#Hunts Feedback Thread
1 messages · Page 3 of 1
I hear experiment 71 has a dr bug is this truth or rubbish
Yeah a changelog entry says it's fixed
Regardless I've participated in the boss twice and have found it to be significantly stronger than every other boss
Even when changing my build and skill points on guardian to be extra tanky, the thing absolutely decimates me and generally felt like a much more stressful fight
I came back to it this time after dying to see if I could learn it a bit more and got shredded again
I think there's maybe some timers that can be extended or damages that can be lowered
u can be a super cloak stack person
at least that's why i play melee dps and didn't die in first 10sec
well did u get hit by toxic expulsion (the expanding radius attack)?
Cloak is a good strategy for optimising but I'd rather experience it with a semi standard gameplay build so feedback is more reasonable
i use situ pilled bers build but with guardian bf stack
it stacks weakness and vulnerability on you infinetly
I might have died to that once, often can't tell with outlined attacks whether to stay in or out of them
the red particle one is only confusing one
it centers on a player
and makes a donut of attack area
so u either in or out
to me it give 15 min cue is a reason to prepare for it, rather then go in with normal build
I think Experiment 71 is fine once you learn it, but yeah it’s pretty bad if you don’t know everything to look out for (and there’s a lot to look out for)
could you consider reducing the blocks given per hunt? 2 stacks for normal content (like Strikes) was okay since you would maybe have consumed them during the strike, but Hunts are very very short and mostly do not involve block placing (except maybe impen / hawk / core needing around 5-10). maybe 1 stack?
hey i like them
hey i like blocks too
6/6 on hunts. My honest view is that all of them are pretty reasonable and fair once you know the mechanics. 71 might be a little more finnicky than the rest but I wonder if that’s a “newness” problem that will get solved with more players gaining experience on the boss
you get 1 stack of blocks if you spoil 
71 is kinda ok rn
though i think that red particle attack and stacking debuffs from toxin expulsion are too op
The telegraphs appeared…inconsistent from the most recent 71, and this was an experience shared by others in the shard. We were on the shard that shared the announcement message, if that makes a difference, and it does not usually happen.
An example of the inconcistency is that the “Roar” or orange particle telegraph wasn’t displaying sometimes until at full radius. It might be related to when switching shards to help other 71 fights, the Roar ability is completely invisible.
i still particularly dislike core elemental banish
at least i finally got a chance to fail it on my own error, pillared up too far away and misclicked when i jumped 
which feels more fair than randomly getting oneshot by 71 doing a 400+ damage single hit due to the debuffs not being visible in the flooded effects list
mhm
i still have no idea how to avoid getting debuffs in magma cube fight
presumably it has to do with the magma on the floor, maybe mining it?
but i think you can just dps the boss and be fine
i want to know so i dont get one shot again from -res debuff that i have no idea how to avoid
Stand on magma block give u debuff
I think
remove the fire
too many fire blocks in arena and u get debuffs
Is sludge scattershot telegraphed?
red donut
after kill my ring's 71, been to other 3 ring fighting it (which all looks like have more player then my first fight), experience particle lag
doesn't looks like my ping as skill work normal, just particle appear late
I think the red donut is causing particle lag
i only notice kb skill has lag, not sure about other
Is there a reason why most banish mechanics are used once and then never again?
- For Daniel I can somewhat understand since it involves consumables.
- Coca Cola's banish is nice since it's always there during the fight.
- Hawk? What, you break your legs from the fall, twist your ankles or some, and can't fall asleep ever again?
- 71? "Dig mud" but only at the start when there's little.
- The Impenetrable? Boomline once then back to Touhou and Hide 'n' Seek.
- Core Elemental? Does the first hit during banish cause it to deflate like a balloon?
I have no complaints for ispeP, and Daniel I can somewhat understand, but why do the other bosses never use their banish attack more than once?
To be fair to core element, the arena would gradually fill up with blocks from pillaring unless someone built a staircase up
Unless the plan to make blocks decay occurs
Blocks melt down and become lava 
i mean daniel can simply allow infinite consumables to fix his problem
71 and core elemental have the neat distinction of being banish mechanics that other players in your fight can block you from completing
well i mean if you constantly loom floor above someone in hawk
wait that doesnt work
well if you are really good at speedbridging over someone
u can still jump off a ledge and at that point they'd probably get banned for griefing too
core elemental and exp 71 provoke accidental team griefing as part of regular gameplay
My tip for core elemental banish counter is to use light blue tess directly at boss and spam left click
Even if you somehow miss the left click, he gives you levitation when you brush up against him during that phase (or at least he used to) so you have multiple opportunities
~sug add Breaking Mud during Experiment 71 Banish no longer removes it
i think the banish mechs would feel far, far more gimmicky if i had to do them over and over in a fight
like even if it was every 33% HP or something, impen, daniel, 71, and hawk would all be immediately far more boring because of the extra "stuff" and "waiting around" i'd have do every time we hit a decent breakpoint
hunts are awesome as short, efficient little pieces of content you need to do something somewhat silly to beat, i think trying to make them more than that somewhat ruins the charm they currently have
i feel like banish mechanics can be kept at once per fight but moved to half the boss' hp instead
it doesn't quite make sense that the boss uses its strongest attack within the first 10s of the fight only to forget about it forever right after
and it's also just outright weird
assuming no one tells them in advance, every single new player will expect the boss to cast it again if it was casted very early on
I'd agree if they were at arbitrary health percentages like that. But if they happened at certain time signatures, like every 2 minutes, then you can can skip them if you play well. Currently once I clear Banish (outside of Ispep) I feel relief that I'm in the clear of a total loss and can just kick back and safely vibe without being risky or spoiling.
I'd rather replace that with a tension about playing well so that the chance of a banish doesn't occur again. That threat looming over the fight would keep them from getting stale when running them months or years from now imo.
I would like for the banishes/spoilers to be a bit more interactive if it gets changed
Pepsi being the gold standard for interesting mechanics
banish should be a constant threat imo
It might be just me but I find it starnge that banish mechanics are so polarizing. It's a 1 shot through any sort of defense mechanic and it happens only once hence bringing lots of focus on a singular moment throughout the boss. I would've much preferred a mechanic similar to godspore's vitality or xenotopsis' "player's death" where, for example, there are 3 banish attacks at 75%, 50% and 25% hp respectively. Failing to dodge one would give player a debuff for the rest of the fight and failing another would banish, thus allowing failing 1 attack while still punishing for it. It'd also spread the danger throughout the fight a lot more.
I like that there is something you have to be mindful of regardless of your gear or class, but banish as it is rn is just poorly designed imo
Coca cola being an exception, that's an example of close to, if not a perfect mechanic
I'd agree with bringing banish attack at a lower health threshold so it feels more like a last resort
people might try to skip it though maybe give res idk
or add a mechanic to cause the boss to cast banish again later on so you'd still have to look out for that
maybe if people make the spoiling move too much boss casts banish again (not banishing people, cast the banish ability)
I think Void’s idea is good
I like this way more, considering most fights are over faster than 2 minutes overall.
Not a huge fan of putting stuff on a timer since it encourages hard dps which is an issue we've already seen with bosses like hycenea
not that they aren't already being dpsed, I just don't want to encourage it
I like progress bar mechanics
Probably shouldnt overuse them in general content, but i think it’d be cool as “this content’s gimmick” as a specific niche
the xenotopsis death in question
I dont even remember what that boss does anymore
Is it just vesp corruption meter but reskinned
Marina noir
Nevermind I read it wrong

yes but xeno came first so vesp is the reskin and also its different because xeno just kills you and also has more cases for changing and vesp just explodes you
I see
I was thinking of something like
I mean its probably too late into the content development for any big changes but i kinda like this idea so im gonna yap anyway
For Core Elemental i was thinking of something like a Core Stability bar that fills whenever it damages you, at max bar it just instantly blows u up and u get banished
Whacking the core elemental while it’s unstable drains an arbitrary but very large amount (50-75% maybe?) and emptying the bar spoils loot
So the fight happens as it currently is but you get minorly punished for failing to dodge but can recover by occasionally intentionally hit it during Unstability to empty the bar
Alternative version where hitting the boss also empties the bar a small amount (on a cooldown so multihit atks arent punished), so you have to moderate your hits and occasionally take a hit
The banish attack can still happen too if wanted, can just spin it as instantly filling the bar if u dont hit it idk
To clarify, this idea is in conjunction with my complaints about ppl afking/leeching and that the safest way to play is to not hit the boss to prevent spoils
love the silence and no block before fight
@velvet nimbus what did the devs mean by this
#gameplay-discussion message

why are the devs contradicting each other on a basic fight mechanic 😱
why arent the devs a centralized hivemind?
Probably because they didnt read the code.
If you pick up the feathers on the ground you get nerfed. Every attack and hitting the bird while its flying causes it to drop feathers. If it has too few feathers it will nest and collect more.
Infact it reduces your projectile damage and slows you so probably dont.
it makes so much sense as a mechanic to add interactivity to the fight, too 
wait wtf ive been collecting the feathers the whole time
description checks out
im melee so i thought that was like the one thing i could do to contribute other than hitting it once every 25 secs
if thats the case then it seems kinda pointless with how small the hitbox on the feathers are, you gotta go out of your way to collect them
It does seem like a good way for melee players to contribute to the fight while waiting for roosting/charge fails. Perhaps the feathers can be changed to be beneficial when you pick them up and another hawk ability/hazard can be added?
I think someone had a suggestion earlier like baby hawks that hatch and attack the players, which sounded pretty cool and would add more engagement to the fight (even if it’s similar to the Voided Phoenix baby birds from another game, it’s still a neat mechanic that could fit in this fight).
It’s not technically beneficial to pick the feathers up, but melee players picking them up is probably better for preventing the ranged players from accidentally doing so, I guess
I kinda just run at them like mario coins
Since I'm a buff slave hiero anyway
is it intend that unspoiled 71 loot give 1 ar
didn't notice other after update, only got this
You got exp stash
I guess that's worth the missing 10ar
maybe
This might've been like a bit or something (likely tbh) but TM really isn't monolithic at all in terms of who works on what. I imagine this hasn't changed but during my time on the team people generally had roles they fell into and while they were absolutely encourged to and did frequently cross over roles, its not unreasonable for someone to not know a whole lot about someone else's content even up until release day. In a way its a great thing because it allows even developers to enter into content sometimes unspoiled, but obviously it does sometimes create confusion in communication.
Idk. After being part of the team, give them grace when they get something wrong like that because its always not out of malice or incompetence, it may just be that they didn't know and made an assumption like a player would. I know I did that a lot during development as other people released projects I had little involvement in.
I also wasn't trying to be mean or anything in saying that and I hope I didn't come across as such 🙏
u can probably assume anyone who wasn't directly a dev listed in a content's credits sign wall is acting as a normal player
and even if they are on the credits for one part but not another, someone in builds may not know boss tech, someone in boss tech may not know build secrets, etc etc
Yes, and even sometimes a builder or mobs dev- yep exactly
and if you go for depths/zenith/shifting, a builder wouldn't even know the builds beyond their rooms 😛
also hunts was in dev and going through iterations for months if not years, so there's been multiple versions over that timeframe
no i think alittar's right, why have devs put time into anything before first developing the ability to merge their brains into one single colossal tortured abomination

Its okay guys, I've got my Hivemind-inator nearly finished
Holy shit that's primeval creations 6...
"Well, we gave up a lot of autonomy and human emotion, but for a few short years we made a LOT of c(r)ontent"
core elemental give 2 more stash, 30 more ar, so i assume 71 loot is bug
Just had impen teleport directly inside the square it just put a remnant at, which then instantly caused me to spoil while shooting the remnant, ideally shouldn't happen lol
why can the magma in core elemental not be mined
also if the magma and fire both contribute to the funny burning debuffs then the unclearable magma is a weird dps check
and the lava, but i think if you have enough lava to clog the arena it’s your issue
what’s the fight you can survive the longest in
steel winged hawk?
https://odetomisery.vercel.app/builder/m=Spatial Rift-4&o=Tolumaeus Gatekey-4&h=Silver Moon Crown-4&c=Pelias'%20Warden-4&l=Razorleaf%20Breeches-4&b=Royal%20Anklets-4&charm=Spe-Bauble-1-C,Ram-Miasma-3-C
did anyone test for the possibility of a Hunt spawning on a ring with an active Hunt from 2h ago
that sounds like way too much work
hawk and uamiel are probably the two hunts you can reasonably stall out
and also like a job for an afk tank build in hawk
uamiel sometimes does actual damage
can you take uamiel on a walk
71 scales, core scales
i think if all original Hunters leave the arena it auto terminates
hawk will just spoil you for standing still, but its damage isnt large or frequent
but yeahhhh can you have your friend chill in the arena while you bring him around
we need to take a tcl pig hunt and try to walk it to casino
for shits and giggles
except for maybe the black particle spam? unsure how much damage that does because its hitbox lies
when you don't have a torch but players have generously left-- oh
latest hog fight all the adds spawners appeared down the cliffside at the edge of the arena where they basically couldnt be cleared without dying or being out of bounds
so there were just, endless worms
also what's up with the new geyser attack
i dont recall a single telegraph for it
i can legit be off the side and still get launhced
it's like old geyser attack, except now everyone in the fight gets launched to their death!
😭
Agree with this , it’ll be cool use same mech as 71
Replace magma back to original block
Theres add spawners??
I didnt see any and near the end of the figt there was like 10 worms
glad u ask!
they come from this block! block randomly appear → spawn particle → worm!
Muddy Mangrove Roots...
i think it should be more obvious than muddy mangrove roots
They stand out pretty well against mud imo
Its when theyre on the edge against podzol when they blend in
Example
is there a check in place to stop Imp from escaping the arena bounds
if bosses go too far they get despawned and the fight is lost
but like, imp cant be controlled by the player
so that fight is different
same with hawk
like you can taunt the rest to keep them in the arena
Hawk will never leave its arena
Yeah neither will impenetrable
meanwhile hog tries to leave its arena unprovoked all the time
Hog KBing a player and then chasing them 
infinite worm gaming
while it is the most actively interesting of the hunts. it's a bit overtuned. and something seems broken with worm spawn rates and worm spawner spawn rates. and there are a bunch of issues with the attack telegraphs not happening or happening at the wrong times. and there's a cliff face that fight mechs can get shoved off of while still punishing players, and--
worm spawner visibility also still sucks with podzol
so without a texture pack change specifically to cope with this fight, it takes extra attention to even find the spawners flooding adds overwhelming players while making the boss have capped resistance
assuming they arent just off the cliff altogether and airdropping reinforcements in
boss intentionally tuned to be strong + bugs = unfair
also for pig does it only do magic and melee dmg, or does it also have proejctile thrown in
I’m pretty sure something is projectile since I can trigger dodging during the fight
#spoiler-chat message
According to this the Roar/Toxic Repulsion deals proj damage
muddy shriek is also projectile damage
stopped updating that guide because of character limit 
hawk's volcanic demise type attack does way too much damage
it should not be oneshotting from full health with 140 projectile ehp
i have lost four fights now because the circles spawn in a way that i literally cannot get out of them before they explode
it is blast damage
okay it still really should not be oneshotting
celestial siege
build problem
The thing is u can just hotswap in razorleaf breeches, or any number of cloak items for everything that isnt pig and maybe cola
well she is running armor so it’s a bit harder
From my perspective it’s the question of should hunt be balanced around cloaked
Not just that hawk attack a lot of other attacks can also be kinda bs sometimes
It not just cloak
Its also multiplayer content that you are very explicitly not supposed to solo
Unlike world bosses which have advancements for solo, meaning they at least have to be doable for solo, hunts do not have a mechanism allowing for solo at all
No (intended) time limitations, group content, has a very consistent situational catering to it
i have to say that Cloaked feels very much like a “get out of jail free” card
i barely interact with boss attacks except “mmm i should probably dodge the aloc slash and try not to get hit by the things which are easy to dodge”
even when i take an aloc slash it feels like it barely goes through orange tess absorption
(and then i pop ed2 randomly but we don’t talk about it)
so you run into an issue where you either balance around Cloaked and shaft everyone else or don’t balance around Cloaked and let it be the meta
i guess you could tweak Cloaked a bit and then add adds to the bosses (uamiel bombs spawning small rock enemies, hawk spawning baby hawks from eggs, core spawning baby core from Core Expansion, etc)
Cloaked: Gain 20% Agility. When 3 or more mobs are present within 4 blocks, lose 5% Agility from this buff every second, to a minimum of 0% Agility.
(basically functions like current cloaked but it takes 4 seconds to decloak instead of instant)
cloaked is already a unused situ i perfer it stay this way
and for got 1 shot by hawk attack, at least for me hawk attack were not hard to dodge, even mutiple white ring i can at least make only 1 hit me, which bring me down to around 50% hp
i don't know which kind of damage it dealt, but before further discussion i would like know lucy's set
it was bis tball armor scout i think
u see the problem
https://odetomisery.vercel.app/builder/m=Stormblessed Greatspear-4&o=Pulsing Orb-4&h=Scout's Halfhelm-4&c=Final Harvest-4&l=Celestial Siege-4&b=Lunacrest Solleret-4&charm=None @cloud bluff confirm?
Blast: 78.41
skewer and vitriol
but yeah
i thought it dealt projectile damage
never consider it deal certain type damage is safer
i don't know what it is now, but some arcanic skill isn't doing magic damage before
no tempo because no adapt
honestly i like it better this way, if cloaked needs to be changed then it needs to be changed but please god not more bosses that just turn into playing whack a mole with adds
oh true
"90% of the difficulty comes from adds" describes basically every r3 boss up until hunts (except hycenea i still don't have comp so i can't say)
godspore is adds hell incarnate, sirius you spend half the fight just standing around idly whacking fodder mobs
i don't think it needs to be introduced to hunts, especially not in the form of "minor annoyance that just bumps you around and forces you to stop fighting the boss for a second"
for hycenea add can ruin some fight if clear doesn't do well but is not main diffculty
Feedback for new 71 after update
-
block that spawn worm is unclear when mixing with mud and/or other block, they also appear too often and spawn worm too quick while worm being tanky, even more we have case that spawn block is place on tree
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with dr mechanic, player are encourage to clear worm to not let 71 stack dr, but with worm being tanky, fast, come with sworm (we do have many ppl digging mud include at least 1 buff hiero) and being a worm (hard to hit), is relative unlikely to happen while damage pig
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in order to defeat pig, u need 1. dig mud, 2. kill worm 3. dodge skill, 4. hit pig while dodge kb, then with far range give dr, make it a worse boss to fight as a player can't do it all (which is reasonable), but also hard to do it with regular normal player
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skill, well, deal a bit too high damage i would say, while being not telegraph well, they use same type color for new scattershot which is orange that often get burried by already chaos fight, new mud geyser somehow come with no outline (i think that's skill kb player up)
not saying 71 not work with cloak is bad, but i generally think worm spawn too fast even with reasonable mud clear gang, it also not clear to see where root at due to arena color palette, some height difference (it can spawn on tree, down hill, behind tree), make player unable to reach, the particle that hint worm spwan being meaningless
i think 3x3 mining mud would help a lot
another problem with fast braking block (this is just my personal experience and i don't really except it get change as i think it need big change for small good) is me as average 250ms player, often found break mud make me stuck in block for like 0.5 sec, which is incredible annoy in 71 fight
i can say that my ring's group have at least 5 experience enough player that either play long enough to have enough currency, or have gear specialy prepare for fight, and have good amount expereince with 71, we all know what to do, and yet i still watch them get 1 shot by skill, chase by worm unable to kill them nor clear spawn block, i admitted use cloak stack gear, even with reflexe 1 would obviously make me crispy and my main focus is hit pig, but man, at some point i turn around try help dig mud kill worm break spawn block, i see at lesat 5 spawn block + twice or third amount of worm rumbling around
i see that tm mention their skin is hint to root block (block that spawn worm), but the same color palatte strike again, is so hard to see a fast moving target when i also try to locate spawn block (rn i think about it spawn particle is also mud color)
pls, worm is just not a fun mob, why are they so tank, run so fast, while being a worm (suit parasite i guess)
if i need to describe my dislike toward current pig, is even if it drop trophy, i am 1 mat away from done with content, when i see next hunt is 71 i would perfer not online
forgot to mention, mutiple player mention this but i would like to do it again, we have mutiple case that some of skill particle is delay, happen after skill cast, range from a normal player to high ping player, we all expereince that, i mainly notice this on kb skill which is very deadly
currently its easier to ignore the worm spawner and just kill them when they spawn with aoe class
theres just too many spawner
I believe the red circle attack causes the particle lag
I thougjt it was mudwuake before but that was patched
Now it happens consistently every time red circle is cast
The red circle was removed
Also I think the current worm spawner amount and worm spawning is bugged to be too high
I'll be looking into that
ty
Could a fence maybe be put on the cliff edge please
It’s incredibly annoying that it’s possible to intentionally or unintentionally effectively throw the fight for everyone by tossing the boss off the cliff
what dmg type + amount is mud geyser
got one shot by mud geyser with these stats + cleansing rain, not sure how much ehp i'm supposed to have 🙃
that is with no situationals to clarify
i got clipped by 1 tick of the debuffing roar so i was taking extra dmg yeah but i assumed i'd be still be in safe range but apparently not
100blast
I.. have no idea how that killed me then? It’s +25% dmg taken per tick of the scream isnt it
Is it able to multihit
mud geyser: 100 blast
scattershot: 90 projectile(?)
it shouldnt but maybe
its +15% dmg taken and weaken per hit stacking each hit
toxic repulsion
thats why if u want to live
u dont tank it
yeah thats really nasty, i once got 90% debuff from it
Even if i tanked a full 6 hits of repulsion for +90% dmg taken, which was not the case, that’s still only 190 blast dmg
That still shouldnt have killed me regardless, that’s 222 blast ehp without accounting for situs or rain
u can get unlimited vuln if u get hit before it expires
it has about 15s timer
ive seen 120+
I keep track of my debuffs whenever i get hit by that atk and hang in the back until it runs out
I got killed while running away to wait it out when i ate a tick of it

This was not a situation where it stacked, i got one tick of it, and even in some theoretical scenario where i ate the full debuff stack it still shouldnt have killed me regardless
And in an even more theoretical scenario where i stacked more than 1 scream, i still have ehp to spare between 2nd wind + situ + rain, so i still shouldve been in the clear even if i was taking +180% dmg or whatever
maybe mudgeyser hits multiple times now
tbh i tanked mudgeyser with lower hp so idk
or maybe not
cant remember if ethereal was active
i had a weird bug where i didnt have a class in the uamiel fight and it only fixed after i relogged
did you swap class during the sile ce?
i feel like rucks wouldnt be collapsing at an insane rate if some items were buffed (ie the offhand)
offhand sword
cuz like who is gonna use it
not a rogue
not a warrior
besides chimera being buffed cuz i think everyone knows that already
and even if they still crashed at the same rate it would def better if they got buffed
Theyre collapsing because you only need a few hunts to get whatever items you want for most ppl
Past that point the only use is for pdias
and the pdia exchange rate is worse than the potion exchange rate
It would be cool if there was a new arrow type for hunts as a ruck sink the same way we have delve arrows
yeah
so anyways buff the items bc they are bad
sure it wont fix the ruck economy but yk
not enough sturdy infusers 
Would be helpful if u can make which item is bad, bad in what way, how to buff it more clear
at the moment i feel that the ending of Hunts can be quite anticlimactic
the only thing that happens is that the bossbar vanishes, the fog clears, and you get a chat message, not even the title card that you get in SKT forge or anything
i propose that the bosses get some sort of “final attack” once their health drops to 0, where they’re invulnerable for 15s and players just need to survive the final onslaught
- Steel Wing Hawk flies around very very fast, raining Feather Storm everywhere outside its nest for 10s, then swoops down for 5s, killing everyone within its nest at the end of the charge (and dying)
- Uamiel applies a 90% slow to everyone in front of it, charges directly forwards dealing 100 melee damage every 3s, final charge is scripted to impact the cliff side and kill it
- Experiment 71 charges to middle and casts Mud Geysers + Mudquake really really fast
- Aloc Acoc casts Tripartite Slash, shrinks the safe zone, and increases the rate of cold accumulation
- Core Elemental casts Core Expansion every second, casts the attack which pulls players in, ending at 10s, then explodes at 15s for 130 blast damage
- Impenetrable closes fully, teleports once every 2s leaving behind Decaying Remnants
but why
rage phase......
drama
mostly i just wanted steel wing hawk to crash into its nest
because the current ending is booooooring
it dies to a random ass projectile you probably didn't even see
this would be cool but sounds like the worst place to introduce the second desperation phase ever considering its the most time locked content on monumenta if you dont win
News flash: the steel wing hawk is actually a kamikaze WWII Japanese plane that will target and smash into the biggest group of players it can find
Give it coven kamikaze ai
i tried it after i dint have a class but that didnt help
i think core elemental fire debuff isnt engaged with much
cant wait for the classless hunt achievements fr
who doesn't like desperation phases in their bullet hell game
The Impenetrable is about to lose
"Death Sign [Keep Yourself Safe]"
Impenetrable should teleport at first once every 3s, then constantly decrease until final mometn where he just rapidly teleports and then dies
we love generic death animation for strong foes
I think something like this is quite cool on paper but has quite a few issues and wouldn't work in the context of fights like hunts
- it would reduce replayability if the exact same thing happens at the end of the fight each time
- people would often be incentivized to just armory swap to a tank set and ignore whats happening
- the other factors would effectively result in this just adding extra time to the fight
- it hasnt been seen to work out very well for monumenta bosses (for example the end of sirius)
If something like this happened at the end of each kaul, for example, I personally would be less interested in showing up to the fights, and I think that sentiment would go the same way for hunts
end of sirius is bad just because sirius is bad, it's conceptually good forcing players to damage it now or die
But it's too dependant on entire boss' only actually lethal attack:
Blight Wave
if Blight Wave is casted, then it really does become Desperation, but on players end to kill this before they have to run away or get destroyed
but if Blight wave isn't present, then you just crit the weakpoints and it's a nothing burger of an ending
blight beams used to do dmg 
What I'm hearing is that sirius should have permanent blight waves the end
now they do like nothing
okay but snow spirit ending:
alt, dont make it an invuln "death" phase, rather a last push at say arbitrary health remaining
yeah and that's also garbage
soiled it..
this is just a dps phase in disguise which brings about a bunch of things I don't want to encourage for hunts fights
is kaul volcanic meteors a dps phase
maybe if you stretch your mind
No he's invulnerable during it
he is not invuln for the full phase three
not specifically volcanic meteors
so what is the comparison here
kaul demise is basically
shit-gets-real as health gets low
That's just the fight design and nothing dps
hunts bosses like experiment already do this
yeah
ive never noticed this is this real
this is kind of true in current exp 71
Yeah all the attacks are like -1.5s cooldown and the mud is permanent
as the name implies it gets exp(onentially) harder as the fight goes on
unless you mine it of course
I dont think I've lived a current exp71 so thats on me perhaps
its kind of insane at the ending
stuff like that could be nice in others
think in the last one the entire map was filled with mud and there was 5 worms permanently harassing us
big fan of chaos
yeah its actually kind of cool
oh yeah update on the worms
the cap was accidentally 15 i think
I have lowered it
that literally is the guaranteed Volcanic Demise cast though
like you described a thing that happens at the end of each kaul and proceeded to state that you wouldn’t show up to a kaul if it happened
can't believe that bosses try to kill players every time, it ruins repeatability
theres a pretty significant difference when more fight comes after it, which is what happens for kaul - you know that if the fight is over after, you just have to survive and not switch back into any combat form, so in your mind the fight is over and it just feels like the ending is being procrastinated
and that vdemise cast is one of its least engaging parts
it doesnt suspend the fight and others stuff still happens so its just a boss attack and not anything out of the ordinary
minor complaint, can the wither flowers be removed in the hog arena? I feel like the fight has enough things u have to dodge already
it is a bit awkward that one of the mechanics of the fight is breaking all the flowers after hog spawns so they stop being annoying
u can break the flowers? i thought it'd just prevent u from like the floor does
dont think you can break them anymore
you cant break them while in pre-fight countdown prevention, and they reset anyway with the arena when boss spawns. but you can break them after the fight starts.
was the ongoing fight block rollback idea implemented? that might make it pointless anyway
that applies to blocks u place
what is going on here
that's the "you're in the right place" indicator
oh I see
if you mean the grey particles everywhere
71 once again murder bascially all player
skill damage being high and cast often, worm and block spawn too fast because they come from fast cast skill, then worm being tank, high speed, hard to hit. also no good place to run cause need keep break mud to not get parasite/decrease mud quake range, but it doesn't chain root block so that's extra time to clear them, then we also need deal damage to 71 while we have ton of worm which boost its dr rumbling around arena
plus skill telegraph use same type color as arena/worm, really hard to see
and lag, but that's on me
The worms are being reduced, but beyond that I don't see an issue with its difficulty
If there's specific telegraphs that you think are hard to see I can look into that
If there's a specific complaint I can look on it but this is not helpful
I'll see how it goes after update, rn for me is mainly geyser because it doesn't have outring
So I don't really know where is bound
it's hard to say while amped coven is around making the server cry, but sometimes pig fight just completely falls apart despite everyone doing what's supposed to be done
It's been a busy week for me so I had hoped to add a consistent ring while it's active but I ran out of time, I did redo the eruption particles in it so that they do exacyly show the hitbox which should make it cleaner
Not to completely refute but I think it it falls apart then people aren't doing what's supposed to be done
sometimes it just goes from no mud except for under pig, no worms, boss at 10% to
arena entirely mud, 6 worms, 8 people in the sky
in 2 seconds
at which point things that need to be done continue accumulating faster than they can be done
also had several fights where worms just kept appearing 4 at a time without uncleared mud or spawners in the main zone, presumably to the spawners getting stuck down under the cliff (or inside the trees)
and you can't really go exploring off the side of the cliff to fix it without automatically being removed from the fight and/or killed
Spawners inside trees has been fixed
I'm aware of the cliff issue but not sure of a solid fix for it
8 people in the sky is a solid sign something has been done wrong methinks
the power of the entire arena becoming overlapping mud geysers with late indicators
i mean the only sign that mud geysers are happening until after it hits being that a circle of mud appeared
There's also a particle ring but it could be more visible
again
it's hard to say while amped coven is around making the server cry
the fight might automatically become mostly fine come weekly update from that single difference
Yeah hopefully we can get a better feeling next week
although that will still leave daily restart making the server cry 
mb, but it just does too much dmg and leave little time to react, it's also very often as i felt like
Yeah I could see the damage being potentially too high, it felt fair for the telegraph time I had tested though
It's hard to find a damage for an attack in monumenta that's fair given it seems like builds either shrug it off or get 1 shot with no in between
lower damage in return for possibly applying some antiheal could potentially allow for it being fair to less tanky builds while also not allowing it to be ignored
is there maybe an iframe issue on the multihit abilities where it's full on shotgunning players sometimes instead of only hitting once or twice?
yeah it ignores iframes so if you're potentially standing on top of 2 you would be hit twice
but if you do that deserved maybe
I think its damage should maybe be tuned down given it can multi hit
The damage could go down but multihitting isn't an argument for it
It’s a bunch of small to medium complaints stacking together
- summons or boss being able to be lead off the cliff pseudo-throwing the fight for the entirety party
- mud + spawners in trees or up the keep wall or down the cliff face
- particle indicators being delayed or missing entirely
- boss is very tanky and the fight drags on due to all the things hindering dps like worm DR, having to clear mud, and avoiding the debuff scream periodically
- rooted mud blends in decently well when adjacent to podzol making them occasionally difficult to spot
- arena has wither rose hazards you can only remove by replacing them with mud
- some of the attacks like the lingering geyser take a moment to spot at lower graphical settings due to being similar color as the floor and no floor indicator (to my knowledge)
Also the 50% DR from being too far to the boss
It would be nice if that had an indicator ingame
Half my party ends up semi-leeching, without being their intention, because theyre trying to play it safe with ranged attacks and there’s no clear indicator the dmg debuff is because theyre too far
It just feels like to me the buffs it got made it so with the amount of people: If too many people are clearing mud there's not enough people dealing damage, and if not enough people are clearing mud there's too much DR to deal damage. So either way it just makes it feel super slow going and way more active of a fight compared to the others. Maybe this would be fixed with worms making it less important to be clearing mud
Also yeah there's no feedback about proj damage reductions so I have actually no idea what the optimal range is to be shooting. I usually just play it safe, and try to get a little closer to pstrike
I near melee strike it with triple hbeam whenever cbless goes off cd
The mud thing seriously sucks if you dont have ppl u can communicate to coordinate with btw
Scout is obviously scout that goes without question, but hog in general just seems super anti-melee. You don't ever want to be close to him, especially with the spoil. But then I get punished for shooting projectiles so just the entire fight feels like it's doomed if I do doomed if I don't
I feel like I get forced into running hiero vs hog
Someone has to clear the mud and that person isnt dpsing
Also unrelated but does split arrow trigger impen's spoil? I feel like I've got spoiled before when I made sure not to shoot it when it's even starting to close
Hiero contributes the most amount of dmg via buffs while being free to clear mud
But yeah idk what changed with hog because I feel like I wasn't struggling in my groups to clear the mud before the changes. It just feels like endless turf wars after though
I think part of it is less the boss and more the ppl
A lot of ppl got tired and stopped joining
And reward value dropped to a point minmax groups left to go do other things
And the novelty wore off
Yes
Could be for sure, but I feel like the ones I've been in there's still people trying, mining mud, shooting worms etc, but it's still just overpowering
Not saying people aren’t trying, but more that the ppl who’re experienced with the boss mechanics stopped joining
So it’s like having a party of half learners everytime
The pseudo evasion mechanic is mostly known by ppl who’ve spent the time to learn or heard it by word of mouth from other experienced players
U can kinda gauge the proportion of casuals in your party by how many of them are taking potshots from the other end of the arena dealing fuckall dmg and not targeting the worms
there's a range penalty? I did not know that
Nothing against them, to be clear, there is zero indicator the boss has pseudo evasion
The only way to tell is to be watching the dmg numbers
And even then, between cleric buffs, worm DR, sharpshooter stacks, players dying reducing player scaling, etc, your dmg fluctuates so much even trying to figure that out is honestly unreasonable
Something like a title bar message that “the hog’s tough hide resists your damage, get closer!” When ur too far would be good i think
For the cliff thing, can we please just get a fence thrown in
It doesnt 100% solve the issue but it’s like 10 seconds of work for a 50% effective solution and I feel like that’s a good enough effort to reward ratio to justify a temporary solution until someone smarter has an answer
I don’t even think a theoretically fixed hog is that hard of a fight, it’s just the hardest hunt by a wide margin
Of these issues
- putting a fence up would partially mitigate the cliff, even if it doesnt fully solve it
- eliux says tree mud is being fixed, idk about keep walls or cliff edge
- particle issue may be partially due to coven amp, we shall see next week
- add an indicator for the pseudo-evasion
- please replace the podzol and wither flowers, i know it’s minor but the fight already has enough annoying things in it, can we please have fewer frustrating components 🙏
I’m assuming the tree mud is being solved by adding a block blacklist to mud spawning mechanics
In which case, you could solve that by setting the cliff to a non-arena component block and blacklisting it
Paired with a fence would hopefully mean worms cannot end up down there and the hog cannot charge off the cliff
i think tree mud is already fixed
me taking potshots from across the arena dealing nonexistant damage (while clearing mud and spawners and hbeaming nearly dead people)
"increased the frost buildup from all attacks" apparently means "get banished instantly if someone gets cleaved during swipes"
went from nearly spoiled bar to being in the lodge in the span of two crits
random instant forced failure for being in range to melee seems.. problematic for encouraging players to actually contribute to the fight
shrimply don't play a melee class
what does
Adjusted count scaling in the Experiment 71 fight
and
Reduced the random variability for worm spawner count in the Experiment 71 fight
mean
for the former does it mean dr per worm, for the latter does it mean worm spawner is random and now the upper/lower bound is lower?
for the first idk
For the second it means that it spawns a more constant amount
i see
i think count scaling means players present
i will say 71 felt a lot more fair than before today
whether that's the update's achievement or my party is smth i dont know
second attempt at new bear, this time watched the banish bar closely. dropped it to the edge of spoil, went in for one melee hit, banished in under a second by two clacks each worth half the bar fill
why
For these, the cliff issue isn't something I'm sure how to solve, I might just look into expanding the size of the plateau there.
There's not much I can do about the particle indicators but I can look into if it's an issue with too many boss particles or if there's a network issue somewhere.
Hopefully issues revolving around worms have been resolved following the update.
I haven't found the wither roses to be an issue but if they are actually increasing the difficulty I can replace them since they're not supposed to impact the fight.
And for the geyser if it's still found to be hard to see I've had an idea to clarify it I can go through with.
You could easily lable Mohg as anti-melee but nonetheless that is how 98% of people defeat him
Can you elaborate on how this happened, it sounds like something is potentially bugged
Unless it's hyperbole
check the values for frostbite application on attack?
I did a decent amount of testing with the values
Never encountered it building up as quickly as described there
is there player scaling?
in what sense
does it apply more fbite with more players
no that would be delusional
is there a reason why putting a fence wouldn't at least partially mitigate it
- setting the blocks below the cliff into a non-grass block and blacklisting it
or however the trees work idk
this is atrocious levels of jank
a fence of a suitable enough size to stop anything would be enough of an eyesore that I would quit
a regular fence isn't going to stop anything
hog can jump + hog has block break + players can jump
the block break on the hog is quite significant too
it would just flatten a fence
and I'm not going to change the block break since that would impact scenarios where people place blocks
the whole reason why the cliff is such an issue is the hog refuses to jump back up
how are the trees handled
I haven't found the wither roses to be an issue but if they are actually increasing the difficulty I can replace them since they're not supposed to impact the fight.
I don't think they're increasing the difficulty, they're just an additional annoyance to a fight that's already super frustrating
can you disable it breaking fences
no
kinda salt in the wound kind of effect
and I wouldn't add a blacklist to block break because then people can just place the block :
idk if wither roses disable tempo, i would hope/assume not
i would assume so
maybe wither from them are deserved
maybe don't stand on them
Yeah the wither roses aren't like a hazard, it's just tedious. I just go around breaking them as the fight is starting
again, I have no idea if they're influencing things to be more difficult or not
but they definitely do help to make the fight even less enjoyable than it already is for me
🤷♂️ but that's just my opinion
everything is an opinion really
I think you missed the point of TK's message here.
Mohg is anti-melee because he is challenging. But you can learn, dodge, and then slowly chip away at Mohg's HP. 71 is anti melee because dodging attacks means you must be at range.
But being at range means -50% ranged damage, so you dont even get the option to be at range and consistently dps.
So, your only option is to be super tanky to stay in melee, but then your dps gets cut off by 71's weakness attack.
So you cant do ranged DPS consistently, AND you cant do melee DPS consistently. So, is the idea behind 71 to do burst magic dps? What are we supposed to do as the 6 other classes?
You're right that you shouldn't be able to always DPS 100% of the time, but there is never an opportunity to deal good damage to the boss. Mogh has a stagger where you can get a big chunk of damage through. 71 doesn't stagger, so its only small chip damage. This gets worse with the DR systems in place for 71. Mogh has no "well you didnt mop up the blood so now you deal 1/10th of the damage" mechanic. 71 does.
I get the comparison to a hard melee boss but this is not an apt comparison, as someone who has beaten mohg in melee.
(and every other elden ring boss in the main line in melee)
Mohg also doesn't restart the fight (there isn't an ER equivalent to spoiling) if you go near him while you have a bleed timer active
^ Mogh also cant be fought once every 12 hours on average, if we want to go there.
To be fair, it isn't "go near" its "attack"
the only attack you need to be at range to dodge is the scream, which is a back-up-5-blocks attack
mohg actually has like basically the same attack
i think this is quite overexaggerating what it takes to spoil
Oh is 71 spoil on-hit only? I thought it was just being near him that's why I'm so afraid to go near him at any point
Oh wow that's way less vicious than I thought
The dialogue just says "keep away from 71 or you'll infect it"
I don't think I've ever seen the meter go up past like 25% lol that's a ton of relief
No wonder I haven't ever seen a spoiled 71 chest
Unless he happens to jump and stand inside his own red ring or sweep attack, then you have to be at range to dodge them
also, he casts the scream once every few seconds
so its not like he is vulnerable often enough
built up entirely?? i thought it was if there was frostbite on your screen at all which i got at like 25% parasite bar
pushes you away -> jumps away from you to someone else -> you approach -> stands in an attack that you have to dodge too -> pushes you away
some of the dialog is potentially....dubious
no theres a reason the bar doesnt end at 25%
if the scream had a much longer cooldown i woudl agree, but you do not get to approach often enough
is this real
I thought if you got a sound and the overlay at all then you would spoil
and thought that was fair enough
post the code
it turns red when its built up :
to be fair there are like 3 sounds as its built up
and theres like the guardian curse sound or whatever
on the final one
baffling
are there cases of it jumping while its casting other attacks
I think during the cone and I thought that was cool
there should be a check to specifically prevent that and i dont remember encountering that ever
like 50% of the time yea
oh well if its the cone it can jump after its started casting the cone
no it casts the cone mid-air
then lands in it
the cone still applys on the ground but now its inside the cone
me when step back 2 blocks for 1 second
so you have to back out
then have to clear the mud so its actually like 6 seconds
and by then its already screaming again
i think this is not true information
they dont want you to know this
but you can like
ive soloed this boss like 3 times
true! i can shrimply spoil.. forgot about that
ive found it pretty hard to spoil even when ive been moving around on the mud
im pretty sure it builds up slower if you're jumping
which isnt exactly intentional but i dont think id remove that
and then if it casts mudquake or something you can just like
break the mud beneath yourself once
and you're safe
tbh i havent willingly played 71 for almost a week
since the fight is so slow
so maybe i am giving false information based on this update
-50% healing
dont get hit i think
the fight is pretty fast now
btw is it intended to completely blank hits from muddy shriek and swift spikes with dodging
Due to the lag last week this was generally what i consider a bad idea
lol its super fast now
You have to clear the mud early ahead of time and not at the last second or you sometimes die to attacks affecting mud you removed
i mean dodging is dodging and theres not much i can do about that
same with riposte
its a potential design choice to have boss attacks ignore those skills but that would devalue them and not sure if its anything worth pursuing
iirc bloody fang from broodmother is proj damage and it ignores dodging?
i think the solution is boss attacks do exclusively blast damage
I spoiled with the meter on brown I think if we’re talking about the title symbol
depths dodging might act differently so who knows
suffocating inside the amethyst blocks without taking damage is pretty funny
define title symbol
weird brown character in the center of my screen
there was some frost overlay too prior for a second
where is the progress bar
Boss bar
bossbar labled "Parasites"
wild
i really wish we had a better way of displaying how stuff works prior to fights
without having like a text popup on your screen that hovers over each ui element and says "this is what that does" and it has a next button and it says something like 1/23
and you explode yourself
there was an attack that filled up about ~30-35% of the bar for me, and the floor rings can stack up together
also does getting hit apply a debuff that increase freeze meter gain or something
Potentially there's something that can hit multiple times, I can look into that
idk what exactly hit me for 30% of the bar near the end but getting hit by that twice probably would've instantly banished me
and no it's just a one time increase
being further away from the boss does increase frost faster though
don't ask for the lore reason for that
i'm assuming it's intended but i'm gonna make this complaint anyway
the ice makes it hard to avoid the pie slices
I honest like that the spoil/banish in Coca Cola is something you have to care a lot more about with the damage changes
Some of the attacks do probably freeze you a bit more than they should
specifically the one where its split into 3
ngl I just ignore that one by launching myself in the air with meteor slam 
I'm bad and keep sliding out of the safezone back into the hitbox 
i also don't understand the targeting on the one where it's a single large safezone
does it track whoever cola is aggro'd to
I mean it should punish you for taking hits
which is the only way to deal with people nowadays
since players are just unkillable
trying to actually stand in the safezone for this one seems kinda hard?
i'm not entirely sure the behavior on the atk but the safezone kinda just wildly flails around
Some of the slashes could probably be slower
while that'd be cool i just don't understand that atk in specific
is the safezone like locked to behind the boss or something
funny story about this
the day before the update someone decided it'd be funny to full facetank hug cola
most of the party ended up wiping from the resulting melee cleave spam
if you mean the rotating triple slash it's just 3 regions and one is hit at a time and it goes around
not boss rotational
no the one where like 4/5 of the circle is dangerous and there's a single safe slice
what :
wdym what
I do not know what you mean
There's a variation of the slash where it alternates between two areas
slice of life attack
that doesn't exist
while i'm aware my memory sucks, surely there's no way it's so bad that i'm forgetting things that just happened right
unless this is a lag thing again
potentially...
nah, literal two clacks and gone. one more reason to wish i could remember to set recording back up at a time that doesnt inexplicably summon people to burst through the door demanding attention
there was also uhhh
[Skadi]Skadl:
i think smth was wrong on the frozen buildup
[Skadi]Skadl: got max frozen buildup in 1 second after the boss spawned
is mud geyser supposed to have an orange ring where it spawns
at least from my own video doesn't looks like it
same
starts to feel like a "yknow how ice is annoying in cz lets do it again" thing
now the 71 fight feel better to do
i legitimately cannot tell if mud geyser is supposed to have a ring indicator or not
it feels like it does initially and then by the end of the fight it stops having one
monumenta players need recording software
lag has opted to remain while coven amp has left 
my third bear since update i finally recorded only to have the frostbite per attack be reasonable. largest jump was only like an eighth which would normally be spooky but is far from half
hi i am here to complain again
just fought core elemental and uh
enhance
new stupid combo I've encountered:
rumbling emergence -> somehow end up in ceiling -> block break a small ledge in ceiling -> cast convergence -> deal rapid and extremely difficult to avoid convergence ticks trying to and failing to pull players upwards into the safe zone on the ceiling 
Idk if it’s a coincidence or source of the issue, but if he emerges in the ceiling he’s always next to a lavafall (from the ones I’ve witnessed)
this attack happening while the server is lagging results in a delay of the particles disappearing
there's a kind of pseudo boomline attack thing it does twice
if the server is lagging both will hit u simultaneously for >50% of your frost bar
that paired with a followup atk can combo KO you if your bar is anything more than near empty
I'm not 100% confident, but I think if you stand too close to cola bear while it's doing the atk where it randomly shoots out lines twice you get hit by multiple of them for frostbite damage simultaneously?
i got shoved on top of the boss while it was casting it by someone else and ate like 70% of my bar in one go
Yeah i think standing on top of it would add multiple
I kind of feel like thats deserved but it could be prevented possibly
Can I get confirmation, in Core Elemental, do you get the "The Sulphur is being burnt" chat message when you destory fire blocks in the arena?
It's like the one mechanic of that fight I still don't understand, but it would feel weird to be punished for trying to make the arena safer
I think its from being on top of a fire/magma tile
U can put out the fires from further away and u should be fine?
many fire blocks existing = burnt
Does it happen arena wide, ie if someone else gets hit it applies to everyone? I feel like I haven't been damaged by fire and have gotten the message in chat a ton
I always try and break the fire to make the arena safer and have my chat spammed half the time lol
the fire thing is really weird and feels bad imo
its just get a random speed and res debuff from ???
is that the "sulphur is being burnt" thing
yes
i’m pretty sure it’s how much fire is present in the arena
For me it’s 1. Not obvious where it’s from 2. Not obvious what it does
Frankly the Aloc Acoc frostbite scaling when it comes to getting hit feels extremely excessive. It is not reasonable to go from ~25-35% Frostbite to instantly banished upon getting hit one time.
I went from wayyy less to banished lol
damn
I always try to keep it between 20-30% in my gameplay and I instantly got banished
I think it takes the scaling from people getting hit around you which just feels like another unnecessary "don't play a melee class" mechanic
Could Aloc's slash speed be decreased? Trying to dodge the slashes while the ice floor does everything in its power to stop you (and thus failing to dodge quite often) does not make for the most pleasant experience.
or every attack in range adds frost regardless of iframes and such, which would be similarly excessive
I’ve only done 1 aloc since the changes but I didn’t have any issues controlling my heat, it went up slightly more than before but I never got high enough to freeze. The ice definitely makes dodging the slashes a bit more difficult than it’s worth, but I don’t think it’s unreasonable atm
it seems to vary wildly. of the 3 ive done. 1 of them it was entirely reasonable. 2 of them did 50% of the bar per incident of damage received
aloc just happened
aloc acoc increases frostbite meter by a lot if the beams multihit
getting hit by beams is a 50% frostbite i think
Yeah I saw the ⚠️ sign for the first time in the fight just gone, think I got hit by 2 beams at once which instantly shot me up, still managed to control it though and won unspoiled
The biggest issue imo is control
The ice becomes exponentially more problematic with more ppl present, esp if both u and them are melee
Player collision is a danger in this fight with the ice magnifying the amount u get moved if someone shoves u
Since frostbite meter scales with your distance from the boss, ppl are encouraged to cram themselves close to it
So u have a bunch of ppl erratically moving around to dodge atks in a small space pushing each other
The ice beam attack can instant banish you if you’re too close to the boss because it can multi-hit, and getting shoved into it is a legitimate risk you have to watch out for
imo the ice player collision + multi-hit comboing together is kind of a “nail in the coffin” thing that tips the fight over to being actively anti-melee
Your own team mates are now environmental hazards you have to avoid and having ppl behind u is dangerous yet unavoidable as melee
curious what the reasoning for changing muddy mangrove roots to regular mangrove roots in experiment 71 was
visibility
but it's the exact same color profile, now it just requires a second tool type to break 🤔
One has a very distinct lack of mud?
it wont matter much but the first image uses the wrong side of the block
yeah and mangrove roots stands out much more on each of those blocks
I would have preferred any block mineable by a shovel
Because now I am going around carrying clearcut in the set to mine those
yeah no it should be shovel breakable
soul soil could work
pretty please
Big fan of the axe personally
The npc doesn’t sell one
It has a low hardness you can break it with a non axe tool in 1 second
this seems like the correct play to me
+1
I feel like impenetrable would be improved with a different style of astral attack. The current alpha-style spinner is still "predictable", but it's also just sending projectiles everywhere, which currently just promotes me to playing scout so I don't even have to risk it.
If the pattern was more like Beta, Epsilon or Nu - more controlled, then going in to melee during the attack would be much more enticing as I could switch my focus from dodging to attacking and back again instead of having to try and do both at once currently.
This may end up making the fight a little easier, and therefore I think it would also be cool if the line attack you have to move perpendicular to (which is imo the coolest attack from any hunts boss) is used more often, as I maybe see it 3 times per fight (ie a single use in a burst), compared to other attacks proccing much more regularly.
I've been considering larger scale touch ups on Impenetrable, and if I did something I would probably just cut the astral attack since I'm not sure any variation of it would play very well
I like it having an astral attack as it's "basic attack" along with the small sweep, I just think the current type just serves to make it way harder to play melee during the fight, which is always a difficult issue to solve.
Cant u just place a block to avoid the astral entirely
Also the standing on shulker detection seems to not work if you spam jumps
So the melee dps can bhop on the boss rather safely
Impenetrable could probably just use a different mechanic, the problem with astral styled projectiles is that arena is literally a cave, theres tons of verticality to just stand above them without trouble
it's a cave, it should cast mini-vdemise but it's falling stalactites 
the bullets actually can move up or down 1 block, so u need to build up 2 blocks
by move up i mean target
@atomic geyser new bug interaction i encountered with core elemental
it tried to cast banish mid rumbling emergence and then emergence yeeted it out of the arena thru the ceiling banishing the entire party
or well I guess it's two bugs even
- rumbling emergence can toss the boss out of the arena
- core elemental can cast banish with other abilities
A bug report would be helpful but I'll forward it internally
I just had cola bear spawn nearly on top of me and immediately cast the ice beam double hit and banish me 
wtb lower starting frostbite meter
Well, it is ice cold Aloc Acoc you are dealing with
The advertisers got it correct!
is.. not.dead?
so I almost died to this bug again
how did you not banish if it was in the ceiling
I threw myself at it with ire
To clarify, it didnt cast emergence this time, it knocked me back down with an atk while i was going up to it
new uamiel spoil visual seems much harder to see than release one
it's larger but it's low and against the main boss outline and in the midst of every attack visual
I feel like the balance between the difficulty of the fight and the challenge the spoil presents within Experiment 71 is out of wack compared to other Hunts bosses.
With the recent nerfs the fight is much more doable with less full team wipes, but still present the most risk out of all bosses. I regularly see around half the participants die during the fight to damage, not to banishes or spoils.
To add to this I don't think I have ever seen someone spoil the boss, and never myself. It's not brilliant evidence, but I like to pick up every chest on the ground after a fight to hoard, the blank spot is where the spoiled 71 chest should be.
I think it would be better if the spoil was easier to come by, but the pacing and difficulty of the fight was slightly toned back. The only difference I would make is increasing the delay between attacks by a small amount, as currently it feels like there is constantly something happening, if not multiple things at once, which can be hard to deal with while also dodging worms, mining mud and then finally trying to damage the boss at all. Meanwhile I honestly if think mud accumulation was double or triple as fast then it would be something to actively avoid and think about during the fight
I feel like this is also the case in Hawk, the spoil is rarely seen and the biggest threat is from just dying, but that fight doesn't have as much going on in it and really only suffers from a single damaging move in my experience
i have 3 spoiled 71 chests
1 intentionaly myself, others found
hawk spoil is is just easy to avoid once u know
current both shulker and magma cube are very easy to spoil if not fight carefully or have something go out last second, which i think is good cause it really ask player to pay attention. Based on this, Hawk spoiled is really annoy as sometime is really hard to tell when it gonna attack, and hawk as phantom require player draw proj weapon which conflict, sure u can still move while draw, but then its hard to dodge attack, obvious move become use qd and pred strike, just dodge attack wait cd back, in short i think hawk fight is too much downtime.
On the other hand, 71 really require teamplay, as rn i don't think a average player can really handle clear root, dig mud when need, dodge attack, kill worm given how quick 71 cast skill, like TkTom said, i more likely see ppl die to damage, at one point there will have ton of skill around arena that u are forced to step on mud, which somehow be a good move because as long as player don't hit 71 when parasite bar full.
like tktom said, i would perfer 71's skill cast frequency tone down so there has more time to react, given what I experience 71 damage is also higher then other boss, not like I think face tank everything is good, but it hit really hard even with hiero + other support, to the point i think it could be tone down, mainly scatter shot and geyser
and btw i don't think ppl really figure out what gas burnt thing in core elemental is, i believe it related to magma block and give some debuff, but there has no obvious counterplayer if there has, and player more likely will use fire resis potion before fight so is more a my screen get block effect
parasite bar is for alive worms, not the spoil
as someone who dps 71 i am really sure that's not true
My only guess for sulphur burning is that it's a team wide effect that punishes everyone if anyone does something, but I also don't even know what that something is. It kinda just ends up being a permanent slowness effect in the fight, which makes it a little tedious, but it also doesn't really affect the difficulty imo
shulker and magma cube are also very easy to spoil by making the mistake of ever healing people with hand of light
I hiero main and clear the fires out for that fight and we almost never have the sulphur effect apply
Only if it spams core expansion faster than i can put them out
I have no actual idea if it’s the fires triggering it to clarify, i just hate having fires everywhere
But it seems to correlate
As for hawk, the difficulty of spoil correlates with how much you’re engaging with the fight i think
If you’re melee there isnt really much to do besides run around to dodge the charges + pick up feathers while u wait for it to come down to collect feathers
I have the exact opposite experience lol, I always try to clear the fire too, but my chat ends up being spammed with messages even without me taking damage, which leads me to believe it's an arena wide thing
If you’re trying to snipe the hawk, it feels like spoil is a fair bit more of a concern
Which boils back down to my complaints that the fights kinda punish u for engaging with them
There is technically nothing forcing me to be a hiero
But between how rare it is for any1 else to go hiero, the massively increased fatality rate from loss of rain + rampant miasma passive, the increased kill time from loss of +69% party dmg, and the decreased spoil risk from not having to frequently hit the boss, i am kind of soft throwing if i do not
Cola bear is currently the boss where that seems to be the least true, but even then it still has minor problems
Notably the disproportionately high multhit risk for melee players
Yeah hawk is definitely an odd one and I'm not sure what to really do about it
Collecting feathers to toss into the nest to make it go down faster wouldve been nice imo
i run around shot it a pstrike and maybe qd it a fewt ime while running around
guess that's all i do after fall from pillar i built
Its logical and allows ppl not scout or earrow mage to engage
I think it would be nice if there was more opportunities to bring it down and having power spread from the explosive feathers into a new move while it's down perhaps?
we should totally increase hawk skill cast frequency
Some consistency with the flight path would be nice too
Its related to number of fire blocks nearby
what does this mean, just get this from a lag as fuck Umaiel fight
think i get this after it break into wall and i stood there try melee it (but it already walk away becuase i am lagging)
Probably out of bounds warning?
Yeah i guess
I believe thats out of bounds.
They give -proj% atm, which is kind of neat if that mechanic is added for reals
Since if you're proj you avoid them so you can do damage, and if your melee you grab them to clear the field of area denial + make the bird come down
Different strategy depending on your class
Isn't sulfur burning the flame rings on the floor?
And stepping in the rings gives debuffs
Its area denial
Also magmatic convergence is a get-in-the-ring attack
Or you get pulled towards it, blinded for a little, and take damage
Nope, it's a passive ability that gives you debuffs when near to fire blocks, which seems accurate, but it's also kinda hard to combat, a little similar to trying to mine 100% of the mud in 71
ive spoiled maybe a couple times from playing buffbot and sticking near the dpses (and the boss)
but i think that was after parasites got turned into a bar and i thought it would only spoil if the bar was filled
if only picking up feathers actually helped instead of just making it even easier for the ranged to not accidentally touch them
this is a really bad spot for the shulker to tp to
like technically you can get to it but it just feels unfair
i'm gonna go ahead and +1 this, exp71 is pretty insane right now
the past 3-4 exp71s i've participated in have been a fullwipe/close to a full wipe
also, the parasite blocks were changed to mangrove roots, which certainly makes them more visible, but it also means that you need to bring an axe, which i've noticed most don't expect
it should probably be changed to another insta-break shovel block
mycelium would be a good pick if the parasite vanity was changed to match it
also idk if this is just a me issue but i feel like the arena could use a little more space. it's only happened to me twice but sometimes mud geysers/the big mud cone attack can just pin you to a ceiling like the antium wall or a tree and just kill you
alternately, #1353084854731935754 message
ive never had a full wipe in e71 but it is a little annoying how often it spawns mud as a melee, often end up mining half of the fight to make sure i dont spoil
but ive not greeded yet so maybe its not actually that risky to just mine like 1 block under you
can someone actually confirm explicitly how the sulfur gimmick on core elemental works
I've heard dozens of different theories at this point and no direct answer
I've been testing it across a dozen fights at this point and it happens regardless of if i stand near or far from the fires or orange floor particles, whether or not i put out the fires, etc
At this point I can't help but feel its almost certainly bugged in some way
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well, burning remains a mystery, but at least now i now there's a bug with distant replies where you're better off replying to the immediate message and message linking the old thing
Its related to number of fire blocks nearby
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