were in fact arcanic
yeah clearing the top path should be more rewarding in improving the path down (barely changes it as is aside from the leaves route)
but in general drops onto spawners just force encounters without a clean escape route which is not necessarily a bad thing. If anything it makes chokepoints feel like actual chokepoints instead of just areas you backwards walk 20 blocks from while slowly clearing the mobs
e.g, constellation tower end chokepoint, you can trivalize it but just using the balcony and vertical space you have to back away from the encounter
and this part can happen anywhere, the solutions are:
- dont wear damage in every slot (revolutionary idea in 2024 monumenta)
- play better (not sure how else to break this point, arrows arent undodgeable, melee mobs are trivial for ranged classes aside from making it harder to focus on dodging arrows)
(if the above are impossible: get an earth/ewrath user; wait for cds and collectively nuke the spawners)
so basically if the goal is to always have a clear safe path down then the room should be reworked or the leaves path made more obvious (maybe even remove the leaves), but having a safe path down is not something that needs to happen for every encounter
the spawner ranges should probably be tweaked if they are early activating although ive never noticed it happening when ive gone through the room
Don't you love drop down into 10 spawners rooms
I think it's fine
Idk what this yapping is about when the new f3 rooms exist and the f1 elite exists
This is one of the better ones imo
Ong who still runs bis dmg in big 2024
having other bad rooms doesnt mean you cant criticise a different bad room
I said this is one of the better ones
And with the dev power we got we should prioritize what's the worst
Anyway
But I still think this rework is a positive not a negative
If Zenith is meant to be a successor to Depths, the difference in build quality and room framework is easily the biggest downgrade when moving away from Depths and into Zenith. Rooms are designed significantly more maliciously in Zenith than they are in Depths, and Zenith rooms that utilize framework concepts that exist in Depths rooms do so in a much less approachable way.
There are dropdown chokepoints in Depths rooms, however they play much differently than Zenith dropdown chokepoint rooms. Depths rooms have their spawners placed so that the spawners activate during or after the dropdown and not before. Spawner ranges are also tinkered with to design a longer lasting engagement rather than a deathpit where every spawner is either already activated or activates at once. The design flaw of deathpits is so frequent in Zenith that it's practically commonplace to reduce engagements to a binary where you wait before an engagement to get your abilities back and shotgun everything immediately to win rather than carefully apply resources where necessary to win the room. I don't blame players for doing this though, Zenith rooms are so much more lethal and hazardous than even the most daunting Depths rooms with the abundance of obstacles that flood the rooms, Floor 2 rooms are the biggest offenders of this.
It's telling that the premier solution to a Zenith dropdown chokepoint is just nuke the room with every ability, and half the Zenith rooms have a dropdown chokepoint designed to facilitate that approach to the gameplay.
Using the original ChargingUV room as an example of malicious building, not a single Depths room combines the trifecta of abundance of lava paired with very cramped and untraversable landscape while also carpetbombing the room with spawners that all overlap and activate in bursts
There is hardly any strategy to the room beyond approach of and erasing the opening Mothqueen as quickly as your ability options allow you to, the room activates as a whole and it's a slugfest shitshow on stilts over lava
Moving back to the room that began this discussion, the BEST approach as designed by the roombuilder is to jump down into a section in which upward of 10 spawners have already been activated, a section littered with stalagmites and tallgrass in the landing zone and uneven terrain all throughout. What do you do besides make your own path "unintended" by the roombuilders (aformentioned leaf route) or reduce the combat to a "yeah so we just use every ability and the enemies die"
Rather than a pathing optimization for a Depths room where you can make a room more favorable, Zenith rooms get a pathing pseudo-requirement because the dev intended path is so unfriendly to players that it's not even worth it
man you exaggerate too much,
- not "half the rooms" have drop down chokepoints,
- you arent jumping onto "upward of 10 spawners" there are like 3 directly threatening and maybe 1 more that could activate but its far away
- the premier strategy for ANY content in the game is to nuke the mobs as fast as possible, failing that an extremely easy rng/skill independent solution is just wear more ehp (its crazy how many problems this would solve for people complaining about difficulty/damage while wearing near bis damage)
imo absolutely no rooms are so overtuned that they should be called bad room design or even need nerfs/reworks. If anything the harder rooms are the ones i (and other people ive played with) enjoy getting the most despite them taking more time and having greater risk (the risk and difficulty is part of the fun)
Nuh uh 🧸
you can see the 3 spawners here (its not 10+)
and speaking of strategic gameplay aside from the very first spawner you can activate the moth completely alone and then everything else can be done 1-3 spawners at a time despite how spawner dense it looks
zenith does not suffer from the eventual guarenteed one shots that edd does, and every room does need to be approchable in a 0 damage taken/low risk manner to be called good design, having pathing like that for every room only makes every room feel identical
the revive system and static damage values you can build around make riskier encounters completely reasonable (even the ascension system acts as a difficulty slider)
i played a12 last night, my party very much did suffer from guaranteed one shots. things were popping our lifelines when we were at full health very frequently
i can also share that there are ways to make encounters that are linear + incorporate risk into approaching in unique ways without makin ghtme all feel identical
it is very possible to design encounters that requires risk taking of some degree, without feeling bullshit
just pointing out that again this is largely a build (as in gear) issue, you wouldnt be getting one shot if you choose to wear a tankier build, unlike in edd where eventually even full tank builds get one shot
i wouldnt mind linear risky room design (dont know what that would look like) if someone wants to create rooms like that, but i dont think that this type of room design is inherently bad
i had 100-115ehp without inure, 160-190 with inure up (both are before second wind 4), i definitely feel that it should be sufficient
i accounted for defense in my build, i did not go full damage
I was the only one close to full damage (BIS-1) and I did that deliberately as an experiment
the others had several defensive pieces on
case in point the existence of Depths
as well as the majority of dungeons that maintain a singular theme
I pretty much agree with this, rooms are indeed hard and frustrating but that doesn't make them bad
if every room can be done in a controlled manner it'd just be boring
gotta have these hard chokepoints that has no good solution to spice things up
as for if dropping down style chokepoints are good, not necessarily, it may have been used too much that they feel sort of annoying and repetitive
but these uncontrollable locations are not just bad in general imo
the comparison with depth is valid though, cz room design is indeed much much more dangerous than dd
but like they don't have to be the same
that sounds like very low ehp for a12
160-190 upward before SW4 being low is 💀
well thats just an inure issue, great when it works but for those few times it doesnt (random vengeful arcanic arrow) 100 ehp is glassier than some bis dmg builds. clearly if you are getting 1 shot you have not taken defense into account as much as you need to
and by all means wear whatever you want but bringing up taking too much damage as a point while not having tried an actual tanky build is not a valid complaint
i will go into a12 in a significantly tankier build then and report back
could you give me a suggestion for one? I play shadow
this might even be too tanky since I use it for a partially spawner rushy playstyle but its definitely very comfortable ehp wise in maxpt content, put vigor levels on it to make up the damage or just modify it a little
https://ohthemisery-psi.vercel.app/builder/m=Wrench of the Perfect Atrium-4&o=Wolfswood's Reach-4&h=Hardest Hat-4&c=Mycelian Mantra-4&l=EX Ironscale Leggings-4&b=EX Chains of the Damned-4&charm=None
something more standard would be this (not something i would call tanky, but not 1 shottable either)
https://ohthemisery-psi.vercel.app/builder/m=Epoch Hammer-4&o=Crimson Tithe-4&h=Uriddan's Legacy-4&c=EX Broodhide Tunic-4&l=Vilepriest Garments-4&b=Flight from the Capital-4&charm=None
this is still kind of low ehp
isnt a12 already like 50pts or wtv
yeah I mean a12 is not a 12pts, they should do a lot of damage
I think at a12+ it's similar to late edd where you just try to use either room knowledge or awareness to avoid them instead
genuine question for the first build... how do you function with 60% damage and first strike 1.
ik you mentioned to infuse it (kind of a given) but like... dear lord that looks like youd be hitting things with a wet noodle
sounds like you need some good charms
as does your entire team
so you're not forced to build full damage so that stuff can die
mind you, I say "good", not "godroll 1k har charms"
I run 130% AD with Agility which is probably the most suboptimal shit ever conceived in zenith because agility has no good options for magic defense (other than cascade's) and as soon as I maxed AS and Flurry zenith started to become a lot more fun for me since it feels like I can actually do something
Unfortunately if you don't have a good set up shadow can very much feel frustrating to play
And, that said, those runs where I get flurry or AS on floor 3 and I don't have a couple clearers in the party feel like an immense slog
I think I had to invest like...400 har in my charm set + getting 15cp, and I need to either invest 200-250 more for the "meta" armor build
Zenith Charm Hater decected!
erm
rarity carries in later floors and the dr makes up for the damage loss given that you virtually never need to back out and function as a psuedo taunt
somehow the cap change make me feel is easier to get good charm, but the rng problem still there, and u still need more charm power, while zenith has 18 asc now, it still more a fast pace so new ppl have trouble finding player willing to do low asc(already happen), and ppl who can done high asc already have team so they not gonna lfg + lfg ppl most likely would be newer ppl i mention before, don't know meta stragetdy, don't have good build, don't have good charm or charm power
Zenith still a largely play content, one of reason is because is... a new content that get update often, recently expansion does do something on fix uselss skill, also add some fun, unqiue mechanic to asc, but at the meantime enter gate is still high, it seems dev still has plan for zenith future, but sometime i do worried about who will play those update if it realted to high asc
I don't see how new-ish people are supposed to climp up high ascensions post A12, for which it's easy to find lfgs
the most reason i hate charm system is because u mostly likely need market to have good charm unless u want mess around with rng, i understand zenith is more a new mode but i quite don't like this
u still can get good charm by uself, like i know a guy play ironman for zenith and get to a12(total 120~ clear), it can work but is quite slowly and buring player interest, if zenith is more slow place i wouldn't have this problem, but consider how fast it is, it feel more frustating when play high asc but have no good charm
and that's the problem
At some point it's also a problem of accessibility in of itself, because like, only around 80 people have done A16+ when 250 have done A15
I made a spreadsheet a couple weeks ago and the median number of runs of players who had done A16+ was around 200 I think
i would even like to argue the problem with charm price, new cotent drop always have high price, but due to each charm is unique, only, it make charm price incredible higher, which plus itself is a new, fun content that make ppl want play, at the end it lead to ppl try to earn as many money as possible, which create another problem, either go zenith try roll a good charm, or go lr/braindead but clear fast playstyle, lead our game to even more fast-paced and well, burning player interest on the game
at the end all my soultion is
- make charm easier to obtain and higher cap on single charm
- tweak charm drop rate
- let it be, ppl can decide what content to play with(which mean that don't really have other thing to play since 2024)
This was a concern that I brought up near the start of Zenith's release:
#1197553781177581709 message
...but really, I'm just charm jealous
(And apparently everyone else who doesn't want to keep up with Zenith's grind requirements for charms despite it being "replayable")
hilarious how that convo is 1:1 what's happening now
And apparently everyone else who doesn't want to keep up with Zenith's grind requirements for charms despite it being "replayable"
I feel like this very much also applies to the people that didn't go for A16+ while having an A15 clear
i think some ppl know i play with community which speak chinese mainly, i can't tell most of my friend, beside those in [-w-zz ], most of us doesn't play zenith anymore, some are lag as fuck during f2 boss, some are done with charm, many of them had even done a15 and just decide let go of it, not like is a content that i can get something important
yep
I doubt you have the data for it in your spreadsheet, but it would be quite enlightening to see the average number of A15 clears from people who have done it (how many people did it once for the trophy and never again)
one of reason my friend done with zenith, is they have like 1-2 double shit roll legendary charm, one day they mog all of them and got 1 shit roll charm
now they quit this server anyway, they have real life and... more fun thing to play with
I have no way of getting that, the only info that is accessible to me is the number of total clears and the highest ascension done by each player (which are the scoreboards in the zenith lobby)
Maybe TM has a way of getting that but I doubt each player has a frequency spread of each ascension clear registered
I know for a fact that if/when I get A15/A18 I am not replaying it, one and done for me (A12 is the sweet spot)
although its not the main reason(probably), but i think charm system should get something done, rng problem, price problem, accessability problem etc.
anyway i'll go sleep
its kinda hilarious that people said "just play the content to get charms you need" meanwhile i have like 500 cz comps and have dropped a grand total of 1 good dawn charm
Yeah I have never rolled a great charm
People will then move the goalpost and tell you that you don't need good charms to beat A18
dected charm jealous "wake up"
But please do go look at their names in the scoreboard (half are constantly in the auction channel)
mfw "just drop the charms yourself" meanwhile ora has 1.1k comps and has been buying charms for 8 months and still needs to buy more shadow charms
I'm not gonna call out anyone specific by doing this, but like
People who are filthy rich hoarding and buying up all good charms to make rental sets make me irrationally angry
ngl if i see oracore betting on a shadow charm i immediately leave the auction
sorry!
the issue is even if tis not for a rental set its still necessary to buy as many charms for the skills you want to use as you can afford
ive spent thousands of har on charms that arent even upgrades at this point just because i need to have them available to prepare for future upgrades to my sets
Fat man drinking water image while emaciated peasant gets a drop seems like a funny thing to post right now
not me currently bidding on a 40 har charm I can't even use
if you wanna keep the "grind out the charms" aspect of the game, reduce the mog costs
4:1 > 2:1
I just wish there was a deterministic player-bound way of target farming charms
at the very least you can halve the estimated several hundred runs you need to do to fill out 1 setup
So i could say fuck off to the market
Something like filling up a meter by doing runs that eventually drops a charm with specified rarity/tree and maybe even skill, with appropriate number of runs/ascensions needed
wouldve been a great change to have implemented during the first week if there hadnt been people claiming the current system is fine
Example: I want a shadow, epic blade flurry tree and it takes approximately 4 runs at A12 to "create"
The people claiming the current system is fine are the ones that have access to all the charms
oh hell nah HSB RNGMeter 💀
that seems to be a recurring theme in recent times
I mean i don't know how HSB does it but deterministic farming is a staple of ARPGs which use itemization systems similar to charms in MM
I don't understand how we somehow come out of discussions not being able to highlight the issues because people say things are fine when a lot of us don't think so
I keep shilling my ideas and I know I've linked this to you before, but for anyone else reading the current discussion (even though the thread is closed)
#1261327456024137749 message
I'll use Slayers as an example:
You pick an item (I'll use High Class Archfiend Dice from Blaze Slayer) and that item takes 230,000 meter
killing a T4 Blaze grants 500 slayer XP (625 during Aatrox but semantics)
RNG Meter is filled 1:1 with XP acquired, guaranteeing a drop on the next boss you fight once RNG Meter fills
HOWEVER the RNG Meter passively buffs the selected drop's rate a little bit depending on how filled up the meter is
Finally, dropping the item (whether it's through meter or normally) resets meter progress
because a lot of us are sick of arguing regardless of if it's productive or not
fair
not productive like arguing for the sake of causing discourse but productive in a sense that maybe someone who can work on the change is listening and they are willing to put in the work
getting off topic too much
too much unironic coping, either knowing or unknowingly, which leads to degrading quality and warped perception of acceptable design that at some point everyone disagrees with what the correct system is
kinda why gameplay discussion gets the bad wrap
yeah this wouldve been a cool system
skill issue? oracore fell off
I think its reasonable to get "good" charms by yourself from just playing, but getting high tier charms is a bit to much to achieve without market.
I've dropped a couple of great charms but a couple is not enough to build a charm set even if they where all from the same tree
the thing is you don't need godly charm sets to play even a18 you just need a functional set, but pride stops people from wanting to try (I myself have also fell victim to this)
I still think the charm problem largely comes down to zenith being underplayed. Zenith needs to have an active playerbase to produce enough charms for them to be sold. It's gotten much better in the past month but we still need even more charms on the market. So zenith should be made more appealing/fun to play first.
Some people can accept having to buy charms to progress, but when the charms you need don't even exist then its a problem even for them.
so what do I do as a melee player or a player in even mid-level ascensions
or as both, and as someone who doesn’t “wear damage in every slot” to boot
do both of those things
if you die too often get more ehp and if you have a ton of ehp and are still dying theres probably a common trend like youre face tanking creepers or something, so then dont do that
already figured out both of those and it doesn’t work, next dialogue branch please
there is no next option, if youre literally already wearing full tank gear already and somehow are still dying (you are virtually immortal besides going afk in a full tank set) it is just 'play better'
you absolutely are doing something wrong like bashing your head into creepers if youre still dying at that point - it has nothing to do with zenith, zenith is barely different from a normal overworld 65pt in terms of damage taken
i mean you can literally sit in a corner of a18 callicarpa and tank a full charged flower power in tank gear, like there is no planet where you are genuinely struggling in mid asc with no options to make your ehp comfortable
there's no planet, but there is a server, and I still play on it because there's a bunch of stuff to do other than Zenith
I don't do 65pt overworld delves because I'm not that kind of clinically insane; I work on the wiki instead
thats crazy what does this have to do with zenith mobs being overstatted
what does an overworld 65pt delve have to do with Zenith in the first place
so I'm guessing you are not considering running 200 A1s for charms
I mean Vengeful alone is able to contribute by making basic mobs on F2 & F3 breach the 500 HP threshold
unless you drop to a low Ascension, Zenith mobs refuse to die unlike R3 overworld mobs
and then get terrible charms and/or charms I can't use anyway because Zenith hates me while the charms I actually want are hundreds if not thousands of HAR out of my budget range?
...nah, I have better things to do, mate :henkascended:
what did you even come on this thread to argue about? people complained that zenith mobs 1 shot/did too much damage, which is only true if you dont wear tankier gear
high asc is just a 65pt with some extra modifiers and different classes
this is also just objectively true idk what thumbs down is supposed to mean
its not an exaggeration theres even a clip of it in screenshots
ok thats one thing and vengefuls getting more hp than elites is certainly something but i was talking towards their damage and zenith mobs '1 shotting' not how long they take to kill
iirc in Zenith the Blight Starscourge peaks at 280+ HP before Vengeful while the healthiest overworld basic is the Lunacrest Construct at just over 200 even
naturally it would be difficult to pull 1.4x damage out of nowhere
have you considered having advancing shadows 100% of the time in every run
most zenith trees with decent charms have higher dmg output than their overworld counterparts tbf
no because crutching a singular ability and throwing 1000 HAR at it is not what I view as a good use of my time
true however not every player in the game has decent charms, additionally you have to battle with ability RNG to even do that outperforming of the overworld classes while all you need in the overworld is a yellow tesseract
besides I invested heavily in a more "logical" charm setup with the idea that the people in charge of Zenith balance would agree that a perpetual +100% attack damage stat that you can pull from a singular ability is not good balance and would be nerfed
but I digress
i remember calculating that charms (combos, all 3 passives, advancing) on shadow gave something less than a 1.4x overall increase compared having no damage charms (aside from advancing uptime) at high rarities, saying that you need 1000 har charms is just not true, you can easily get 1 and a bit more skills maxed with minimal investment beyond the base mog prices
I don't use 1000 HAR as an exaggeration, I use the average price calculations that I pulled from the LxT/FPF group back when they were building their charm setups
i know charms can cost 1000har you just dont need to spend that much money
you dont need 8 maxed skills to play high asc
like even base mog prices might still run you 100-200har but thats no multi-thousand har barrier to entry
that is true, you only need a charm setup capable of reducing combat to binary which is why said charm setups were only ever consisting of 5 different abilities across the 7 trees
Advancing, Brutalize, Nova, Avalanche, EWrath
this is copium especially post charm nerfs
getting specifically only advancing maxed is all that is signficiant and is extremely cheap if thats all youre going for
yeah adv is super easy to max now
advancing is not so game changing it turns everything into binary
I don't see how you kill anything as shadow without advancing shadows spam and a 60% damage set
because you clearly consider killing anything as having a requirement of 1 shot or be 1 shot
ok, so how many hits should it take to kill a mob with 60% damage and no advancing shadows, and should people find this enjoyable gameplay that they want to return to Zenith as shadow
because with the amount of mobs Zenith spawns, I think it's pretty useless to walk around trying to melee things if they're just not going to die when casters just nuke rooms to oblivion
yeah my bad they should make zenith mobs deal 0 damage and be 1 shottable at all times with no charms nor skills
this may be true but i was doing that
you can try to kill elites earlier than the casters will
or small spawners so they dont waste abilities
i think its a win win
I think its fair to say that all zenith mobs do too much damage. Even if they are not ohkoing you regular zombies should not be doing half of your health bar. But zenith mob damage sort of has to be so high to compesate for the presence of dawn/earth as well as all of the of endgame healing items that zenith players are expected to use (like forge flame, II, sliver). So its tough to make damage in server feel balanced
i think vengeful is just terrible
like youre being too picky, why do zenith mobs 1 shot me in bis, why do i not 1 shot everything in tank gear, why cant i do high asc as a single target centric class with 0 abilities and charms
these arent reasonable demands
so what is a reasonable demand as a single target playstyle in Zenith
shoot vengeful and carapace
to be able to deal with the boss; thats shadow dancers job
i think thatd drastically help single targets
to expect to have to play competently and not get hit if youre in bis damage or to understand that you wont be 1 shotting every mob in a 10 block radius with tankier gear
If the answer is "you afk for 10 rooms at a time and wait" then that's pretty depressing
so for quite literally 90% of the run, Shadow players would then be, by design, not allowed to interact with the dungeon
im ngl but i sometimes feel caster only bosses are easier than with a shadow, unless you have top players
which is 🥴
crazy concept
a large part of shadow's skill ceiling is to find opportunities to pitch in and help the team clear. Most obviously you can teleport in to take out a twisted enemy, or seeker.
somebody has got to do it!
so Depths expectations, except the mobs are way worse and you're at the mercy of rng the whole way through
your progression as a shadow dancer should be to nail the boss fights first and then work on accomplishing even more
except you can one shot a reasonable amount of mobs in Depths as shadow
isnt shadow unreasonable in depths because you also get one shot terribly there
the high runs I've been with always have the shadows leading and it works out far better than in Zenith
Shadow in Depths can contribute in all aspects of the clear, why is this suddenly not allowed to be the case in Zenith
also acting like shadow is incapable of taking out 3 spawners at a time is disingenuous.
i dont know what to tell you, i very often clear faster than my caster counterparts as shadow by simply running tankier gear and playing aggressive, and with non terrible rng you can pretty easily one shot normal mobs and like 3-4 shot elites
I have done a solo without advancing (a15, not in tank gear), i have done a solo with chroma blade (a18, no flurry charms), it is certainly possible to play high asc and contribute as shadow without relying on casters to carry you through
or at the very least, why is the investment to try and achieve this goal so unreachably high that people would rather not play the clear and wait for the bosses
playing shadow without advancing is pretty terrible imo but any other ability is fair play
you dont need flurry charmed, flurry silence alone is super helpful, and the maybe low damage helps reach hp thresholds
oh also a lot of shadows like having secondary charm sets to use on skills like lightning bottle when the opportunity to use them pops up to use them to help clear. The best shadows have charms for multiple trees including their own. Its not needed to succeed but I think its cool how your able to be flexible as shadow.
+200 HAR
advancing is really only super major because its the only movement ability on shadow, if you get all 3 passives youll be fine, if you dont then you obviously and expectedly will be doing underwhelming damage but that wont really matter if you can sustain
its not +200 har as a barrier to enter though, its +200 har to min max which I think is fine
you're still carrying "secondary charm sets" plural now
secondary sets are not ok
so now you're asking for even more from the player to continue trying to play shadow
I do have secondary sets, moreso because I wanted to play something different- I made an ice lance set "for cheap" and then I sat and looked at common Ice Lance for the entire run
(it wasn't great!)
please please please just let us choose the random ability at the start of the run
my only real complaint about cz
thats not really the point i'm trying to make, its just that your able to clear faster by using other charms *if *you want too. Its not needed to do your main role as a shadow; its a fun thing to min max. It does not even need to be a set for another tree; its perfectly reasonable to switch out your dethorner charms for blade flurry charms for clear
the reason its not needed is because you wont have lightning bottle as a side tree in half of the runs you play. so that extra charm set is only an extra bonus you can use in some runs. This means you still need to be self reliant
POV: you've been forcibly given Cryobox as your starter ability, or gotten Avalanche as...well, bluntly, a non-Frost
saying shadow cant clear in general is just wrong, saying you need bis rng or 30000har charm setups to clear is also just wrong
in an average run barring extremely bad or extremely good rng you will do just fine as shadow or any other class solely by having a good gear build
even frost players don't want cryo I'm p sure
I do think its fair to say that shadow is the most demanding tree to play though, in terms of both skill and charms (and you do need better charms on average shadow then other trees because your job is so important for the team).
yeah cryobox is horrible
Cryobox is just a terrible ability
worst lifeline and quite possibly the worst ability in the entire Depths/Zenith catalogue
so I kind of get where people are coming from here but they overstate shadow's weaknesses and cost to be effective
I once had the idea of wantin' it turned into something of a snowstorm which constantly generates snow/ice around you for use with shit like Avalanche
but then the snowstorm was made a different active so now I need to think of something else to not be able to suggest because ain't no way ability suggestions are allowed
if they just give it a resistance buff and removed the pop-up coffin part of it it'd be fine
maybe make it freeze the area around you or smth
well, yeah, but then it isn't much of a box, now is it
cryofloor
true,,
cryosphere
idk
cryo frost nova
real
Tbf most trees don’t want their own ll for high asc
I don't particuilarly want my lifeline to begin with
gimme Last Breath or Steel Stallion instead

