#Encounter Design Feedback Thread
1 messages · Page 2 of 1
U slap a bridge down, trigger the spawner without having to face backwards like firm
And then leisurely blow up the elite safely
disable loom in nadir and nadir alone. firm gameplay only

I agree that the pit lacks incentive to clear but i also hate how a chest makes it obligatory to clear
Time to implement alternative forms of incentive
i mean it does not make it obligatory you could just not get the chest
Implement non-cz functionality to treasure spawners, where they spawn a chest on break with reduced loot
I mean... obviously? I know theres scenarios in which its totally optional (ie Yellow's void section)
But for R3 pois it's a bit different, usually people try to get the most loot out of one poi run
But maybe I am just too much of a loot goblin
But this is funny 
I have ignored the final slime chest in nadir before just because I dont want to deal with it
Noob
rolling
in the perfect world we could have a strike-like loot system for pois and have a chest there just give less loot to the pinata
A treasure spawner that leaves behind a chest with some potions and moolah...
He's gonna enhance every mob to have double HP and double damage and three shields and Arcanist will become even worse and Harbinger will become even more meta
hopefully this means that white rework comes with "delve" versions of all mobs like exalted (and exalted too gets this change)
and hopefully this means the more delve points that exist uhhh the more of these that show up
and uhh throw in more lava per delve point too
Oh yeah I should probably mention this
I personally think the Malfunctioning Circuitry elite in Fishing is absolutely unbearable and on harder difficulties (especially Monsoon) it is impossible to avoid damage from it sometimes
It is leagues harder than any of the other elites
Btw, something important, mobs once were supposed to "return to their spawner" and reprime it in the case that they despawned, but they seem to do not anymore making deaths sometimes even a positive, and i feel like this is one of the big reasons why the current death system isn't the best, was that intentional or is it a bug?
wasn't it that this got turned off because of "death looping" from when you used to drop your stuff
but yes despawns should one hundo reprime their spawner
I'm pretty sure repriming still works but only like 10% of the time
it doesn't reprime around graves
Silvic Excavators (the ones that apply Mining Fatigue 2) are great ways to prevent spawner breaking BUT i think they should also apply a compensatory +25% (or whatever the inverse of mf2 is) attack speed buff to make melee classes okay against them
honestly we could port them to guarded maybe
i guess i foresee a strange edge case where Cleansing Rain cleanses the fatigue and not the attack speed but i don't. think it matters
porting to guarded is possible but i like the character of the mining fatigue aura
i recently played ex reverie on my new rogue build and castle was indeed NOT fun
or ig less fun then it usually is
has he considered placing torches to slow down spawners
people do that? 
never in my life have I placed torches on spawners
god is dead
this part in Bewitched Dominion always felt weird to me because there's no incentive to go clear it
the left leads to a clearing with one skeleton spawner
the right leads to a ledge with a creeper spawner
but tmk there aren't chests
and neither spawner is in range to be a threat when clearing the lower part of the poi
just a consequence of bewitched being delegated as a linear poi
so that area was left under developed
theres several parts like that
With or without pernicious
Only if you make glowstone work so I can use glowstone in my Firmament
i meant that in a 'playing rogue while under the effects on mining fatigue' way
as a class that relies on fully charged crits that was quite detrimental
https://streamable.com/ipz3u6 @coarse pike I do not think one spawner should spawn 4 elites even with legionary 3
isnt that a double spawner
can the other 2 spawners spawn elites? 
why would you do that
I think frossoli did honestly, but I dont see anything wrong with a double there necessarily
A feedback that's quite important i think, Spawners's spawn speed has not changed in like 8 years, while the game has gotten faster and faster and people have access to even better pickaxes, just think that this spawner speed was made for people that used to use torches, and now that's something long gone, probably spawners should be made faster to match up the game speed, and punish people that don't break/respect them
I never tought of it before but it became appearent to me while playing through the Ex reverie's castle
In R1 we used to back in the day either torch it up or rush the key, now in r3 i just ignored the spawners as the time for encounter is way shorter, and spawners didn't really spawn more mobs
yeah thats been a point on our mind since rc4 released
Is rc4 specifically relevant or was that just a milestone you remember
This is the same spawner speed made for stone efficency 2/3 pickaxes xD
The contrast in spawner ranges / timing between even some r1 content and early rc4 with r3 is nuts
Oh
Some of the new zenner & skr rooms have lower ish spawner times generally but unlikely low enough to make a lasting impact outside of a handful of encounters
elite spawners have like 10 years of respawn time
its when we realized “wow the spawners we just placed in the last month are kind of abysmal garbage”
(1.5 min)
The most neutered spawners though have to be in that light gray cathedral upper catwalks. You can mine the spawner on some before you are in spawn range
yeah i found that for most encounters in r3 overworld the spawners don’t really pose any sort of threat of respawning mobs unless you play really really slowly
those are low, then theres some really bad ones in pre-release zenith charging rooms
and some post release build shard rooms
What It's Literally 2 Melees And The Elite There
ChargingUv You Placed The Elite Spawner With Regular Spawner Stats Including A Count Of 4
holy. based.
lmao
Finally, good design.
Actually, there’s a double elite spawner in Ramparts that spawned 3 elites(4 total) for me
By the chest and both of them are trapped?
It was the one on the left. Can that be double checked?
omw
this, yeah?
Yea
yeah the elite on the left has a spawn count of 1
did they immediately spawn 4 or was it after a bit?
or breaking the spawners but that's obvious
huh weird
well the one on the right is count 4, but its either a melee or a true random
I doubt its a true random
but can confirm
did i truerandom into 3 elites 🔥
we should get elite spawners that act like those skeleton spawners in ex white that spawn enemies constantly
never mind I counted wrong, theres 6 of them 
imagine transcendant copying them
singular reflection from their ability and encounter is over
so @coarse pike https://medal.tv/games/minecraft/clips/jYU4PTlisEzsxaGMI?invite=cr-MSxyN1gsMzQwNTQwODg0
Watch cool spell - Copy and millions of other Minecraft videos captured using Medal.
this is the build i was using in the clip https://ohthemisery.vercel.app/builder/m=Veinshredder-4&o=Echoes of Ru'Ten-4&h=Crown of the Lost Beyond-4&c=Darkstar Pauldron-4&l=Duskroot Legguards-4&b=Souls of Silver-4&charm=Tom-n_Vows-4-W,Foc-itched-3-W,Les-itched-1-W,Foc-ntract-4-W
with ethereal up its 156 magic ehp
vengeful arcanic arrow my beloved
and i did have it UP btw
@coarse pike do you know how much damage that spell in particular does
i wanna math it up out of curiosity
and i have 11% res from warlock
I can go check the plugin sure
magicArrow.add(ProjectileBoss.identityTag);
magicArrow.add(ProjectileBoss.identityTag + "[damage=40,distance=32,speed=0.8,delay=20,cooldown=160,turnradius=0,spellname=\"" + MAGIC_ARROW_SPELL_NAME + "\"]");
magicArrow.add(ProjectileBoss.identityTag + "[soundstart=[(ENTITY_FIREWORK_ROCKET_LAUNCH,1,1)],soundlaunch=[(ENTITY_FIREWORK_ROCKET_LAUNCH,1,1.5)],soundprojectile=[],soundhit=[(ENTITY_FIREWORK_ROCKET_TWINKLE,0.5,1.5)]]");
magicArrow.add(ProjectileBoss.identityTag + "[particlelaunch=[],particleprojectile=[(FIREWORKS_SPARK,5,0.1,0.1,0.1,0.05),(CRIT_MAGIC,20,0.2,0.2,0.2,0.1)],particlehit=[(FIREWORKS_SPARK,30,0,0,0,0.25)]]");
ABILITY_POOL_R3.add(magicArrow);
40 in r3
delve scaling is what
its SO OVER
1.25?
75% damage
1.75
i think
so 70 base dmg
so thats up to 70
that means
No way charginguv plugin developer
vengeful
NEARLY
40x1.75(delves)x2(vengeful)
sorry
so it actually ends up at 140
OVER DOUBLED ITS DAMAGE
where is that x2 from
vengeful
vengeful
Vengeful doesn't give 2x
no, no hold on
its 100% is it not?
In that clip it's probably like... 7 mobs killed?
Vengeful damage only goes up to 90%
times whatever it is
90
7 mobs killed * +0.08% damage boost
7.5% damage per mob up to 12 mobs
Vengeful does not give a flat x2 damage on spawn, its just x2 health
56% more damage
so its 106 damage
Thereabouts
about
seems it, let me go double check the exact damage mult
then how did i DIE
you running cara?
You're forgetting the secret Arcanic multiplier that deals 3x damage to people who are playing reaper
yea 7.5% up to 12 times
actually wouldnt matter, it'd have been stripped long before
looks like closer to 10 kills honestly
yes but the mob didn't have it
that'll kill you
that's still not 156 and i had 11% res from warlock
outcast cooked you with vuln
honestly abysmal time for the shield to be on cooldown
the healing part is the good part
the damage part is a little interesting sometimes
140 dmg per shot across the map is fun
on assassin if i see a chivalrous vengeful thing its just off limits for a little while
I mean thats a bunch of different things stacking up
bc it ignores stealth and i cant really approach it safely
even on tanky stuff like guardian something like that takes full priority
yeah it is but why does the mod give mobs x2 hp too
shield on cd + mobs to charge up venge + arcanic + vuln
can we have additive rework for enemies too
with leg 5, if you get an encounter with 2 vengeful arcanic mobs (not too unlikely) with flee AI
you now have an effective 280 damage to worry about
permanently
until you deal with the mob clump
Yeah it's not just the vengeful mob
where did this number even come from
140*2
its the threat of the vengeful mob plus whatever's around it tbh
you literally just saw the number
it kinda compounds depending on the situation
it's even worse if they spawn with carapace!
naw realistically it'd be like
To make sure they survive and aren't just fodder that die at the same time as everyone else
vengeful in isolation is supposed to make fodder mobs scarier / not just fodder
and it achieves that in part with the health
Unless you want to give elites vengeful it's kinda necessary 🤷
ah ok
yes it does
@prisma flower we could knock dmg scaling down to 5% maybe?
I think Arcanic should not scale based on vengeful but should instead fire every time the vengeful mob heals
I think 5% damage 10 mobs seems fine
isnt 40 melee damage considered as like heavy elite damage @coarse pike
no
or 40 whatever damage
ngl this clip isn't very good because getting hit here was a skill issue
go check the uh
theres base mr mobs with 52 melee attack damage
silver mob in tolum
idk the name
that's on the very high end of elite damage
that thing fucking hurts
a random 1 shot magic attack is not very fun though
you can get hit more than once every 20s by an elite 🤷
that has 38 melee
Comparing it to a spell is meh
WHY ARE THEY TINY THOUGH GRRR
pstrike got a cap now fodder mob magic attacks need a cap or something
If they were like not babies then i would be at peace
Which mobs
mr is too high overall but thats another discussion imho
The solution is that every mob should be able to use potions
They are only 45 damage at best I recall
no no
40% heal every 5s
the one with the teleport and jump
umm the MR melee mob does 2,451 damage per second to me
weakest mr mob
Stellar Zealot...?
My beloved
That's not a Tolum mob 🧌
that guy fucking HURTS

he's in tolum yeah
He is absolutely 100% not
Are you talking about the Valstrax trap mob
you're true they got culled to 45
the one that jumps you when you open the graveyard chest
Lunacrest Captain???
the one where you come up from the rat area
oh exalted Skypiercer
there's a big pile of gravel
That's a different mob
Squirrliepop u confusing me
The one that looks like the praise the sun guy

Whar
yeah that's not a stellar zealot
Lunacrest Captain???
yeah
yes
Is it
i just woke up from a nap
It's not that strong
sorry

that guy hits like a truck
I think the Lunacrest Captain's jump is too strong I think
and that's it
because sometimes he'll just jump into your face
mob that uses jump and if it hits you they get to do it again
Do we
Yeah
The what

I could make it a colossal
I think I explained it well enough
Make it a worm
Guardian elite in Depths that spammed charge
Super charger guardian worm
The funny
Watch some mobs and millions of other Minecraft videos captured using Medal.
make it be able to go through walls as well
can you tell me the ability damage of Lunacrest Captain in tolumaeus
@lethal bison can you pin this this is peak
you can see dpact bug in this clip too !!!
he got a teleport and a jump
no I dont understand how it works
It's 1000% a true random
Can we do clip based balancing
Well unless melee can spawn elites
The one on the right 100% can spawn elites and in fact about 50% of the time will spawn an elite
no sir we can not my dacpt bugged so my - healing was gone
including on spawner break 😊 😊 😊 😊
lmao?
Wdym it's just the slash cone damage and then the satsujin
it has iframe respecting
ok whats the damage
is that teleport + backstab?
3 damage slash into 45 damage backstab
yeah that
except the part where it multiplies the 45 by the amount of players it hits at once i think
Yes
but thats peak i think
Keep that part it's awesome
an extremely dodgeable ability on an elite not allowed to be vengeful does 45
but arcanic is 40 and is homing
Does Arcanic Missle (purple orb) deal 40 damage
everything "homes"
Re: vengeful, I still hate the healing the most
What is charging uv talking about...
nothing homes like old infernal missile
dev fight
Can we have a projectile that doesnt have a turn radius
I think Charging may have been replaced by a doppelganger

He is spouting a lot of nonsense today
Arcanic arrow doesn't home
yeah turn radius 0
it has a turn radius but it is 0
Yes
Yes
It’s 10% healing per kill on venge right
that's what im saying
yes lucent
As nicknon would say, he has lost it
arcanic arrow has been dodgable for a long time now
idk brain worms or smth
I mean it's dodgeable but regardless being 1-shot instantly by something seemingly random is annoying
circle strafe is like the base level of competence
The real problem with Arcanic is Arcanic Missile though
Arcanic Arrow is 💤
Me when I want to block Arcanic Missile but it's in a crowd of 10 mobs
I kill the mobs, finally get to block it
I just see missile as a shield breaker it rarely actually hits me
Place blocks but oops I accidentally placed the blocks ON Arcanic Missile so it phased through the wall and hit me anyways 🤣
I HATE THIS SPELL
I think projectiles are kind of just annoying because they punish you for approaching the mob or you just try to one-shot it first
yeah I don't fuck with block placing against arcanic missile because it just feels sketchy to do. Wish I could feel reliable doing that
It'd be fun if attacks could force mobs to lose their focus and send the projectile flying off in a different direction
I don't really think so honestly
circle strafe dodges almost all projectiles
Arcanic Arrow you can literally move to the right and avoid it
Most projectiles you can do this with unless they're homing
and Monumenta homing is toxic usually
it would be nice to see some more dangerous attacks take "focus" that can be broken by melee damage
Me when I dodge the homing projectile just for it to curve around and run straight into me
like the magic missile is really gnarly to mitigate if it appears point blank
Literally Megido Apoc gameplay
Ichabod is casting a TREMENDOUSLY POWERFUL SPELL!
Ichabod was staggered out of casting its spell!
normalize uhhh mob and spawner traits that are actively beneficial to the player
spells that can be interrupted by melee damage is fire
lowkey I made a mod that does this for skeles and it feels way better imo
Honestly I can see the vision on boss fights or elites and only that
Anything like that on normal mobs and it ends up being the regular gameplay people do with arcanic of kill the mob before it casts
Except instead it's just hit the mob before it casts
Delve mod wizardry
Give every mob a spell and enhance their existing spells
Also it would be kinda hard to convey to the player
maybe magic missile
This is literally just early Arcanic
Arcanic used to be like +30% ability damage at 5 points or something
(and give mobs spells)
1d4 damage * (3+ mob level)
man I remember trying out something
where that arcanic buff used to exist
and you'd get 1 shot
I think there was like a mission or something to do lb with max arcanic
(btw this is only a problem in r2 and r3 imo because the player is just able to blitz like that)
Yeah R1 is kinda just regular CTM gameplay (except for Shaman lol)
it's nice to have to think Do I Want To Shield This
what is the base damage of missile
40 in r3
do Arrow and Missile seriously have the exact same fucking base damage
One is fast but easily doable
One is slow but homes in
... would it prevent jumpscare oneshots as much if arrow started slow but sped up?
1 and 79
91 and -11
12+8i and 68-8i
thanks honey
arcanic arrow aint really dodgeble if mobs in melee range or even closer
it goes out a lot faster now so I am pretty sure you cannot reflect chain them anymore
aw dangit
zenith f2r9 there is no bedrock seperating the bottom and top layers, and the mothqueen at top layer can be activated early when building up to break one of the spawners at bottom layer
will look into that room
kind of abstract feedback but i think that there should not be two different mobs that are both evokers in the same content
const tower, a couple skrs, etc. have both non elite and elite evokers and you can't tell them apart even if they have different heads
oh yeah I literally was thinking about that when I did the poi run with the non-elite and elite evokers confusing me in const tower
hassle for non rp users too prob
#1345340298527637566 message
this encounter in rootway outskirts is kinda wonky
or maybe i played it wrong
https://medal.tv/games/minecraft/clips/jZFhQV4xOELc33juD?invite=cr-MSw5WWIsMzQwNTQwODg0 wtihout shielding my build has 100 melee ehp and with it up it has 163
Watch how does shielding work and millions of other Minecraft videos captured using Medal.
i get hit by melee mob but shielding does NOT do the shielding???
you did get hit twice by an elite
stellar zealots have a very high melee damage iirc
don't quote me on that
you can actually see the first hit get mitigated thanks to adze's mainhand stats
you actually wouldve ate the 2nd hit too
but you swapped off
its shielding not working cuz the hit box is dumb or something cuz of 1.20.4
why does shielding have a fucking hitbox
you dont just run the incoming damagetype, check it, and tell shielding to fuck off if it's magic or the item type is an axe??/
For determining how far 2.5 blocks is presumably
and then that yes
that makes much more sense
this
Spawn radius on some of these spawns in exalted orange are too large meaning they can spawn from below, leaving them empty when you get here (case in point the twisted)
@coarse pike https://medal.tv/games/minecraft/clips/k057CMSihZ6KjdIbb?invite=cr-MSxZWWMsMzQwNTQwODg0
Watch it happened again but this time im playing a balanced class :) and millions of other Minecraft videos captured using Medal.
yeah frozen fixed this
i know im just trying to get alch nerfed with some clipped based balancing 🙂
but fr this class is so dumb just like hex in r3
its kind of peak actually
@coarse pike can this be a delve modifie
why is there a clip on your channel leading with "I'm racist"
Elite spawners spawn +2, Non-elite spawners spawn -1 (minimum of 1)
rogue dreams mod
he is always in the greatest vcs known to man
o
12 Views. Watch Minecraft and millions of other Minecraft videos captured using Medal.
*join
*I'm Racist 😄
LOL
okay the clip finally loaded the fucking militia walking towards you 😭
🙂
you do not believe how badly i want to toss a fucking taboo burst brines straight into that pile after priming them with gruesome
is it just me or does the neo antium golem elite do a shit load of damage with its copper block things
for no apparent reason
all those astral type attacks are high dmg for some reason
They do true damage is my understanding
And the projectiles dont have iframes with each other or something
Effect is similar to the captain elites from star point where u instantly get blown up by like a dozen hits i guess
yup they do true dmg and i don't know why you just get 2 or 3 shot
No iframes
stationary astrals have a bunch of safety mechanics in play to reduce one shots
Almost none of those seem to apply when u make the enemy start moving around
this encounter in the moltaria skr room with the cathedral secret (forgot the name
) is frustrating because it spawns like four evokers which all start hitting you through walls, and they're all through a literal 1 block wide chokepoint, and they have an attack that gives withering
Airborne corruptor s tnt primes from the moment it is shot . Usually it explodes the moment it touches the ground and 1taps you/leaves you on like 1 heart. With the goofy movement of the phantoms they are also close to impossible to reach on most classes.
are you saying the projectile travels through blocks? def not intended
pre delve scaling 200 dmg worth bombs
peak
and legionary makes it even worse
maybe idk
or maybe i just couldn't tell where it came from exactly because i was playing touhou with fangs from four evokers i couldn't hit lol
thoughts on making the Constellation Tower boss spawned fodder mobs either DelveImmune or immune to Arcanic, Spectral, etc.
that thing is horrific on arcanist because there are So Many Mobs
i just beat it on 65pt and the first mob wave had 3 elites wtf 💀
can you look at bee spawner range in brown 
after the first one i saw there was so many bees attacking me constantly and idk where they were coming from
Magenta miniboss probably shouldnt have a full heal as a dps check considering there are elites and mobs in the area and you cant focus on it a lot of the times . it also spawn in early which makes the full heal nearly guranteed in small groups
the 8 heart pots dont make it any better
It has a single 50% heal when you get it below half health, but you can essentially just treat it as having 150% health, it’s not a dps check
The painful absurd range alch pots are way more annoying
we talking about ex magenta boss right?
Yep
never noticed it healing 
the boss just feels like a pain though, i think it has very strong melee
the metoer attack is weird too
i thought it casted it after a certain amount of time ? but this mechanic is not the only reason it sucks to fight that guy
the arena is nor fit for the fight as well as the potion attacks are way too potent for how little room they give you to avoid them.
yeah i dont like c'vaatk
It definitely feels like a boss awkwardly grafted into a dungeon where it shouldn't be
I don't think it'd be nearly as bad if he wasn't just awkwardly slapped in the finale room
Should be reworked to a water fight inside the P2 water section to troll lootrunners
hello developers, could you copy over the water section in Exalted Magenta to build shard?
That but unironically
I dont think I've ever fought C'Vaatk solo
will try it a few times and see how that goes
the ghast spawner in final area of water section in blue gets activated early
can you add this to the list
ping me in 4 hours
why does the sidereal scholar from tower poi have melee dmg
and when transcendent elites do thing there where they buff mobs do we know by how much?
and when they do that does it buff the elite too?
They don't buff mobs anymore
That part of transcendent dupe got removed a long time ago
HUH what does the horse death sound mean then
its been 4 hours
That you triggered the dupe
yay!
seekingProjectileBoss.add(ProjectileBoss.identityTag);
seekingProjectileBoss.add(ProjectileBoss.identityTag + "[damage=24,distance=32,speed=0.7,delay=30,cooldown=90,turnradius=0.03,charge=3,chargeinterval=10,effects=[(pushforce,0.5)],spellname=\"" + TRACKING_SPELL_NAME + "\"]");
seekingProjectileBoss.add(ProjectileBoss.identityTag + "[soundstart=[],soundlaunch=[(ENTITY_ILLUSIONER_CAST_SPELL,1,0.5),(ENTITY_FIREWORK_ROCKET_LAUNCH,1,0.8)],soundprojectile=[],soundhit=[(ENTITY_FIREWORK_ROCKET_TWINKLE,0.5,0.5)]]");
seekingProjectileBoss.add(ProjectileBoss.identityTag + "[particlelaunch=[(EXPLOSION_LARGE,1)],particleprojectile=[(FIREWORKS_SPARK,3,0,0,0,0.1),(SPELL_WITCH,10,0.2,0.2,0.2,0),(END_ROD,2,0.2,0.2,0.2,0)],particlehit=[(FIREWORKS_SPARK,30,0,0,0,0.3)]]");
ABILITY_POOL_MELEE_R3.add(seekingProjectileBoss);
ABILITY_POOL_R3.add(seekingProjectileBoss);```
r3
0.5 Piercing KB
so can you make it 0
ok
thoughts on Encampment final gauntlet?
although it does an interesting thing with the drop downs i think the spawner ranges are a little funky for it and also if you aren’t running pern or twisted or colossal i dunno how you’re “supposed” to get to the middle floor
Wdym you just drop down and land on the ledge?
also a major disappointment that there aren’t spawners in the final room imo
like you air strafe in? or am i misremembering the layout
i remember it as 2 vertical 3x3 holes leading directly down from b1 to b3
I do agree going down into a spawner filled room is a lot to deal with, and the bottom just being a single endermen then nothing to the pinata is a little bleh, having to take fall damage or use a movement option to avoid it is annoying. I think it's fine currently, but it'd require a rebuild probably to be better
Yeah you can just hug the wall and catch the 2nd floor ledge
I mean, wouldn't those spawners be pointless? That entire room is locked behind the door with the spawner req.
Idek there was a door there lol since it should be the final place you go to
oh there’s a door??
i’ve genuinely never seen this door before
how many spawner req things are there in r3 ow
the crypt in keep?
convent just spawns a chest i think
Convent replaces a crypt with a chest
does any1 else have trouble with the ex magenta boss
I have no idea how to handle the starfall while underwater
.
yeah i don't have any issue with the other mobs or the one time heal for that fight
its like purely the starfall idk how to handle
it spawns before u even get into the room so it's already precasting starfall while you're in the water tunnel
and uh i have no idea how to dodge that frankly
actually the room itself also sucks too
1/3 of it's water, there's a bunch of vines everywhere on the edges so u have to stick to the center of the room or you'll randomly eat a slow from the vines
It's all about just going in an doing as much damage as possible then running the fuck away before he nukes you and hoping he loses agro or gets stuck on the terrain while you regain health/cooldowns
how much do i have to pay to get the vines removed from that room 
to clarify, when I manage to actually reach the boss to fight it, it's not too bad
other than the amount of time I waste mining out the spawners and then digging out vines and leaves while it's chasing me
i'm purely having issues i cannot figure out how to handle with the water tunnel preceding it
idk if it's lag or whatever but i cannot get out of starfall range while in water no matter what i try so if i fail to get out of the water before starfall finishes i just kinda die
Curious as to why exs have bosses since the first 3 dungeons have pretty crummy arenas for them
You're right but I've gotten the enemy to charge itself into the lava so it's only mildly crummy
that's like "normal" levels of crummy for an ex boss imo
ex lb on release liked to immediately yeet itself off into the nearest void
...did ex yellow even have a boss? I don't remember anymore
I don't remember
reverie already had a boss to begin with, willows is like the only one i recall having something approaching non-crummy
honestly the wither is almost good but one aspect of its AI makes it kinda miserable
can we make cyan's boss harder
its literally just vanilla wither, I'm not even sure if it has an ability 
it has a dash attack (same one that the hammer azacor demon has, idk what exactly to call it)
Charge
and i think having an enemy whose whole thing is floating just out of reach is hard enough for most classes
it could get dodging (u) that would be funny
I will look into it perhaps next week

there is a distinct lack of a sign in this poi
hm maybe i should post a bug report actually
im sure this isnt the first time this has been brought up but the "computer room" in shifting is a mess because the spawner ranges are all fucked and it kinda just behaves like a single miserable encounter
also this room (left) spawns a bunch of stuff on a floor you're not on (right) repeatedly and it kinda just becomes a mess when you do get down there and makes a lot of noise even before you do
(please mojang make mobs not deliberately suffocate their passengers by climbing up walls so they're not forcing me to listen to the drowned hurt sound on loop for ten minutes straight every time one spawns on a spider chiv)
what this room is peak
^
I think I remember specifically telling charging that was the best room in shifting
yeah that one is indeed the best room
i was shooting mobs from upper floor for like 5min until i could go down in this room 
it's ass
💔
in our unofficial callouts, this is computer
and this is double decker
it's also been 2-story
you saying this made me remember this clip
this was like week 1 of me playing reaper
in the godshell sw build
o my god i found a even better clip
https://www.youtube.com/watch?v=9Soi0fkNG24 @tall star being back 100% dmg on dpact :))))))
._.
it's a cool room design but the spawners just spawn stuff from so far away and at all times when you're dealing with mobs from one spawner you have two spawners cycling mobs to come murder you, having the spawner ranges reduced would be nice
yeah same
this and a couple others just force you down a 1x1 or 2x2 hole with a ladder and the spawners keep spawning mobs while you're on the floor above
Idk if this is necessarily the right thread for this but
Could the food from r2 drop tables maybe be given a pass thru
We’ve been getting an influx of newbies recently and uh a complaint that has popped up here n there as they enter r2 is that food in r2 seems to be notably way worse than r1?
so I guess the "encounter design feedback" would be "earlygame r2 is way harder than it needs to be because newbies are starving" or something
i mean ideally i guess u'd have an infinite food like the carrot by then, but that seems more like a content accessibility problem separate from combat
overworld early game poi have better food loot is welcome
probably as a follow-up to charging's r1 poi food revamp?
is this the whole build team for Reverie?
it is
buh
iirc the story is heliceo randomly popped in and dropped the entire dgn onto TM
i wanted to discuss the encounters in castle (yeah it's mining fatigue)
This feedback concerns R1 Reverie.
- Mining Fatigue is a very centralising effect. Spawner breaking with Mining Fatigue is far more punishing and involved than without it.
- This leads to the (interesting) ways of getting around this by means of TNTing or creepering spawners.
- Theoretically, one could also play by attacking the Mining Fatigue heralds first, then breaking the spawners in the now-clear range
- However, the spawner ranges for this are far too massive - it is not unusual to look up and see 2-3 Heralds, with many spawners overlapping in range.
I propose that the spawner ranges on these elites specifically should be tweaked to be smaller
(note that the Castle has a lot of loot. like 4hxp of loot vs. 7hxp of loot from the rest of the dungeon excluding Labs)
I disagree change effect radius as current one require player try to think about how to deal with
it feels like a permanent area effect at the moment though
i can see the idea where you were supposed to go and kill the herald to get rid of the effect
but right now you can't because if you find one herald there are 3 more above you
Before we countiue for castle elite, does r3 version have any different
Like Effect radius, location
right then, base on my experience I find new add aura indicate is already helpful + they glow
And I really enjoy unique challenge it offer, it also ask player to come up a good route if player want kill all elite first
I can see it's very annoy when near top because higher elite density there, and path also split a bit
there's also weird zones where some spawners are just straight up blast immune
and at the top in the room with the key TNT seems to be completely disabled somehow
Why u need tnt when u already at top
At that point u should already kill all elite
Don't know about other tnt thing, never use it
i don't understand the intent of the ex orange berserker elites
my assumption is that they go serpensia when they land a hit on u to punish u for letting them hit u
so u have to play keepaway with them until u can kill them but.. being able to teleport directly to the player seems pretty unfair if that's the case?
just torch it up imo
r3 mining fatigue elites only give mining fatigue at the same y level they are at
r1 heralds are like a massive cylinder
its awful
I don't think thats right
Im not sure any distance check in the game is cylinder-based
can we get a sanity check on the bosstags for the fatigue elites
oh now that im on this thread btw
How do we feel about the exalted variation of the yellow landmines? As someone who loves them in r1 I really don't appreciate them in r3 with the projectiles and shield break. Im sure it was a case of "exalted means we have to change what they do somewhat" but I think the r1 is a winner design already
Mechanistor is right, they're cylindrical in ex
well r1 is probably spherical
let me check
nope it defaults to 35 radius 20 height
r1 is just bigger
this all really depends on whether the landmines are better as a mild hazard that can involve more shield usage (and will fuck you up if you aren't keeping track of them) or if the landmine going off at all is supposed to punish you
r3 height is good imo because it gives more options for how the castle is cleared without ever losing the fatigue gimmick
I think there is a way I can make them work in a more sane way than they are currently
Although it would be super shitty to have them ignore shields
The projectile tech is definitely not it ill say
why
the Heralds in EX Reverie have significantly smaller and more visible ranges
this is important because it means that killin' a Herald in the castle actually has an effect on how fast you break spawners for longer than about 5 seconds
compare and contrast with normal Reverie, where the aura for Harbingers is so comically large that there can easily be three different Harbingers all overlappin' the same spawner --- hell, the entire first floor's worth of the bastards are basically meaningless to kill until you can fight your way upstairs to kill more of them --- and you can barely tell when a spawner's not in range of them because the ranges are virtually invisible
- R1 Reverie is really swarmy so it's difficult to fight your way up to decapitate the Harbingers
- can't play Rogue because Rogue is a melee class
- even after you kill one Harbinger, you can't break its spawner with a pickaxe because you're in the range of two more
which doesn't feel great in a dungeon that already wants you beyond dead with how many swarms it spams at you (friendly reminder that normal Reverie has no non-Harbinger elites!) and how potent those swarms are (particularly in delves), especially if you're like me and consistently make the unfortunate mistake of bringin' a melee class to the castle because, fun fact, Mining Fatigue also kneecaps attack speed --- mind you, this is in a region where you're already starved for attack speed boosts as it is
the Mining Fatigue effect should get some associated +atkspd effect but it would require some effect handler magic for the atkspd to also clear when Cleansing Rain'ed
needs to be a +25% attack speed buff
- -25% attack speed 
comedy
you mention Rogue for aspd issues????
of all classes????
SURELY there is a larger elephant in the room more appropriate for this
hi, I'm the larger elephant in the room
rogue is the elite-sniping class, so if you wanted to go elite sniping to kill off the harbingers, i'm saying you can't do that
of course literally everything else is worse off
of course
Warrior also has no attack speed in their kit
r1 warriors run axes 90% of the time
and rely on that frenzy to actually make the weapon usable up from what
0.8 aspd?
rogue starts at 1.6
curse of trying to kill an elite with eclipse splitter in a swarm of tightly packed mobs
me: I'm a Warrior, which means I like to use axes
the Fifteen Fucking Fatigue Harbingers:
thats because they have 5x warrior base dmg on a 1.6 sword
average r1 cleric smite experience
😳
have you considered that its terrible
🤫
🤫
like, 90% or so of normal Reverie's mob roster is just assorted undead
and Cleric uses the power of bein' a competitive hater to become incredibly powerful against undead
so that doesn't surprise me in the least, honestly, even before accountin' for the incredible boon that Cleansing Rain is to the Cleric and anyone else (un)fortunate enough to be tasked with clearin' castle alongside them (since Cleansing Rain can temporarily blank the Mining Fatigue inflicted by the Harbingers' collective aura of stench)
Hard hard hard disagree on "can't play rogue"
I've only ever played rogue in reverie
Also do the fatiguers actually have spawners for them? I wasn't aware because I've never seen any additional spawn
so have i and it's complete ass
but every time this gets brought up the solution is just wait for 1.20.5 mining speed rework where they can unlink fatigue and attack speed
which is a fair solution
but that's a long way off it feels like
I've literally never seen it noticeably effect my gameplay so
as personal experience I don't think can't play rogue just because mining fatigue affect attack speed is true
since rn r1 aura is larger then r3 one, even though I am also fine with r1 version, I am totally fine with it change to r3 size
still keep its spirit and more fair and reward
they do
usually the one on the small structure ususally come with vex spawner at bottom
I dont think additional ones can spawn realistically
is the spawner delay not the usual 1800
they have spawners yes, but the only reason they dont self-delete is bcuz it predates that tech
Theyre set to 10 hour cd iirc
i think the max mobs allowed is one instead of the usual “lots”
ah hm that’s interesting
Might not be that exact value but its some stupid large number
Trying to dig up a source
chrono reverie (5 hour cd !!!!!!)
somehow I feel like there was this unspoken knowledge in earlier times that those heralds harbingers wouldn't spawn again
They're meant to be so long that they don't spawn again yeah, they could potentially be swapped for those spawners that disappear after their first spawn like the Tolum gunners, but all of their current locations look cool with the spawner within which is awkward
replace them with vex spawners frfr
New spectre just dropped 🔥
Later content had self-deleting spawners and the game uses those from that point on
So I guess the assumption becomes “if the spawner is still there, it’s for a reason”
Can Reflection maybe get an internal cooldown on the sfx playing
There’s a lot of enemy abilities that do extremely rapid dmg ticks causing it to spam the sfx, which is normally fine
But sometimes all of those ticks apply simultaneously due to lag or just jank and the reflection sfx stacks
I would not be surprised if ive taken hearing dmg from having a x10 volume Reflection go off
could the top section of cloudpiercer get a slight nerf maybe? 🙃
like I know it's not technically required to go up there but having 6 elite ghast spawners and 10 blaze spawners on a pillar with standard spawner respawn rates seems kind of excessive? I think coven amp might actually be more tame than this pillar given the spawners eventually burn out in coven amp
i just mined spawners from within the pillar 
i swear something happened to stellar manifestation
it used to be okay now it feels like the strongest elite in the game all of a sudden
whatever you did please revert it, it was already a solid elite and now it's just absurdly broken
yeah what the fuck
getting caught up in 1 (one) stellar manifestation attack is a death sentence
and it 1 taps any build no matter how tanky
i wonder how many slashes it does
Someone sacrifice themselves and count
Return to this feedback thread with gaping wounds

And pray tell
How many wounds did ye receive
- added iframes to prevent players from instantly being nuked by a rapid sequence of attacks
- made an elite that nukes players by a rapid sequence of attacks ignore the said iframes
just because.
Made an elite that Kills You

what if we just added an elite that fortnite dances on you and deals emotional damage
how many attacks does it do exactly that makes it a problem tho
surely not more than 6/s?
Honestly this is the one elite that should ignore i-frames because previously it just felt bad
It went bop, i-frames, bop, i-frames, then you get launched
The dmg should be tuned down accordingly
My friend has been sent back to spawn multiple times by those dudes
yeah that's what I'm wondering
Because a 1/3 damage nerf yet it feeling stronger means that it needs to hit an obscene amount of times per second
It hits you like 4-5 times more than before
that one skr elite
So its dps increase
Which one
preserved isharist
dances then blasts you with dripstone blocks on the floor
idr name
I just nuke those before they can do anything
sad!
every elite is free if you burst damage them
Hunter has that 
i play hunter
and i intentionally dont kill
to see the mob
and what it does
-w-
I just kill everything that gets in my way
Sometimes it might even be my friends 
nah jk I wouldn't ever do that
I have totally not jchained creepers upon my friends
me chaining a creeper onto my voodoo bonded friend causing me to explode
In Quelled Convent before the last room (3 hallways with chest in them) I always jump to the balcony that has the chest and creeper spawners
The creeper spawns then falls down and often time they kill my teammates

I wish vbonds protection lasted longer than one hit 
jchain a creeper to your friend and then accidentally vbonds them, setting yourself to 1 health
is it viable to shield stellar manifestation or does it straight up disable shields too
IIRC, it disables shields
Oops, sorry about the late ping
np, ty for answering
Is it the iron golem with the astral attacks
Yes

The one in brown was so good they made another one
But yes I agree that the Malfunction Circuit is a little tad bit 🤏 doom
It's not really that bad relative to other problem children but I think it's kinda.... lazily designed?
It just kinda shits out astral attacks everywhere and if you want to melee it you're pretty much just doing a DPS check and hoping the random projectile vomit doesn't OHKO you
This is such a big huge horrible lie oh my god every time it spawns on Arcanist I have a 75% chance of dying if I don't kill it instantly or chug pots
Only if it's those really flat fishing combats though
Arcanist can be classified as melee range I think
Not really because it's not melee enough to really get in golem attack range
The projectiles cover a lot of range too
ARCANIST IS MELEE
Going to drop an anvil on your head
You don't have to jump crit the golem constantly on Arcanist!!!!!!!!!
