#Hunts Feedback Thread
1 messages · Page 2 of 1
as in not a darkstar agrippa build
if so then thats pretty low ehp yeah one shot might make sense
3 digit ehp on all damage type
ok i have 3 digit on 3/4 but i have 94 magic ehp...
im gonna be honest with you, idk about melee dmg but the pig does not do too much
yeah i think that's low
maybe ill use overgrown bodkin
improves my magic ehp to 115
which is fine right?
but also 3 other people in the ring got one shot so idk if it was just me
i think cqmera being one shot around the 120 range
but thats definitely better
i think this is scaled as post starpoint they all hit decently hard enough to scare off old builds
should i always run overgrown instead of ex kingslayer the ehp diff never felt really noticable on sage
i think yes but theres a lot of different options now since starpoint
would be nice to know what dmg types the bosses are doing, pig in particular
ok kinda geting of topic can you guys bring it over to gameplay if we're discussing builds
can just get away with cloak stack for the others
i was gonna bring up something about pig and now i forot
given by reflection things should be mostly magic/blast
ex wardens ruin best boss hunt item fr
So the new epic shield has Unbreakable
literally every other shield in game has at best - Mending, even the Two epic ones we have (memorandum and Aurora variants) the Reason is obvious:
Player can't just hold right click to cheese things, or wait for regen to heal 'em up while they sit with 20 mobs in a corner blocking all hits into heat death of universe
And now this shield has it
Some might say "Theres many block breaking attacks in r3" To which the reponse is:
- You can go into many PoIs, and even sirius, and just hold right click and not be punished whatsoever
- The convinently newely released infusion borderline removes that as a problem
People will be mad, but for balance reason that shield should go down to Mending, with couple levels of Unbreaking at best, but not Unbreakable
And what will even change
Doesn't retaliation stun the shield for 1s when blocking any hit?
It doesn't now
Oh

I don't really think unbreakable will make the shield different
Its not like shields are can't already eat 100s of hits before breaking lol
I think the corner argument is just a very niche situation
you can do the same on every other shield with the difference being that unlike being able to sit there for 5mins you can sit forever, which isn't exactly an issue in any content
If you want to use the “unbreakable allows infinite camping argument” and be taken seriously then imo you should also be pushing for the removal of Mending and disable Empowered for shields since these allow the same to happen
I think all it really does is save you a lot of anvils
and nerf collosal too 
Yeah and to add to that after those 5min you only need to open your inventory for a few seconds to anvil the shield
idk what content would be cheesed by holding shield for 5min
Gallery
Unbreakable does not mean the shield can never be stunned I do not know where this comes from
It will be changed but I could not find any scenario where it wouldn't stun where a normal shield would
what will be changed?
Unbreakable -> unbreaking and mending
surely that's not the case because of the 1 feedback comment?
It was decided on earlier
makes sense then
more likely the case because it's a general standard for shields, yea
enough unbreaking and mending and you basically get the same product
just with the stipulation of not holding shield in corner
Right but I want to know what unbreakable does that we want to avoid, because I could not find anything
Axes work, abilities work. What else is there?
I don't think it's so much the stun, but it's the fact that it will not shatter from durability usage if it's just held up against an army of swords
that does have axe mobs
Unbreaking and mending allows you to still hold it up against an army of swords, but it won't last forever
and elites also break the shield
is that not an unrealistic scenario
That sounds very unrealistic
There's a lot of unrealistic scenarios we have to build around for when the new release/content/rework makes it realistic
better to future proof things when we can see the possibility coming, especially in a situation like this where unbreaking and mending can pretty much offer the exact same tech as unbreakable
fair enough
basically 0 impact on the normal/intended use while cutting out the risk
I guess that's my fault for not asking why we did it, thought it was an old jank mojang thing where unbreakable on shields made them unable to be stunned by axes
ah, no not aware of any mojank on that one thankfully
is that why predator strike does so much damage to hawk since no one is near it
Think that’s just predator strike
“Nearby” isn’t nearby it’s the size of the arena

I d like to see more banish/spoil mechanics like coca cola. A lot of them feel like they are buggy insta onetaps or have no indicators for the spoils. Some attacks have delay and it just becomes a game of rng . They also discourage ppl from dpsing due to fear of spoiling.
I think spoil mechanics that spoil the loot "on hit" condition should spoil the loot if player fails 3 times
spoiling instantly on single hit is kinda ehhh
i think i got spoiled on unamiel cause of frost spirit

The hoglin is also alright but the banish is buggy. The first time i did it , it banished me even when i mined mud(I think that also happened to cqmera).
I wasnt standing on it as well
the banish mech kinda just feels like a big fuck you to new players and doesn't really bring anything else to the table
if the boss constantly applied banish at times it would be more interesting I think
take aloc aloc for example
I think that banish is interesting
but something like unamiel is kinda boring since they only cast it once
banish should be a constant threat to make it actually mechanic instead of a gimmick
The shield force shatters on ANY hit, it doesn’t matter if you have unbreakable vs mending
You can never do what you’re saying, ever
they removed the stun
My apologies
1s is just too much
you have to break like 3 tiles
I had tried with a much lower stun duration but ultimately it was just antifun and conflicted with the items design
3 blocks or ?
idk just keep digging mud until the bar goes away
it usually takes like 3 blocks manually broken
for it to do it
i think i mined like 10+
okay lol thats wrong
like i was mage and when my spells were on cd i was just mining
you probably mined all the mud before the banish attack had cast and there were none left
Okay so i got banished because of core elemental iframes.
i clicked on it at least 3 times and nothing
Bossbar did not appear . It might be that
@oblique pulsar any chance you know which ring shard you were on? going to check for errors that might cause that
I think the bar specifically for the banish seems to be bugged, I’ve noticed it in the two I’ve done since the latest hotfix
I was on ring-10 also and I saw banishes and spoils fine
Aloc's bar completely disappeared for me yesterday as well
Very strange
aloc should be hotfixed, please ping me if it happens again today
probably something similar with experiment that I have to find
r-1 no telegraph on core elemental for me for banish attack specifically
on latest hunt
r6 no boss bar on banish attack, maybe because it cast that while being unstable
@little harness see it definitely wasn't me on 30mins sleep it happened to kcal too
-1 core elemental
always punished 😔
i was in ring 11 and did not see the banish boss bar but other bars worked fine (spoil, attacks, etc)
bye pig
General:
- On hit spoils should be better telegraphed, have longer grace or only be triggered after 3 times. It is unclear what spoils usually (Brute Force, general aoe spells).
- Various bugs.
Experiment Seventy-One - Way too punishing for melee.
- Red particle attack (Mud Swipe?) is hard understand where safe area is, maybe make the safe area have green border.
- Mud should be dug in 3x3, not +.
- Spoil effect is hard to notice (powder snow freeze overlay?), nearly not present.
- Banish feels unintuitive.
Steel Wing Hawk - Let melee player contribute in some way, maybe a goal which makes the phantom perch.
Aloc Acoc - Add a bar which shows something related to spoil.
Uamiel - No proper experience to say something.
The Impenetrable - General complains.
Core Elemental - General complains.
I honestly think the Impenetrable closing is at least visually shown with the boss bar showing the open/close status
(which, btw, really cool feature)
Yeah boss bar indicates impen closing
It’s the only thing I noticed the one time I got to try it at 9000 ping
exp 71 banish also allows unintentional griefing if players try to go for the same mud
Exp 71 needs a different banish I agree
ppl tend to overmine the amount of mud needed for banish leaving little left
Maybe if you’re hit by parasites too often with a slow decay timer?
the biggest issue imo with exp 71 for melee is that it leaves mud as it walks turning the area immediately around it into a constant and unremovable danger zone for getting nuked
i also still think there's something bugged with the minion based DR
i joined a few fights late as practice where I definitely did not have the weakness debuff, minions were all dead, and I was point blank and pstrike still was doing sub 50 dmg
Yeah bug is known and reported by me
for exp 71's banish when i read the description pre-release I assumed it'd work like drask's cage and you'd have to quickly dig your way out or die
could spawn a patch of mud under every player when the attack starts maybe
i think it could be made more apparent what that means because its just 2 symbols compared to whole boss bars for stuff like uamiel and core elemental
the first time i fought it that indicator never changed. it was always full square
the second time i fought it, it did change. it's still just.. a faster transition than anything with low projectile speed takes to go from hand to damage event to lol spoiled fight
i think uamiel is the most solid, doesnt feel overly tanky and banish/spoil is pretty clear
actually i dont remember if its shield coming up has any windup bar so it might be nice to get one (same with core elemental)
friend said shulker attack reduce his armor's dura, is that intend
heres the impenetrable open --> close shown on bossbar (i had no idea of it before)
it has windup bar around 3 seconds
🔥 so just the magma cube getting it would be nice then
magma cube does have a windup bar for the spoil the banish one is bugged
the spoil windup bar is every attack windup bar
technically Core has a windup via the ability casting
since its post every attack
And yeah the banish one is bugged unfortunately
Sounds like nobody(pi) is looking into it
oh 
uamiel is definitely my favorite of them
making open/close its own bar that fills or empties depending on open or close would be cool and visually easier i think
but personally i think the open and closing animation on the existing bar is super cool already
big 71 fan here but the dr is big issue
compare to phantom 71 has high dr generally, but high dr phantom sounds not fun
and from what nicknon said, maybe increase range? (i heard 8 block away give it 50% dr)
yea i dont think phantom should be dying in 30s but i also dont want it to take 20 minutes because its flying too much
increase time/frequency phantom collect feather ?
coca cola was one I really enjoyed, can't wait to do one now that the bar is fixed
honestly I've liked all of them
hjavent tried coca cola
Coca cola has by far the best designed banish mechanic
If they were put on a coolness meter the distance from coca cola to the 2nd best one would be like 100x of 2nd to 3rd
Did all bosses
I would say that the indicator for banish skill looks fine now for me , spoil skill maybe add a symbol or sth?
I’ll test with higher particles settings to see normal skills

i like cola's spoil/banish the most personally
please tell me they are never gonna nerf an army of 20 people running into a different ring to help others out
Please do not nerf 71 dr 🙏
the other players helping have reduced damage alr
I’m praying
71 dr is NOT fine
It’s extremely fun seeing everyone gank 71
I mean if you count weakness as dr then ye
71 DR works based on range to the boss?
and there is skill that inflict infinity stackable 15s weakness
Oh what
the orange particles
Infinite stackable weakness is crazy
#screenshots message
but it only lasts like 5 seconds
15
funny to see like 30 ppl went to help that cause the player scaling dr that make it get hit by all of them in 20% health still survive almost 1min
i am still confused that the quarry arenas arent just adventure mode, when of the 3 with a reason to not be flat:
core elemental - supposed to levitate players but bad at actually working
steel wing - some people cant figure out how to take fall damage in an area with 7 blocks of vertical variance
impenetrable - in an area with so much build noise that finding the boss after it teleports is one of the mechanics
the core levitate skill said by dev is a safe-proof not the main way to do the boss
and ye it's a bit weird
main way to do is block up or mobility etc
levitate is use for people who get push my boss hitbos
and work as safe-proof
-# 
in that case the next most obvious way to deal with it would be loom stair mode oh wait
ire is a few blocks short
ire for hawk?
think i ire'd and fell even to launch or maybe 1 block down and it worked here
probably jump + ire
ah, gotcha
i just build up core, my skill does not include ire tricks
same i just complain about not getting levitated the whole time, then get banished anyway because my melee damage wasnt high enough to get through iframes
2 shots of ire recoil is still short?
not everybody is a scout
ik you said qd but i thought i should clarify that anybody just shooting 1 ire isnt going to make it
i tried like 2-3 times and one of them worked for me, just 1 ire shot without qd
i think ire is like ~6 blocks while the cubes flies up like 10 blocks
and with your hit potentially missing because of iframes (or you look up too slowly) it might just be safer to build up
sure but i specified scout/hiero
I just built 3 blocks then hirmnir
that was enough for me
I was fine with 1 ire shot
worst case the strategy could just be being a scout for the start of the fight until banish
but yeah ire alone felt short and inconsistent
obviously the play is buy another ire
my enthusiasm for this content continues to suffer from finding weird edge cases to trigger the forced fail mechanics with
next time drink a venoumous potion
your fault for using the cheap stuff
your'e
no u
nuh uh
yo do we not have a system that stop boss form repeating?
I think experiment 71 has wayy too much dr
it went fine right now
you just need to kill all the miud...
with my trident
if no one is doing it dr gets cooked
Experiment 71's mud tossing should be confined to a smaller arena i think
no i think
atm it can go on the leaves and trees and walls of the Keep
is the mob it summon give it dr
@atomic geyser is it intentional that the mud goes into places which are impractical to reach
it feels kinda bad to do that
tree and wall mud 🙏
iirc being farway from it(8 block) also give it like 50% dr
Accroding to Nicknon
71 having a stacking weaken attack upclose and dr from range 
What locations are you thinking of
walls and trees
There's no point to stopping it from going there because it doesn't do anything there
does mud give DR? or does mud existing for a long time spawn worms?
neither
mudquake has fixed dmg right?
What would not fixed be
scales with players, scales with mobs
or with mud
that would be kind of silly
actually does mudquake deal dmg per mud u touching
scaling per player is just kind of
why would anything ever do that
and scaling with amount is pointless because it already does that because more is harder to dodge
It shouldn't
im asking as more of a technicality
What does this mean
is it one attack or many dif per mud
It's one attack
That's strange because you get weakened seemingly specifically for being close to it. I had to repeatedly back off to wait out the damage/resistance penalty.
i guess idea is u go in deal damage, try avoid kb, retreat
repeat
encourage careful close range burst
...
first strike?!
Also whatever governs any of those three mechanics - the DR, the damage/resistance penalty and the spoil - needs better indicators. I spent so much time on my tablist to see what debuffs I did or didn't have and for how long, and that doesn't inform me about any DR the boss may or may not have.
Aside from that I kinda like the boss, the mud being something you need to manage as a group is a cool unique mechanic for the fight to have (though I share sentiments that its spread gets a little extreme at times) and aside from the red rings sometimes indicating that you need to be inside of them but outside at other times the mechanics felt clear enough.
Is it just me or has anyone else experienced the 🐗 tending to jump towards the casino/pelias keep wall
#bug-reports message
the dir of the jump is the same as galengarde just really far away
so i think dying doesnt take you out of the jump target list
parasites should appear as a boss bar instead of custom effect
when the pig rolls down the hill 
the leap targets whoever is being targeted by its regular AI
so it could be doing that if it's somehow aggroed onto someone far away
but that doesn't seem possible
A distance cap could potentially band aid it
have it redirect if the distance is too far
TM pls make so there's a lesser chance of the boss repeating, i dont wanna fight 71 and uamiel anymore
state mandated peak.
okay, curse of core
when experiment 71 goes out of arena, tp it back to middle
im ok with only uamiel
big fan of the boss arenas being somewhat uneven tbh
i’ve complained before that most arenas are just circles but these are really cool
I feel like a boss every 2 hours would be a lot more convenient than a boss between 1.5 to 2.5 hrs. Would be better to plan for longer content.
Honestly I kind of agree, having less variance in the time frame of fights would give me more time to plan ahead. Especially playing solo and having other things happening like typing to people, sometimes I might not be able to finish the POI I'm on in 15 mins, I had to rush to clear an amanita the other day and missed out on the entire cave pit section just to get to the pinata + boss in time.
If I have to account for a boss spawning in the next minute potentially I then might not want to start a longer POI so I don't have to abandon it, but then if it turns out that boss takes another 25 mins to actually spawn, then I definitely could have done it in that time
first time i see someone talking about amanita pit as "missed out"
its usually "skipped"
including myself
new issues I encountered with experiment 71
- boss animations persist after the fight ends #bug-discussion message
- boss can kb players off the cliff edge with the roar and then immediately aggro onto them and fall off the cliff chasing them and cannot get back up
That's a network issue and not something specific to the boss I believe
also a minor complaint, podzol and mangrove rooted mud textures blend in somewhat on the vanilla texture pack for me, it'd be nice if the podzol was replaced with concrete powder or dirt path
the downhill battle in question
comparison image of rooted mud on its own vs adjacent to podzol and concrete powder
fwiw I was banished from a fight after I died, I believe from Steelwing after getting exploded on the first divebomb. So it doesn't seem too far-fetched to me that banishment could retain aggro for a bit.
My guess is that's a different bug
possibly list of players in the fight is not being updated soon enough
That one I don’t think it rechecks player list pretty easy fix
can we make the number of rucks you get from unspoiled loot increase (or decrease spoiled loot to 1 ruck)
this sounds like "alright you get 3 mats from a 6pt mr run but because you get a mr frag on your daily run, you only get 2 mats" situation
you can trade the unique mat for 2 rucks i believe
at least someone in chat says that every time someone says that
we aren't decreasing the mats you get though then?
you can either unspoil and get a unique worth 2 and a ruck, or just 2 rucks
why would you intentionally spoil yourself
idk, i don't know what the argument is you're making with the MR datapoint
the point is "increase the # of rucks you get from an unspoiled chest to match the # with the spoiled
that makes it sound like "well if you do daily, you get less of this mat" but that's not the case here, the mat you get instead is a direct tranlation
on paper you get "3" rucks from unspoiled and 2 from spoiled
but that's not what you are actually getting
idk i read the system as "2 rucks on spoil, and 3 rucks if you dont spoil" (plus the chance to use the rewards for more than what rucks do)
you're getting 1 mat and 1 ruck and 2 rucks from spoiled which doesn't make sense
why would you get less ruck just because you got a mat
because you can trade the mat for 2 ruck
the mat is 2 rucks at the trader
so?
so you essentially get 3 ruck
you are either getting 3 or 2
and some more possible usages
"essentially" yes but everything in the shop costs a mat
yeah but not mw and infusion and epic
?????
i don't get it
excuse me what
so you can choose to buy items or convert to ruck if youd rather have those
why is mw not requiring the mats
if you need more rucks, you can make unique into 2 rucks, and then have 3 rucks
if you need uniques, you get a unique
i thought mw only needs rucks
idk might be misinformation this is just what i read
Ok i get it bc ur inclined to not trade the unique mat for the rucks
at that point just make the "unspoiled" the condition to make purchase, and give unspoiled loot 3 rucks straight up
ditch the entire "you need the mat to buy the item" bs
because the mat is meant to make you have to win unspoiled?
and win that boss specifically?
isnt that like way easier to do
also that way items feel more special and fit to the boss
expertise to win unspoiled rewarded with access to that loot?
yeah but the mat is only used to purchase the item and not directly used in mw infusion or the epic right?
item and charm i think
Pots too
ah, there's the endless sink
potions as mat sinks 
yeah so why not instead of making the items require mats, what if you just said "if you want to buy/use the item, you need to first win without spoiled" just like the epic
both work but theres no harm in doing either. also having unique mats for each boss is really cool
and fuck the whole "mats" system
why
why not have a unique mats system that's in place?
anyone doing hunts likely has boh anyways it doesnt really matter imo. and if you dont like them just buy rucks
i mean, it's not just "everything melts down to 1 thing to spend on everything", but it adds a unique flair to it
i think his whole point is the unique mats have zero use except being turned to ruck after you buy the base item
when it could be used for upgrading its masterwork or just not exist at all
less rewarding kinda isnt true once you know they have zero use therefore is automatically converted to 2 ruck
except we all know at this point they are 2 rucks?
1 mat + 1 ruck is the same # of items as 2 rucks
and before you say "but mat can be converted to 2 rucks", this is a psycologial thing
even if its the same number of items, one is rarer
dawg..
it's not about the actual value of the items, it's the looks
I like hoarding ...
if i gave you 32 ar and a har, is the ar more valuable?
i think even though it technically can be more rucks, it's unintuitive to give more rucks for spoiled than unspoiled
idk, i don't get the logic
not on paper, but getting 10 stacks of ar looks more appealing than a pile of 12 har
oops fixed typo
its the same thing cro
it's not about the actual value, it's the visuals that looks more appealing
...can you trade 2 rucks for a mat? no
on on side you have 1 generic mat and another generic mat, on on the other side you have 1 generic mat and one special mat
like yeah it isnt a huge difference but any day of the week id take the special mat over the generic one
chroma im throwing you out the window
this is not about whether you can convert rucks to mats
chroma just pointed out the inconsistency in zigs analogy methinks
dude im agreeing with you can you chill the fuck out
it's not the actual prices we're discussing, we're looking at the visual appealingness
Its true one ruck is less than two rucks
why do you care about visual appealingness
and this is probly why devs use the filler block method on 100% of the loot
if you know its worth more anyways
and give out like 5-7 t3/t5 items
I mean that's not what you started out saying, so maybe chill a little.
i did ????
it's also that nobody will want to turn a boss mat into 2 rucks because that's a dumb trade, so you just end up with less rucks even though you could have more
my whole point was "1 mat + 1 rucks looks similarly valued to 2 rucks at a glance so add 1 ruck to the unspoiled reward"
like how nobody is going to turn a pigment into strands
wont they like stand out and look cool when they are textured
not when 90% of the other items are textured
unless you make the texture go out of the box
like the items
Realest sh ever
but the filler loot is not textured
poiint still stands
i mean if you want the unspoiled loot to look more rewarding than spoiled then rucks better look like a boring stupid rock
i think its just a rather unintuitive one but consider how few usages the boss mats have i think its really just "2 rucks but you get the choice to buy some special stuff"
i think we should talk about how they have no real use after buying the base item and then maybe you will find the unspoiled loot chest more interesting
so why do they have no real use after the first mat for the base item!
i have some ideas
feel like it can be used for MW level (one level) or something else like the shield delve infusion
but it is probably hard to think of 6 new delve infusions.
the pots seem like they have potential but some of them aren't great
even though they're 20 minutes
they can't be used for masterwork because of how the mw system works
it looks at item location not the item itself
i dont need more uses fo the items, all i want at this instance is listen to qwan's idea
so unless you want every hunt rare using core elemental mat or w/e
one of every mat for mw7?
I feel like 'you get better rewards from doing the boss better' is pretty intuitive. If anything bumping up the spoiled rewards to match unspoiled rewards would kill the reason to care about spoiling mechanics at all after your first unspoiled win.
the code cannot be that spaghetti that you cant make specific items cost specific mats.... right
also "drastically reduced" is unmatching for the actual rewards
i mean they could hardcode them but i think that's excessive
at least for the moment
imo the items aren't really good maybe many people think that idk
overall pretty cracked
look in gameplay discussions you cannot die in that build made of new items
wolfswood/pelias/sp/<insert content>
unfortunate
im fine with the item system, and im not gonna 🗣️ at devs to rework the whole system of the boss because that's not gonna happen
axe is cool, chestplate is super nice the magic boots / legs are fun
the offhand is weird
surely its make a 7th mat only purchasable 1:1 with unique boss mat and use that no? 😁
the offhand/hawk boots are kinda mid but other then that everything seems amazing
in theory there could be 6+ different locations that all visually look the same but have different internal IDs but i think that would be generally considered a Bad Idea for several other systems
but like i would like to request that the unique mats look exponentially more visually appealing than the ruck
such as market plugin
yea, multiple fake locations falls apart in other uses of locations
maybe I need to play other classes
The monkeys paw furls, spoiled chests reward you with 1 ruck instead of 2 to make the unspoiled chests appear better
I regret bothering to read this argument
So many msgs all boiled down to “i want more loot”
Anyway, what causes exp71 to eventually stop spawning minions
Is there some kind of a cap on minions
Idk I’ve gotten like 20 mats now and while it’s cool the first time after that the mats are useless. I think it’s fine how it is because it’s essentially the same as how hapon wanted it with 3 unspoiled, 2 spoiled, but currently adds some flavor with the mat for each item/boss
So converting the boss specific mats to ruck will become normal and thus the system works as is intended
We found a bug where killed worms weren’t removed from tracking
We’ll see how prices work out to be fair
If the price never drops past 1-2 har per ruck then the pots will never be worth
But I can see them dropping down to 12-18ar
Which will make it worth
Ruck prices will drop drastically
Tbf it would an absolute flavor win if masterwork used boss mats we should totally do it
I think that’s something long term and I have a feeling they will drop sufficiently
i think they could be like
Eh
30 ish ar each maybe after a while
they are used as a mat for an infusion and an epic so
how much as gs mats though
it took them like a year to go down to what, 20 ar?
30?
whatever they are im not sure
also, sturdy is like, really good for mainhand shields
I'm kind if a broken record player at this point but I think the rares are just too cheap
well i do not think they should be expensive
theyre rares
tbf you do get them at mw3 so i guess they could have made them cost a bit more?
So the theory a bunch of ppl had was true
It is not dropping under 20 ar anytime within the next few years
MW4 costs more than the whole MW 3 item
Why not
Because 8 ruck is a pdia
so dropping below 1/8 of a pdia isnt happening
So max will be 16ar
also
ar is not worth tha tmuch
so
i do not really see it dropping down that far but who knows, really
At some point the price will stabilize because it’s not worth the effort of going to do the hunt for a bunch of ppl
At which point the price will probably balance around how many ppl do it for fun vs ppl buying the mats
why is this a discussion even
what we say will not affect the price of rucks nor the quality of hunts
but in a perfect world i think it would be ideal to have mw4 cost another boss mat as well
and mw3 can take a few more rucks and har i guess(?)
The items come as mw3
Actually I'd probably just make this a whole separate feedback post regarding base MW in later game content ( recent examples being hexfall and hunts )
given how early hunts are accessible, it is kinda confusing they're mw3
i brought this up before the hunts themselves launched and was told it's mw3 difficulty and not really feasible to do at a point where other mw3s are infeasible
but now that i've played them i think they aren't really mw3 diff
Lock em behind blue completion and maybe make the items start MW2?
progression lock is unlikely i think
and also not super sensible in terms of lore reasons?
but i think mw2 base is fine
an earlier tier player can just build more tanky, I guess most cloaked items are starpoint but razorleaf breeches and anti-acid are mog and brown respectively
i think it could be done by leeching in tiered gear
exp 71 core uamiel are all ez that way
same with hawk currently and i think the other two are slightly harder
the bear is a challenge of multi-tasker check, not a gear check
is steel wing hawk meant to not have player scaling dr unlike other bosses?
I feel like it should be bigger. Look at its nest for size comparison. Also when it player scales it will be really annoying to hit as it is so small.
the clear answer is that this is a child and the parents should be size 50 versions with 1 shot damage
Just did another 71
the dr seems fine if I clearing worms/dodge weakness ability
the fight was like 7 or 8 ppl
it seems fine in 7-8 but it doesnt get lower in solo or less players
How long the fight is depends on your luck
If your guild or party has dps players and exp71 doesn’t spam attacks that spawn worms then you can blow it up before the DR explodes
No worms as in you killed them or no worms as in none have ever spawned
Killed them and broke their spawners
I don’t understand
Is it possible to make the impenetrable arena adventure mode? I'm bringing this up because:
- Players are pillaring to cheese the crystal attack and while still damaging the boss
- Some players are getting stuck against the pillars/builds made by others and are severely punished by high damage attacks for it (especially the melee players trying to get some hits in to contribute and then getting trapped from behind)
to be fair, all of them should be adventure mode areas
hard disagree
I just said this in sug discussions but placing blocks is helpful in every fight except uamiel and aloc acoc
it's pretty braindead you can just build up a few blocks and are invincible in all of the hunts
placing blocks provides cheap counterplay to a lot of abilities (especially banishes) that make the fights more accessible to more people
what banishes
the only reason why I would justify placing blocks in Impenetrable is to block off a boomline, but otherwise players placing blocks in that fight is just unhealthy
none of the banishes need block placing
Core elemental
The Dev really said intend way is placr block
people build but if they waited 2 seconds then the floating thing would kick in
people dont wait long enough
They are just impatient
Which is accessible for everyone
the floating thing is only when you are near enough (?
Sadly that never work for me
And it's not the intent way also
floating is only when you’re high enough
also the crystal attack can climb up blocks to a certain extent
What chilly said is right
I mean if you guys think standing still a few blocks up is good design i cba to argue against it
core elemental, hawk, and impenetrable banishes all have placing blocks as valid counter play
yes actually, Im fairly sure it has a range check
then they gotta make it larger
I also ask float part is only when near boss so u don't get push by boss hitbox
the point is u find a way to get up
.
I would rather people be able to place blocks in impenetrable than be punished for being a melee player trying to actually do damage when it happens to have teleported to an open area early in the fight
similarly for hawk, giving people the option to react with something other than the four items with recoil instead of just camping the ledges in the arena waiting for banish is good design
experiment needs to not be adventure mode for fight to function
and core elemental should probably get levitation range boosted, but also a non recoil/movement ability option to get up there is good
The good thing about current banish mechanic is they all ask basic thing that player can get without problem
exactly, blocks are cheap and accessible
also adventure mode would technically break like recoil and whatever but that’s something that can be dealt with if it was applied, which I don’t think it should be during fights
Whether u like the design is another topic, if u want to come up with something other u think interested is important that it is accessible to most normal player
:Why can't I thunder step?!
:u are in adventure area
: what??
how many fights in the game are even adventure mode areas
Other than blocking off the boomline, I still don’t understand how using blocks during Impenetrable is good for gameplay
Uhh an unexpected lesson boss fight, all the remain boss fight
blocking off the boom line is the entire reason I’m in favor of it
I could care less about ye olde astral technique of going up a block, but also, it’s a survival mode server, so place/mine blocks if that’s helpful
Doesnt the bosses astral crystals change y level to the level of the floor?
so isnt even cheesable with blocks
yeah they like kinda go up
some of the other attacks are just floor level though I think
might be, only played the fight the full way through once
I haven’t actually tested it myself since I’m trying to dps normally, but several people in my shard were doing it so I figured it was doing something
like one edge of the block might be safe on a pillar since the raised crystal only attacks one side or something idk
I want to get another hawk fight in and a fixed polar bear fight in and then I’ll probably post my full feedback opinions on all the bosses
I've said this in other places, but I feel like removing building blocks would feel forced to me, at least during the boss fight itself. but I definitely think some type of prevention is needed during the boss wait time
Reason being, imagine you fall down in Impen - how are you going to get back up if you don't have riptide or jump boost/skills?
The rotating crystal storm can at least jump up one block but idk about the other attacks or pillaring up higher but I would guess it still hits you
it is also probably possible that the people blocking up are doing it out of habit due to nearly all other attacks of that sort are dodgable by building up, but as I said im not sure
this isn't the worst, but here's an example of some melee congestion from the most recent fight
😭
yeah it doesn't seem to go up 2 blocks or is at least inconsistent since 0xzy was able to not get hit from the whole wave at this height
It can step up or down one block differences
That's a fair scenario. What about having blocks decay after a bit (10 seconds?) like in hycenea so players can still use blocks to get out of trouble/block boomline but not have lingering structures restricting player movement for the rest of the fight?
That sounds like it could be solid
So like in vesp
a few seconds longer than it takes for core elemental to do its banish seems like a good starting point
So you can estimate roughly when its gonna do it soon and pillar up a few seconds early + room to try again if u fuck up and miss
1.5x however long impenetrable banish is for that fight
I would call so much bullshit if I built a wall for boomline and it decayed in front of me
i think impenetrable should have glowing sometimes
like there were a couple times nobody knew where it went
This was asked and the answer is no
Apparently that is in fact the whole point of it being able to teleport, you’re supposed to get blindsided by it, this is a feature not a flaw
I could see it gaining glowing if it hasn't taken damage for like 5-10 seconds after teleporting, as if players literally can't find it, but the astral attack coming from it should be easy enough imo
The solution isn't to just give it glowing and trivialize the point of finding it
a better solution would be to further limit the locations it can teleport to
I think to check a location you should gather the coordinates of all nearby solid blocks that are exposed to air and feed them into a plane fitting formula and then get the normal vector of the plane and if that vector dotted with 0 1 0 is too small then the location is invalid
i thought the recoil disable was specifically safe zones, not adventure mode
that’d probably work to avoid it landing on the weird edges of some of the cliffs around the arena, little curious how the math works out when it lands like inside of the buildings around if you let it float around for too long
rooster catch and sirius arena wouldnt work if this wasnt true, as examples
For anyone curious the hunts changes should fall closer to the middle of the ranger instead of having a high probability of falling to the two extremes
(mist is referring to the spawn time distribution)
So is more close to 2hr now instead 1.5 or 2.5hr
1.5-2.5
But they made it fall closer to the 2 hour mark
oh so it’s like a different distribution same range kinda deal
Are there any plans to prevent being iframed during core elemental banish?
can we change aloc acoc arena from ice to snow grass or snow block instead
ice is super annoying
especially with its fast paced attack
that might be the gimmick
isnt the gimmik frostbite smh
hundreds must ice level

will it good to add suffocate detection
that tp player like 5 blocks up
I just saw an random die by it
and can't save them , I saw the life is slowly decaying
the flesh are squeezing , the player is dying
also I think it won't harm much to add like some melee fragile to hawk boss
so it's balance on more classes
I could not figure out how this could happen so idk
if in the same tick (half a second) someone hits it and does more dmg ,your hit will not register on the boss and you will be banished
that is very likely if you arent a melee class in that part of the fight
pig god 🔥
would it be feasible to make the Hunts bosses target people who, by some metric, are "undercontributing"
i.e. take some sort of score which is (damage dealt + healing done * 3 + [misc. support abils]) * 20/(masterwork stars on armor and offhand + 20)
where [misc. support abils] accounts for various support things like number of players hit by Celestial Blessing * uptime in seconds + number of players in Phlegmatic Resolve Ally * second + seconds of cooldown reduced by Whirlwind Totem
maybe the misc support abils is infeasible
but the point is to make bosses target whoever isn't contributing in some way be it damage, clear, healing, or even the unique boss mech
(exp71 would have Mud Dug)
the only reason I'm not a fan of adding contribution metrics like these are because world bosses are essentially exactly the same, but I don't hear complaints about lack of contribution in those
so I think most of this comes down to the recentness of the release
having hung around the discord a bunch i do hear a lot about complaints about lack of contribution to those, but i think we mostly just say "it's too old to fix"
@patent anchor has opinions on it i think
but particularly for Hunts bosses, most (?) of them have Spoil On Hit mechanics
I feel like the scaling between 1-10 players in hunts and world boss player scaling is more drastic. If there's 1 or 2 people leeching it can feel wayy slower
so you're doubly incentivised to not bother hitting the boss, since you could spoil your loot by doing so
But I do kinda agree Eliux
I've heard a few complaints but they are significantly less frequent and also I find they don't have much merit
I'm not fully decided yet
Mostly because I think adding contribution metrics could be a source of complaints themselves because they need to be tuned to specific values
It sucks to contribute and die and see someone who was in steadwind while you did 90% of the damage get an unspoiled win while you get nothing.
and if you are contributing but the metric doesn't think you're doing enough you get fucked at the end
which debatably feels worse
it wouldn't affect your rewards at all
i'm talkin about boss targetting
okay
Am I just skill issuing or does the white circle explosion attack from hawk deal an absurd amount of magic damage? My sets aren't particularly tanky in the magic department but I'm getting 1 tapped from it (and I imagine everyone else is surviving and then healing back up) with ~130 magic ehp. Do I just need to react better or what
In the one that just happened I was on the ring-1 gang so it was a bit bugged and likely scaled to way beyond the normal limit so there's a chance I was hit by 2 at once or the damage was even higher, but I was also 1 tapped by it the other day too, but idr if there was overlap then or not
Does it do more damage if you're in the air or something?
Doesnt this just result in it being optimal to go full tank and then never hit the boss if u want it to target u for tanking
At which point u might as well just make it properly taunt instead imo
It’s a fairly frequent complaint for sirius, no?
In other world bosses its not a particularly big issue taking longer but for sirius having more purple stars and tankier crowned blight without the ppl causing it contributing can wipe the whole group
my hunter set has 196 magic EHP and I think it's dealing around 80% of my max health as damage, though I've only been hit by it once so I could be wrong
actually, if it's an explosion attack it might be blast damage instead, which I only had 94 blast EHP on that set
Death message says magic which is where I'm getting it from
Which yeah my blast EHP isn't too hot either
I'll try out more blast prot next time there's a hawk spawn
Projectile
Assuming it’s feather storm
Nah it's stationary that it shoots out rings on the ground, then they explode after like 2 seconds
If it was projectile it would be doing 200 damage which does not sound right at all lmao
Alright I'll try more blast prot next time, my scout build uses celestial siege as normally you can't explode if you just shoot them, but doesn't exactly work here so I'll go back to Lamellic
I would still recommend shooting them
That would do it
Is it a bug the death message says "died to magic", must be a very explosive potion
Oh wow, good thing I drank a wolfswood fury for that fight
Yeah
any
Gotchu
it is a little weird i can fully afk through the impenetrable and get an unspoiled win tbh
i used to think it was fine now i think that's not a good sign
it might want some sorta buff towards the people who are leeching it
right now its just the slashes
U can do this with most bosses post banish, no?
I believe having placed blocks decay is being looked into as well for anti grief
which would also semi help with ppl just walling themself in and going afk at the start of Imp i guess
imagine if whoever was keeping the experiment 71 arena from being 100% mud and killing everyone had permanent boss aggro because they weren't "contributing"
we really need something to make matching up with friends easier
even if it would be the boss having a guaranteed spawn in every ring that has people waiting
since appareantly thats not a thing
Does it not match friends at all?
Seems like that’d be the logical next step after guild members
I guess that’d be a problem if friends were in different guilds with lots of ppl on
probably just not implemented
in an ideal world: how would it deal with chains of friends?
That’s true
Guess we wait for someone to get fed up enough to join TM and write a party system and then retire
also kind of interesting to think about would be a map of all the friends
idk i never tried
it just blew my mind how i was late to the boss and still came back to an unspoiled cache
like i wasnt at my pc at all
and won with the "perfect score"
this is not normal
Most of the spoils are dependent on not acting
Its kind of expected that if u dont hit u dont spoil
Spoil prevention need to be active actions if they want to not be afkable
For imp in specific if u afk in a corner the boss cant banish u either
Cola is prob the best designed boss in this regard
Hawk needs more atks imo
It has a good baseline
Just needs a bit more
I like the roosting move someone suggested
Sits down in nest, DR buff, spawns minions, does aoe on takeoff
That’s what this is
Idr who made it
deen would probably be at the center
If hunts had friend matchmaking everyone would end up in the same shard if deen was online
this is bad because?
I dont think friend matching will ever happen. Guilds is a mcuh easier thing to do as it can just check your lp group but friends requires a lot more depth of search to calculate the optimal grouping of guilds and friends.
What if friend matching only happens to guildless/solo guild members?
so like, if there are no other FISH online, find a guild with the most friends for that user
if they exist, lump them with that guild
or if you have no guild but 3 friends in LXT and 1 in Maid, you go to LXT since there are more friends there
I was wondering the same thing about guilds if people wanted guild alliances to be grouped together. If say 15 guilds are connected with each other directly or indirectly in a network of alliances, the shard sorting would still be pretty random.
stable matching strikes again
It would be fine if each guild only made an alliance with one other guild so then a network wouldn’t exist, but that might also upset some people that they can’t have more than one allied guild
i think what you would have to do is have each guild have a priority of alliances
or each time assign a random priority
and then run a stable matcher on that
functional but dubious
anything but a party system
It still would be pretty computationally intensive to find a good match and add a lot of complexity to it. A party system would be a much better implementation that probably provides the same result assuming its set up correctly.
doing a bunch of random-ass complicated shit when a simpler and common solution that most people are used to in other games and is often asked for exists sounds super questionable
being in minecraft makes many things that should be in the latter category actually be in the former category
side note why is pink tess unusable in the core elemental arena
i think this would just be the solution
ideally
and then probably make it so if you're in a party you won't get sorted with guild members, just to lessen the complexity a bit
i feel like a way easier solution would just be spawning the hunt on every single shard so groups of friends can spread instead of being spread by a randomizer

players are really, really, really bad at load balancing on their own and cannot really be trusted
I would like to mention that 4/6 of the current spoil mechanics are "don't hit when X"
- core: don't hit when unstable
- exp 71: don't hit when parasite
- impenetrable: don't hit when closed
- uamiel: don't hit when shield
and this mech does not count continuous damage sources like shaman totems and dots
the problem with this besides the slight repetitiveness is that I fear in the near future people will start playing shaman and then basically "cheese" the spoil mechanic by using these attacks that does not spoil the loot
Or fox, or meteor slam, or any other indirect dmg/dot
there's definitely more than shaman that can be a problem there, but in general if the totems are of notable concern there's way to detect the entity spawn event of the totem/punish them if it's spawned within range of the boss
The “don’t hit” mechanic also kinda punishes ppl actually fighting while rewarding leeching
Like, even compared to the normal effort to reward ratio of leeching in world bosses, this kinda takes it up half a level where it’s optimal to not hit the boss to maximize chance u get best loot
definitely
I feel much comfortable in poise shaman and just stand there the whole fight instead of playing stuff like harb, easier to die, easier to spoil
I think it’d be more engaging if spoil mechanics were similar to banish in that it’s an active action to prevent
As an example of one way it could be spun
“Core Elemental attempts to undergo Core Expansion when feeling threatened as a defense mechanism but this causes the core to undergo changes, spoiling the loot”
“Give it a good percussive shock with a melee hit to interrupt the core elemental and prevent spoiling”
(Basically completely invert it)
if u wanna be extra devious u can keep the old instability behavior too 
would it be a big ask to lower the ruck to pdia trade to 6 so u get 0.5 pdia per unspoiled hunt
The game is saved 🔥
i actually like 71 spoil since its not random and occurs when u stand in mud for too long
so u can actually play around it
core, uamiel and Impenetrable are questionable though
uamiel encourages veilripper dps though 🔥
core spoil is OK imo because of the massive telegraph
Impenetrable spoil does Not have a nice telegraph and can easily fuck over Illuminate
and projectiles
i have a clip of shulk closing just before stormblessed hits it 
from someone else ofc
why does the impenetrable not have a sound cue for its banish
litterally why i got banished that one time
im so used to attacks having sound cues
much easier than noticing a bossbar
the telegraph is on the boss bar
isn’t the “closing” the same length as the vanilla shulker close
it's slightly longer
which is less time than an Illu takes to reach max tange
it has a grace period but i have no idea how long that is
i.e. firing illu at it acrosss the room is never safe because of how it might close after you fire
for illu i always fire point blank yeah
I'm enjoying hunts a lot and i like the current rewards, expecially the infusion, but i feel like the long term rewards for them are a bit too specific in terms of builds that can access them, the shield is really cool but it can be used by probably only 2/max 4 specs in the game out of them all, and while normally that would be alright for an epic if it was from a dungeon or something, this is a feature meant to be ran so many times in the long term by everyone it seems, and the rewards don't seem to match the kind of content it seems to be, SKR is very similar but at least that content has lootchests that can give you random currencies from all around the region, making the content rewarding to engage with even if you do not need any of the gear rewards, unlike hunts.
If something extra was added such as cosmetics or anything else it would help the content's future health massively imo
I have a silly vanity idea that may help slightly with that but won’t solve it fully
will setup for next week
The hawk’s collecting feathers phase is too short
Melee still can’t do anything
You gotta camp the nest for 4 crits/hr
dps sets strike again
the diff between full dps and non dps is massive and the 4 crits for a dps set are okay for me personally
I personally think the reward longevity is fine, if anything they're better compared to something like Godspore which can reward SKR scrolls, but there's not even any AR in the chests or a P.Diamond sink for the materials, and people still do that boss every now and then.
People only do it for SKR chances
I got like 5-6 strikes in on ss durring nesting
There’s still potions that you can exchange for hunt mats I suppose
also if you play well you get a lot of dps moments
the pdia trade is never worth doing
the feathers on the ground can be collected and after some amt it goes to the ground
unless it is cz
Godspore is a secluded feature that you have to look for to partecipate, i don't think it's meant to be farmed endlessly like hunts, that's the big difference
The only other feature in the game like hunts is skr probably
Maybe worldbosses but even those you have to spawn and have pretty good long term rewards usually with the infusions and all
hunt infusion use same slot with delve infusion feels sad
I think that is pretty fair
And idk if hunts are intended to be farmed endlessly either, hence the non-player spawn system. You just go to it if you feel like it and get rewarded with some money, a chance for an SKR scroll, and potentially some decent duration potions/pdiamonds. Now I'm not saying having some huge expensive cosmetic set for people to sink materials into is a bad thing, but I don't think it's unrewarding to run personally
custom arrow use boss unique drop..
custom arrows are a godless sin but maybe
I know arrows are cringe and hard to make, but having the boss chests drop vanilla arrows is quite boring
We should totally has epic that's a arrow with infinite enchant...
skr frags are maybe another 3rd of the solution
wouldn't this just invalidate every infinity bow
another epic
that would also conflict with quiver
the arrow economy rbt.. think about the arrow economy :P
I stop play hunter for a bit becausr my arrow go down by 10k after month of being hunter
epic and infusion are maybe 15%
dubious charging uv plushies are another 10
just buy arrows with soul thread lol
ngl dude I am eternally between 200 and 600 arrows
How many arrowbucks to get custom arrows in hunt loot chest pool
the hunts dropping scrolls/frags are a huge reason to do them
And that's all, don't mind me, still consider custom arrow as option so loot is more interesting!
I mean I can make them. they'd also be purchasable with bos mats. but like sin against mankind
eliux might kill me
I just don't like my beautiful scout class have extra sink, but I should sleep to maybe come up with better thing later
scout gets to engage mobs from a safe distance
Arrows are definitely more cringe than potions on the heirarchy
Infusion / Epic (15%)
Masterworking (fake)
Items (essentially fake)
SKR frags / scroll (30%)
Pdia (4%)
Potions (33%)
- Arrows (8%) (eliux kills me, so maybe not)
alt of arrows is some kind of finisher set but that takes dev budget - player titles?
- Vanity /flex Plushies (4%)
- Training Dummies (6%)
what if picking up feathers gives some throwing dart to attack hawk
128 rucks +32 boss mat for boss dummy
every bow is now 0 damage and uses point blank for scaling
"arrowbucks" is crazy
infinite
over my dead body
the arrow economy is dumb
no other class requires a constant flow of resources to play the game but i think "all bows should have infinity" is too hot a take for current monumenta
i support the scout tax
the singular downside to scout:
noone is forcing you to use custom arrows
3 hcs is like 5k arrows from npc

nobody said custom arrows, normal arrows are still a resource
me when the elite can be deleted from halfway across the room without a chance to blink:
like i said this is too hot a take for current monumenta and for some reason everyone is going to act like i've never played the game
if scout wasn't scout and monumenta wasn't based on a minecraft map yeah arrows would probably be infinite by default
probably why durability is still a thing
re: long term viability conversation
I think it'd be nice if ruck to pdia was dropped to 6 ruck for 1 pdia so u get 1 silver dust/0.5 pdia per hunt
also minor personal complaint about them being mw3 and needing more mats to mw4 than to buy
it kinda feels... weird?
using delve infusion price as a comparison point, a ruck's worth maybe 2 epic mats
assuming every mw lvl is gonna be more expensive than the last, you're looking at a starting point of 12 epic mats for a mw level
comparisons:
16 skr frags for rare, 4/6 for mw
4 delve mat + 1 pdia for exalted rare, 6/6 for mw
1 boss mat, 3 ruck for hunt rare, 6 for mw
huh I did not realize exalted rares were that cheap
its 3 ruck for the rare only charms are 5
fixed
Exalteds my beloved
yeah so it's "5 rucks worth" for the rare, then 6 to upgrade it
it's also feels weird that skr which needs u to do the 2 late (in current r3) content starts at mw2 but hunt starts at mw3
I mean I guess it's doesn't actually particularly change much, and mw rules have never been particularly consistent at all, but it still feels weird
imo 3 rucks for mw3 and then 3 more rucks for mw4 would be less unusual
I think durability was meant to be melee's version of this
but uh it turns out having to constantly check your item's durability is really unfun
but anvils are cheap af so raising an item's durability results in the costs dropping to near nil
and epics have unbreakable anyway
...and then they made armor not take durability dmg in a number of content
oops all unbreaking 20
oops lime infusion
Durability/ammo management is kinda a patchwork huh
I guess it falls under “something that should probably be fixed but there’s so many things more important to fix its low priority”
Durability used to matter a lot back in Alpha when gear was made more as a "consumable" rather than an upgrade to your character or your build, but it's a different game nowadays
Coughing durability vs hydrogen 15k anvils
In Alpha rare items wouldn't last you a dungeon, and anvils didn't exist
so you had to walk all the way back to sierhaven to repair manually and it was expensive, so the best way was just running soulleather or some tier 3 gear like spellweave
and just throw it out when it broke
I still have my old tiered sets from r1-2 that I used to manually swap out of (lockboxes didn't exist) with half of them comprised of now legacy items 
I use to eat carrots 
Saving the steak/pork like you'd save potions
I really must say I quite enjoyed coca cola on first playthrough. Despite literally not logging in for about year the process of not only finding hunts, but also getting to participate in one was really reasonable. Boss was definitely well telegraphed and the mechanic was genuinely interesting. Excited to try out the rest of em when I get time to do so o7
any1 know how the feathers work
which part
From which ability
Pick them up and hawk will fall
which actually makes the fight very easy as you just need to stand still while it's shooting the feathers and it falls on its own :)
If you stand still and get hit by anything you spoil
The feathers drop randomly around the arena
Not sure why your be standing still to pick them up anyways
that's the joke

what was the point of rare items then 
alpha means way way back before even kaul, right? what situations would you even need to "wear your best" in
Now 3/3 on hunts. Love all of em. I don’t really have any negative feedback about them whatsoever. I think they’re totally reasonable in terms of damage, fight length, difficulty, loot, etc.
Wither white. (I know this is after alpha but one of the times you would in the early days)
one positive thing i have to say about Hunts is that it brought a lot of Cloaked items into the meta which were previously wayyyy underused
like, Razorleaf Breeches, Silver Moon Crown, etc.
is it possible to have the boss spawn on EVERY shard and STILL do the randomisation
i.e. you can enter from any of the 12 shards but you will be redistributed, without any regard to which shard you came from
we are looking into possibilities but not sure when anything will happen or exactly what it will be
They were slightly stronger "consumables" than the other stuff 🤣 When i joined the team like 8 years ago i rebalanced the game removing that aspect as we kept adding very rare items that were hard to get like the Corridoirs rares and the game slowly became what it is nowadays
Back then only dungeons up to yellow existed and corridoirs, reverie got launched a couple of weeks after i joined the team but 90% of it was already done by heliceo, i made only C'Axtal with Rayman coding it
Oh wow reverie is that old
Time does fly
I think a good idea would be to make hol not spoil bosses . Healing a person just to spoil feels very odd.
it is awkward not being able to heal during spoils
Take off crusade maybe?
Still does damage
also crusade mark is a debuff on the mob, so you would need every cleric playing to not run crusade, despite it being the thing that makes their damage do useful amounts
Crusade is shared between every cleric?
Yeah
for healing i run hallowed beam tho so i dont have this issue
usually fine, but sometimes 5 people lose 90% of their health at once 
Would Seal of the way fix that issue? Or does it still spoil despite dealing no dmg?
Seal should work yeah
i was shoved with lxt despite being the only person in my guild online
it should be deciding how many people are on each shard before choosing where to send anyone based on guilds
so I'm not sure how a duo would happen unless a bunch of people crashed or something weird
had a trio happen during inpenetrable a few days ago as well
noone crashed and shard also works fine
*shard didn't crash
Had a trio before, was pretty awful and had to call for help
Duo Uamil somehow feels fine
thats because uamiel is the goat
i had a weird sorting moment where two guildmates (who definitely were in the hunt) got sorted into different shards than the other participating maids despite there being several open slots that ended up getting filled by players with no guildmates of their own
that is just a horrible argument
the load is already not perfectly split since i was getting into 3 player shards on day 2 of release
and having people split themselfs means every shard will have ~10-20 people in it instead of 100
causing the shard to not crash and allow for friends to actually play with eachother
That would be a bug though
While I agree large groups of online users are generally pretty terrible at load balancing, forcing people to use public matchmaking even when theyre capable of grouping themselves also sounds pretty silly
I feel like a hybrid approach would be more fair
Designate one shard as the “matchmaking queue” shard where everyone in it will be auto redistributed across shards when the hunt starts
Any player(s) in the other non-queue shards would be considered a “premade party” and remain in their shard when the hunt starts