#The Actual Causes Underneath the Lootrunning Consequence
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bruh thats not it
nah thats it
basically a 60s pi cd?
ok no
why
i get where ur coming from
but i think its going to cause too much situations
where it would be bad
terraria also doesnt have you take chip damage very often
does it not really
also idk how terraria works can we please make it understandable for ppl who dont play it
basically just bossfights
what was it b4
pi is not a problem, pi is an enabler
pi exclusive potions
ic
i think it was 1ccs per pot for either str regen or haste speed?
haste š
just make instant health pots 5x harder to get
like idk why that wouldnt be the solution
if you can't understand a 60-second cooldown I have no idea how you play Monu
why not just drink casino and reynart pots atp
that would just make high difficulty content more inaccessible for new players
the probelm is pots directly affect game design
insta heal is the reason why hycenea is like that
if pots are too expensive no one will expect you to use them
and a lot more bosses just oneshot you with most attacks
inb4 cz a17 1/4 must be rich enough to use ii
Isn't that kind of just saying, you can't fix something being broken op because then new players can't abuse it to make the game easy
me when i lootrun and lose money
found new har sink
ofc you would use less pots in lr
well
no pots
but for challenging content you would still buy
thats the issue
it does not matter if i pi in lfg mr 6pts
most people don't feel the need to min max to the point of abusing it
it matters because difficult content must be designed with accounting for player being able to press a button and waow max hp
and you're saying new players would and that's why it shouldn't be the case?
i hardly even use mine, just pull it out for some content and pray it has pots in it
i use it because if i dont ill be at a disadvantage
well yes
and if there were a fuckton of cd on it why would that be bad
you cant really crutch on it its not an option if we do that
but if we just price up well
first of all people have like infinite barrels of ih already
i'm saying that if you make pots worse, the content balanced around meta players using pots will become nigh impossible without external help
second it does not fix the issue of you being able to outheal everything if you left click enough
content shouldn't be balanced around those people
next prompt
terraria healing sickness maybe not the best option but price increase is not even a bandaid
š
removing a8-18 rn
cya hexfall and sskt
that argument kind of just applies to everything at any time
SSKT is incredibly doable without meta players usin' pots
no points for guessin' how I know this
obviously if you nerf something its going to make it harder for both groups of players
sskt is soloable now ofc
im thinking common ih pots get reworked rare ones stay
what should be talked about is which is effected more
i mean
and also obviously increase npc price
i could buy 999 heal pots from npc rn
then you will roll the update and i'll keep pi'ing
if ur in a solo run, u also get the cdrate amp so yes u can get ur spark back within 5 second.
also those are same pots if we talking buy with ar
no those pots should be reworked
since they drop from poi and dungeon
i still didnt saw why would we not just put big cd on instaheal instead of making rich more privileged
iām gonna be 100% real with you. i do not use instant health at all in my playstyles (of which many have been uploaded as examples) and i do just fine, if it was completely shot i donāt see why game balance would be affected outside of extreme areas like high ascension CZ and 65pt and loot running
and we want to shoot 65pt and loot running either way so whats the issue?
that doesnt make it a bad argument
high ascension CZ of course needs rebalancing but i donāt think itās the āwhole game sweeping rebalanceā that people claim it would need to be
I mean
i mean i'd say normal base mobs dont really need rebalance even with no instaheal
we've heard TM explain it to be that sort of game-wide rebalance, too
toned down?
as in nerf higher delve point difficulty?
no more abominable Isles delve scalin'
so
cap would be same
but per point increase will be less
high points stay as is but current 25pts stat cap is achieved at like
35pt
how does that solve anything related to the post
that isnt related to the post thats just hypotetical changes after removing/cding instaheal
which is related to the post
do you then believe lootrunning in CZ solely exists because of instaheals?
ngl IH pots can stay if they are unable to be purchased with a normal currency (shulker pots), or if they drop from content
and the ones that can be purchased with not hard to get mats, like the ones from drask, be nerfed
this does not address the issue at hand, this is very bandaid since you just make people pay more
it doesnāt, i was replying to a comment saying that IH being nerfed would necessitate the reworking of all content by arguing that it would actually only need reworking high ascension cz
ye that makes sense
side note, nerfing instaheals is one of the easier things to do without chaging too much of the overall game just for the sake of nerfing lootrunning
it would also hit lootrunning, but i also argue that thatās a positive side effect
you say this
or just add terraria healing sickness but its 30s and gives -healing to using an instant health potion in general (in or out of PI/II)
but surely the Injectors wouldn't be such a popular purchase if this were truly the case
would they?
I think insta heals should just go
no more stupid āhealth bar #2ā creeping death
either go or be on long ass cd
ruten is actually one of better bosses even with that
if you try to use an IH pot with healing sickness, you take that % health as damage
hycenea is a prime example
what about regen pots
frankly I think percentage-based insta heals on potions are
extremely difficult to make sensible to balance ever
Also in my opinion HP aren't too big an issue but I'd probably be fine with a longer term less effective healing debuff similar to what was mentioned in the post
there are maybe 5 sources of regen that last longer than a minute
i'd have to look but i can't be bothered to open mc and go to my plot
i would put up a poll but yknow i donāt have the perms to do it
asking when injectors are used
- i dont use injectors
- i use injectors only in high ascension cz
- i use injectors only in lootrunning
- i use injectors only in high point
- all three or some combination of above
- i use injectors in normal content
i think if you have to use injectors in normal content, theres something wrong
I think there's just faulty item balance that promotes lootrunning builds
like infusions being way more effective on tank builds
the biggest question I have, now that I think about it, is this
I've heard a good few people bitchin' and moanin' about how steak shouldn't be better than an epic potion (Forgeflame nerf), right
so allow me to apply a similar question:
also infusions giving the same amount of damage bonus despite being different damage types ( you get same amount of magic damage as attack damage, despite them being weighted differently on items )
sapper should probably get life drain treatment and generally just be nerfed on pureshard adze
why is a silly little potion category that can drop from any content in the world better, save for with my Berry Basket in the Ring, than my Heart of the Jungle
and then probably also a small flame spirit nerf
adze could just lose itās eff 1 imo
price to pay for sapper 3
the humble haste
both can be bullshit
not mutually exclusive
branch of life users are sobbing (they do not exist)
I mean if the enchant got adjusted they'd probably balance all sapper picks accordingly
idt thereās a point in making sapper sqrt scaling since itās not like ld which appears on armour too
now it would be slower than earthshaker 
if adze sapper 3 is too much healing then it would just have to be sapper 2
soo I'm more so just asking for adze nerfs
with you on that one
funilly enough already planned
ye thats to be expected
exCUSE you I used Branch of Life before I got Earthshaker
well, at least an overview of r3 pickaxes, wont say more on the specifics
it's peam
specifics are kinda already said i think
now that I think about it
me when I heal myself for 4 hearts after breakin' one spawner
the caveat with Branch of Life and its monstrous Sapper VIII (8) is that it is extremely slow
sapper could just have an internal cooldown and it'd be a nice lootrunning targeted nerf
my condelence
that slowness is why I eventually got Earthshaker
not nearly as potent on heals but it actually breaks more than one spawner per minute
dioneas graft
but uh yeah
I should try it sometime, I think
I don't think sqrt sapper is the way to go
it seems like a fun item
i think the better way is to sw it, (unless its also sqrt)
maybe w a second pick
square root Sapper is
not it, I don't think
one to heal, another 4 fastbreak
hotbar slots are limited
people already complain about hotbar space lmfak
(sqrt Sapper would make Branch of Life even more ass than it already is unless it gets upgraded to like stone or something)
what is the point of making sapper sqrt
me with my dew and fol as only food in hotbar in cz
started dying of starvation after those changes
@zinc kraken
mfw you have to use actual food instead of buffs
me havin' no idea how people run like 6 consumables in hotbar when I only have space for my trusty HotJ and GDC
GDC?
mfw when we make 50 har epic pot worse than steak
I mean yeah but like
how do you make Branch of Life good with sqrt Sapper
mfw silly potion that drops from any content ever is already better than HotJ
hm yes, 15 hunger/sat on a 27s cd
did i say that is good
and how much is steak with no cd then
isn't it 12 now
now yes
no idea
only as much as you can eat
my hunger bar go up
which, if you're keepin' an eye on your hunger bar, isn't much
sapper L ( 50 )
but more likely this would be a better solution
you can't really use forgeflame when you partially are missing hp
also if pots get nerfed, whats stopping sat stacking
I think the biggest advantage Forgeflame has compared to normal food is and always has been that you don't have to be hungry to drink it
steak is 12.8 sat
sat stacking ins't as crazy as insta heals
if google is to be trusted
so now you have overtime LESS sat and hunger on CD than fucking steak
even if you can drink it with full hunger that is not worth
Forgeflame still gives more hunger
sat stacking is only really good with sus levels
forgeflame is still decent since you can eat it before a fight
you can drink ff whenever
:v
why did you bring it up in the first place if it doesn't matter
well
I never eat food for hunger 
meanwhile it's basically the only reason for me
sapper curse of exhaustion or whatever the pickaxe curse suggestion was called would b cool for that specifically to target lootrunners and not affect normal gameplay much
aside from occasional heal from HotJ
because GDC has no other effects and HotJ resistance isn't a real effect
the cd thing
what is GDC
GCD
global cooldown
also why arenāt you using like fotc
I don't have Fruits of the Catch :(
why would you use that thing
and I don't have enough rares to gamba for it
when you run like 12 pts max it doesnt really matter anyway
isn't lamb chop better than that
lamb chop...
i really dont want to spend on flex item but since now its not flex i have to
does Fruits of the Catch have a cooldown
no
no
also which fish is it again
I fogor
I wanna say salmon but I don't know if that's right
...that's kinda insane, actually
infinite no-CD cooked salmon that gives resistance as well?
mhm
good lord that's good
synergizes well w weaker hunger pots
me on my way to make that statistic 6 instead
Sliver is a expensive piece of meat that gives +30% kbr for 10s...

gives a more useful secondary effect than Sliver at a far cheaper price so very worth tbh
Sliver was made only as a pure money sink, i added the secondary effect way later just because it seemed fitting
And so it wasn't just a steak
but imagine if you are starving while standing at the edge of a cliff with a chiv mob coming towards you
Waiting for the day when we get an arrow with infinity
honestly?
I think that's really funny
it will work like hex eater on hf arrows
silly item made as a pure money sink is now unironically the best infinite food in the game
meaning not work
Always has been
STILL waitin' for Hex Eater to be able to work with magic btw
I mean, you can just use actual steak aswell
Steak ain't infinite
but FoTC doesnt have riceball hopeskin, therefore worse
whatever
Also isn't something like twisted pomes technically the best food in the game
i guess time has come for steak
ambrosia
True
pomes arent bad but
Society if there was a kapple upgrade turning it into a golden apple
they unlike fflame and sliver dont replenish hunger nearly enough
can we upgr loom instead
Can be consumed whenever
Since they are golden apples
what would that be like
Toggle mode to swap betweem firm and loom
50% chance to not spend blokcs
cool
gravity
dynamic loom mode w no cooldown = new class

donāt you drop several stacks per zenith
yes, but some people don't play zenith
drask doesnt even have healing pots but ok
another reason why saturation nerf should be reverted
idk
Why is armor exponentially scaling anyways
i haven't played in a week
Youād think going to the extreme would have diminishing returns, not exponentially increasing returns
no its just .96x regardless of how much you have
what would u even change
0.96^xā¦
yeah its .96x per defense point regardless of how much armor you have
i mean do you want to rework every single item
Yeah this makes it exponential as each multiplication makes all subsequent ones more valuable
Your ehp scales with .96^-x
i know how the formula works
but you cant just suddenly change it when different regions and stuff exist
its going to be like item rework v2 and probably out of scope of this thread
Would having a soft cap at 40-50 affect different regions and stuff
it also has to be exponential or else it makes building damage more effective
i mean caps are generally not good design imo
Are you sure
me looking at the lootrunning set.
yeah if you change it to be not exponential then you would have to do some major item reworks to the point that solving healing would seem easier
What about this means it has to be exponential
also consider that 50 armor is 153 ehp
which id consider a minimum for a build rn
if the build has no situs
Itād definitely have to be higher
Just to take into account situationals/second wind/prots
65 is 284 ehp
also poise
and half situ effects
Would that not be⦠a situationalā¦
I think situationals like steadfast shouldn't be given out so freely
because then it just makes the incentive to build tankier non-existent
But why would unlimited exponential scaling be necessary for that, if it even is necessary
but works differently usually
Itās when u have both steadfast and second wind together that problems happen, second windās guaranteed effect allows steadfast to activate without you dying turning it into not a situational anymore
Iām thinking we should add more +max hp and decrease armor/agi
maybe the standard going from 20hp/50armor to 30-40hp/30-40armor
this does the following:
- max hp is additive so you canāt effectively stack it unlike armor/agility
- healing is less effective (except IH which I think everyone agree to nerf em)
- Situationals are not as easy to get full 6 armor/agi because you need more to reach 30 armor/agi.
- more linear handle to tweak with compared to a soft/hard cap or formula change
Imma be honest, that would probably kill the game for a lot of ppl
Any class without access to % based healing will be forced to rely on kapple and a lot of sitting around between encounters for saturation to regen back up
Itās not really good design to make ppl wait a lot
Thatās true
Itās interesting to think about I think
Isnāt it a linear increase in ehp for each point of defense
no it's multiplicative
No, it gets better the more you have
You could definitely slap some out of combat fast regen or sth but I think that just make the solutions not elegant
?
each point is marginally better than x1.04 ehp
Besides saturation healing getting cut in half it would be fun to imagine regions going 20/30/40 hp, you can feel the progression and that bulk is more interactable instead of being hidden away as some damage resistance stat
Just hypothetical though I donāt think that should actually happen
Completing each dungeon grants player with +1 heart 
Where have I seen that before 
Oh I actually meant more on gears not on the actual player
If you wear nothing youād still have 20 hp
But not like it matters a whole lot
if you look at ring gear you realise that some of the good tank stuff has max health on it (Primordial Treads, Samsara Vessel, The Hollow Rings, Immortal Flame)
There are also some -hp gears
just people dislike using max health gear
hp bloat tends to just slow down pacing
but if you choose to use your one tank piece slot on it it's probably the most bang for your buck
Yeah I agree that penalty being having to wait is not good
See shaman as an example
How To Slow Down Pacing: A Guide In One Item

At 20 hp,
1 defense = 20.83 ehp
2 defense = 21.70 ehp, +0.87
3 defense = 22.61 ehp, +0.90
50 defense = 153.98 ehp
100 defense = 1185 ehp
hm
Fuck it lets just do terraria defense too, 1 armour = -1 damage
Power of exponents
That should probably have diminishing returns thrown in yeah
agree but only if we get terraria bosses
Removes kbr as a stat
The more armor you have the less you get velocity change
No recoil, no dashes no kb
it's 17
can we please get a fast pickaxe im begging
A fast pickaxe you say...
anyway mfw thread about underlying causes of lootrunning and i skim through all 1400 messages and everything people suggest is bandaid solutions
oracoreās messages attack the roots
yea
things have wildly spun off but the IH seems like the next obvious step to take
the next 1400 messages were kinda just mostly nothing
I rather not see huge reworks that might affect normal players negatively just to eliminate lootrunning
not whati had in mind
Terraria healing sickness and DR softcap fr...
imo the biggest issue is near bis speed in r3 has higher ehp than average clearing sets because you need to stack so much damage to kill things even in non 65pt content
What if we make PI insta hp more drag out
Instead of healing you instantly, it heals you over the course of 4-5s until reaching full effect.
that is 4th such sugg in this thread
at that point just replace insta heals with reg...
iirc ppl used to use antidote for that and then balance devs killed it
maybe there was another reason idk about for that
antitodes couldn't remove higher levels of poison
Itās now poison immunity
I think it was just because it was jank as hell trying to achieve its original purpose of clearing poison
I see the vision for this
, imagine having to work to hit the 30 agil/armor for situational scaling
R2 but awesome...
well thatād help in part but if healing is still really powerful if we just did that
the 40% ih + hot pots:::
25%? 30%?
yeah something like that probably
and convert some to HoT
idk what to do about absorption but it needs to also be considered
i only use absorption cuz reaper
would yall consider implementing custom HoT instead of just vanilla regen
no
Iām sure we could get the plugin guys to write something for this though
IH are % based so probably custom imo
Otherwise low max hp builds would be even better
game pace will become game crawl
Wtf
Kang reacted
(We already have custom heal over time effect capability)
i think suggestions like this ignore the fact that sitting there waiting for your health to tick up is really fucking boring
^
Or u can assume saturation exploded for a more favorable healing system
But thats just dreaming

you regen health fast if you eat but to eat you need to stand still for like 2.5s
it cost one soul thread per
is the more favourable system in the room with us
so if you managed that in battle you deserve the heal
Yeah thatās the downside to the sug
I honestly donāt mind I just go in non full health anyways 
Idk if rot is still here
only of brain variety

i think a solid 80% of my pi usage is just from not wanting to sit afk for 5s while i wait for my hunger to drop so i can eat
What if we made it so that taking damage had doubled penalties on saturation and hunger
and the other 20% comes from overestimating my clear power and then realising its r3 i cant run away from the mobs
no
that wont solve anything
do you mean something like the mobs that give hunger when they hit you?
I think he means doubling the hunger/sat cost for natural healing
looking at this thread.. oh god its not just the balance team having terrible ideas
Nope clearly you cannot fathom my sheer awesomeness
sooo healing -50% effect

for x amount of seconds
Monumenta the New World
No I mean the mechanic that exhausts some saturation when you take damage
that would make gameplay worse
idt they're balance devs
no
saturation damage lol
thats the point
please no
thats terrible
you already spend so much time eating
im ngl that would feel so weird
It would be interesting to have hits whittle down stored up healing so you can't have too much while tanking through attacks I think
more pi usage really
you just made hotf only usable consumable
i dont want to do a bit of combat in my eating gameplay
and if we kill pi you just chug pomes probably
imagine how fat is avg monumenta in game player
ok so problem
if time cannot be the penalty of taking damage (you have to eat/wait to heal, etc)
what can be?
literally eats every 15s
pomes is closer to regen
Pome usage is insane i think thats a net win
idk but i think time is already kinda bad
and that wouldnt be used as a replacement for pi ?
because a lot of your gameplay is simply eating
Well its not as egregious is it
I think they totally would see a big increase in use
and making it even worse would just be bad
0 times something still 0
iwonder how long it would take me to eat through these if i started using them
pomes cant save you from a bad decision as well as pi does
like its a better forgeflame
well then how should we kill healing
if we don't want to take time and heal
other ways
but not more time eating

Perhaps epitome of "this should be fixed but not like that" I think š½
this should be fixed somehow
there are other ways to fix it and more boring gameplay is not one of them
we are all ears
make it happen i dont know how
Im all tears
can confirm we are indeed all ears
i wish eating and spawner mining werent such big aspects of the game
and typers
can we turn sliver into kelp but keep the hunger and saturation values the same
and can we bring back boreas mattock and give it worldly prot
balans
can we slash creative
i should apply for bvalance dewv
Monumenta without spawner is a pipe dream
can i kill every mob with my mere aura
actually nvm that was removed this balance patch
Pr sure its the will of whatever dead God is inside the calculator
on gpts? and fol
yeah
i dont either but its not getting reverted i think
because not a lot of ppl think much and just go oh well too bad
idk how
now i can justify sliver purchase!
see this is the problem
they ignore gpt nerf and overide it with "omg sliver usage"
which was btw supposed to be purely flex item
sliver should obviously be worse but no one thinks about that
It is supposed to be a flex item, its glorified steak
yeah
Its... steak
yes
and epic 50 har casino pot is supposed to be... better than steak
does that make sense
as a sliver main it shouldnt really be competitive with ppl using like 4 hotbar slots for consumables lmao
Now you are intentionally increasing sources of saturation
And with their other side affects beyond just healing they are pretty strong, no?
i use 3 hotbar slots i should get at least 2 hotbar slots of healing
and i dont even get 2 now
I don't even use fol for its damage 
maybe the gpt potions are
you know
potions
i used to get 2 by spending 3 slots and eating 3 times as much
See this is why i lowkey dont like FoL nerf
ok fair
now its not even 2 its like 1.6
i could understand forgeflame nerf if they also slightly buffed other consumables to redistribute their power but just blanket nerfing them i cant understand
they would never do that lmao
dew was not a straight nerf
but the developer notes say they wanted to nerf or smth i think
Gossip told me it was a buff for certain classes mdew cdr changes
they wanted to make it healthier for game balance
it is a buff
I dont use mdew personally
only good on arcanist with how good moonblade is rn and how its the only way to play the class
and for other classes it either doesnt change or doesnt matter
might be related to warrior main icon
maybe save 1s on tene but thats tene
scout... 
no.
spawner shield for each alive mob
š
I cant even be bothered to mine spawners in non-vital pathways in dgns anymore
its fun but i dont see anything practical
Its so much fucking time wasted for no gameplay
because you need to actually eat it
this thread is just gameplay discussion DLC
you do it before some fucked up encounter
its free shut up and take it
this is not what I wanted š
dont believe that will happen ngl
see we already all know it
and thats sad
idk sat stack does not equal gpt people forget about that
13 sat steak:
see i think the consumables variety was actually really good
before the changes
i mean everyone had their own preferences
is consuming elixir good 
before eating mungfish idk
Idk if anyone uses celixir save for a few sliver users (probably)
they either use no starvation or just bsb(rare)
Cool then pi is finally factored into all content and not just edge case content like hf. And hit it with a 60s cd too and now we are talking
this thread is a multiple laps race atp
60s cooldown the best solution so far
cd would be on all self healing I'd imagine not just pi/ii
60s cd on instant health pots would be needed as well in this case
Yep shorthanded it
this is my take from last night
otherwise a basic shulker would just become the next pi š„
mind you 60s feels rather high as an out of the gate number
probably start at 20 or 30 in conjunction with other changes to the values on the pots themselves
honestly true, dont think anything higher than 20s is needed tbh
in that time you will either die, escape, or kill the remaining mobs either way (in most cases)
only for ih/abs right
yeah
yea
no reason it'd be for all pots
ok i think just make that 25s
number can be tweaked
number should not be 60
and nerf ih pots to 35% if 40 is too much?
30% imo
60 is too much yea
35 too high
tbh 60 or 30 does the same thing its just 60 more annoying
terraria is different game
25 or 30
30% sounds good, 20% would prob feel too low with cds
like theres no way the lower cooldown from 60 to 30 saves you from death
30% 30s cd
hmm
true
ppl could try with the 20% heal/abs pots that are already available and see if it feels balanced
what are the chances of a feedback post saying that having to wait for IH to come up is too long
80%
btw strong warcry exists
But not immediately I think it'd come some weeks after the change
yea but idk dont think its buyable
so u can get an idea of it using that
do u want some
yeah wtf why does PI get to be the way it is
KApple is what a 20s cooldown and you need to be hungry
yeah theres 30%/20% absorption pots from r3 too
it costs monopoly money
imo devs should let me beta test by repeatedly lootrunning shifting with nerfed pots
PI/II are not the issue though, the potions are
chat
PI just lets you better access what already exists in potions
30
pi is a bit of an enabler
imo dev team lacks hvn members !
yeah you can effectively do the same with a shulker full of potions and just take them out 1 by 1
ill leave haven and apply for dev and rejoin
I have done that
it's not hard
and then buff lootrunning and cheating and add more bugs to abuse
writing that down
PI is kinda like firm, except firm consumes resources faster in my experience
I dont think thats really comparable
yeah its not
all the IH pots for reference
just do a 30s cooldown on instant healing and nerf them to 30% zzz
and fis
Shulker soul bis pi/ii
So fishy
actually make dark thunder an exception i like me my races
man
sentenced to more texturing potions
::::
chat do we really need 42 healing potions in the game
they are like
Yes we do I use maple syrup as my goto pi healing pot
all the same
exactly
the VR ones are cute I like what they're trying to do
yeah some are either heal for 10% or knockoff of another for lore reasons or sth
honestly unless saturation gets killed first which forces health pots to continue living in one way or another, maybe just delete or kneecap healing pots in general
which is fine they are not gonna shake meta
they better not
fun fact: the vast majority of these are straight-up better than Heart of the Jungle due to preferable secondary effects with little to no cooldown
when are people using healing pots outside of a bandaid PI panic button
i am not a fan of this but for every resistance and costing 6 ar
Shulker Soul Essence is so genuinely abhorrent to grind that it could survive the war on Instant Healing entirely unscathed and would STILL never get used

exactly.
kid named the 1%
I actually run splash potion in kaul and some cz I think
usage
splash otheer people
legit kinda good strat
just vanilla or with Boon
new Healing Sick wouldnt apply to others if you splash it on others
yeah they dont really need to die entirely
vanilla
throw em

and tell me, friend
how many people are actually goin' to grind out shulker shell frags for the 1%'s money
when an infinite number of better and more engagin' ways to make money exist
% ihs reduced, some to HoT, and then real CD on healing sickness
maybe even lean into stats other than healing
I just read this post
Me. Speedrunning story skt as we speak
the running in circles in this thread is immaculate
so like you heal less but secondary effect is better
god damnit

you are illiterate dont lie
this response was NOT fact checked by REAL Monumenta patriots
Today is a sad day
I feel like this would reach an inflection point and that then we would have wished we made it apply sickness on top of having a peb option for accepting splashed heals
he's learning he just finished after starting last night
wouldnt
yea like 200 words per 13 hours seems accurate
if someone wants to throw splash ih on me in kaul, let them
hope the day get better
I dont see that as an issue
I read it
the Sisyphus principle
is forite making a joke that I simply goes over my head because I cant read
Splashing bypassing sickness is a big deal in optimized content
I think if it becomes an issue we dig into it then
Like the way I mentioned
every Monumenta feedback thread will inevitably spiral into an infinite circle of balance discussion centered around a select few items
It will if it's heads and shoulders faster at healing
idk but also like
you don't want a coordinated 2 player team be too much better just because they spam splash on each other
yea i wouldnt want to heal people like u
I mean if you put a 25s cd on self healing pots
Fennec!!! Heal me!!!!
nah die
Still wonāt happen
maybe not for you
This how samwell felt
?
you kinda have to have hotbar slots
we've come full circle, spamming HEAL in the chat on Wynncraft has made it to Monumenta at last
okay niamn I'll take specifically your word for it and you'll be fired if its not true
Itās too difficult to coordinate at that level
gettin' trolled by your team is better for content

to heal someone
Now that's a lie not a incorrect statement
early hsb dungeon healer moment š„
I saved soooo many players
running away from v demise
from activating too many spawners in cz
it's crazy how effective it sometimes is
itās like what people used to do w Clucking back when it healed 40%
think about it
I'm pretty sure this is like half the reason I carry around a box of Potions of Perseverance
if it becomes one deal with it then
Ok when people start splashing each other in optimized play Iāll admit I was wrong š
(that I will never use for myself because I'm too much of a stickler about not usin' consumables unless absolutely necessary. same with my box of Twisted Tepaches)
Not right now because you carry a god mode worth of instant health for yourself already
if it becomes a problem we will attack it then
dont think we need to preemptively go for it
is this so far off from using Hallowed Beam on players
even post the hypotetical change
hotbar space is a resource
Me when hypothetical events are talked about in context to hypothetical changes and thus aren't currently relevant
you can run it on any class
in cz
with no abils also
hallowed beam healing is fair because youāre giving up a portion of your class budget and ability to do it
So whatās guaranteed next update? Nerf all consumables, nerf insta healing, nerf sapper stuff, nerf armor, buff mob HP?
Are you telling me HEALING to survive that bypasses all restrictions wouldn't be worth inventory micro and hotbar space? That's naive
pot splashing can be done by anyone
its r3
if you have HoL or similar you kinda don't need it though
but when you have no way of healing otheer people
it becomes pretty good
by the time you pull the pot out your teammate is dead
skill issue
if you do that you deserve to heal
That's a skill issue I think, why even bring it up in a hypothetical
whether it's on the part of yourself or your teammate is a coin flip
i mean
if you run Cleric it's free too
i dont have much of an opinion of team heals cap it if its such an issue
Doesnt inventory drink splash on your feet
I can right-click twice and have splashed everybody around me with a Potion of Perseverance
this takes me about 2 seconds, 3 if I'm slow, because I carry around with me a box of these at all times that are otherwise useless to me
it does
when the team synergy so shit that your boy is unable to retreat to your location
your teammate stood still for 2 seconds on low hp
and you stood on him
also run Cleric for free safety net for inv splash
itās r3 aināt no one retreatin
skill issue again
Idk man, if youāre free to do that i think its not a big deal personally
R3 moment fair enough
seriously i donāt see anyone around me when i do mr
it becomes solo content after the first minute
social outcast
Thatās like enough time to also just take a moment and eat food too
R3 is too easy true I don't even need ih in MR and similar
MR is a giant timed strike
and the boss is kinda
not one you need to care about coordination for
so it's not a surprise in the least that you're not really gonna be around people for the vast majority of the run, nor need to heal anyone with splashies on the spot
I wasn't even thinking about any normal content when I considered group healing because that content is so easy. I was thinking hf and high asc cz where the important times are when all the players are really close together anyways and they have to be somewhat coordinated so a splash heal is not out of question as a move
yeah
Isnt it usually a sign things have gone incredibly wrong if you need emergency healing in hexfall normally
Given like everything from the boss is basically a oneshot the only thing doing actual hits is floral and mobs
If u get hit by floral u can just eat food usually, u arent gonna get multihit barring massive fuck up
And if ur hit by mobs, scout has made a grievous error
I dont play high asc cz so im not qualified to make informed comments
As for coop splash heal.. idk i feel like you being rewarded for that level of cooperation is fair
personally
I can't help but wonder if part of the problem is that like
all the I.H. potions?
they're all percentage-based
why?
Because being nonpercentage would be an even bigger headache
you dont suggest that if they were flat there wouldnt be a problem do you
no, no
No it's a sign that you are playing more recklessly becsuse you can rely on a predetermined coordination effort to group heal and so you get to do more damage kill more ads ignore boss mechanics yadda yadda
moreso just. thinkin' aloud. tryin' to think about what problems might arise if instant heals were flat instead
Because tank builds with -hp turn into 100% heals lol
I dont get it
Don't ignore that this is a hypothetical issue after ih is nuked and boss design can be made with that in mind
I. briefly forgot those were a thing
How does being able to heal ppl result in ignoring one shots
^
In this hypothetical scenario, cleric would still exist and would thus require content to still be balanced with in mind
Don't ignore that hf is the way it is because of ih right now so that implies there'd be boss mechanics that don't one shot if it weren't for ih
I'm sure clerics full ass heal would get cut down if it resembled the issues that made one shot mania the only valid hard boss design
Oh my God that's the point I was making
Okay we agree cool
I hope you didn't think I sighted on group splash heals as a real issue in this current age and time
In a hypothetical scenario where something is a problem, obviously you deal with the problem
Yes that was my stance
No
Or that was the impression i got reading chat anyway
It only came up when referencing the potential ih fixing specifically not doing anything for splashed instances of ih
And time to rehash what was said, I said that it should and that you should get a peb for whether you want to receive splashed heals so that we can just nip any potential exploiting in the bud
something i feel has been only lightly brough up here in this thread is player access to raw movement speed, or the fact that movement speed buffs tend to be multiplicative
speed being prevalent on tank sets was mentioned
even with no extra base speed, speed buffs oversaturate the game to compensate for it
i am quite interested still with the "armor weight" concept
Ngl if there was an armor weight concept that would separate agility and armor between eachother that would be cool
Like armor having innate kbr but less mobility and agility being more mobile but having other downsides
But it's too much work and it's never gonna happen

š¦
me when im in the air to crit a mob and i have 10bkr and then i get hit into THE FLOOR so i can't crit
Oops negated advantages so now ur just slower for no gain 
kbr is still good but if 1.19 didn't cook it it would be so much better š¦
for real
but yea i think a logical first step would honestly be healing rates in this game. IH/sapper has been contributing a lot to the problem, but I think health recovery overall could also be looked at
neva say neva
no
that's the opposite of cool imo
i rather liked how armor and agi are only there to separate builds into 2 categories
you're not bound to either by anything other than items
@grave tundra is there any way for mm to go back to old kb before 1.19
can we go back to bronze / gold armor in R2
I think we use the vanilla system and not using it would mean writing something custom from scratch I'd imagine
and is that 50000000 hours of work
kbr for players on high ping is sometimes even worse then having 0 kbr š
@golden hound knows
him and his 250+ ping
It is truly
Unless it is mandatory on things like reaper/paladin you really just cannot rely on it
idk I dont do plugin work
I am still so mad that mojang decided to nerf KBR as a whole instead of just nerfing netherite
because that was the entire reason they changed it
ms do you know if making a custom kb thing would take 500000 hours to make
i do not
who do i ping to ask
idk any plugin dev?
is nicknon one
i guess
@proper cloud
off topic but could you not just copy some cheat client velocity plugin but server side?
you could piong him
yeah sorry i know that kbr stuff is off topic but i saw charging typing here so I wanted to ask him
on topic because the steadfast set becomes even better at lring š
totally the problem at hand
Strongly agree with the acknowledgement of the problem, strongly disagree with the solutions. While EHP bloat, abundance of healing options without drawbacks, and low risk high reward damage outputs do SUPPORT this style of gameplay, it is not the cause of it or main enabler of it. Monumenta at its core has many mid-late game means of progression tied to repeating content (you must do dungeons multiple times to get materials for expensive epics, you must do dailies multiple times to get certain rares or artifacts, delve infusions requiring multiple clears of CZ/DD and dungeons) with many rewards for time dedication being utility or QOL related that further aid in making the repetition of content easier. Delve modifiers are meant to make repeating content fresh on the next run. The more that repetition of content is encoruaged, the more people repeat content, get progressively tired of it, and want to complete it efficiently when its required to achieve a specific long-term goal.
old kbr and removal of dead mob hitboxes are the cookies melee gameplay deserve versus aoe slop
The larger issue is that things while things are being implemented to better align the "the most efficient route" to normal clear, most of these implementations are solely reducing options players have in terms of viable ability selection, experimentation, etc.
Rather than simultaneously creating alternatives or new ways to play that are in better alignment with whatever the definition of normal clearing is.
the classic "buff other things instead of nerfing outliers" argument
Please point to where I stated that
"rather than simultaneously creating alternatives or new ways to play that are in better alignment with whatever the defninition of normal clearing is"
in an ideal world sure
would love to hear ideas
Reading comprehension moment
that is what you said is it not
I am not arguing for one or the other
like summaraized greatly
just moreso pointing out something?
like pointing out what you view as the "larger issue"?
hm let me see
I mean the obvious solution is just yeah, nerf outliers or whatever is being "abusable" whilst simultaneously buffing things across the board but 1) big ask and 2) there seems to me a looking idea of "buffing everything will create more problems and is harder to manage"
reading the second more closely i believe this is in reference to the game as of current
and not tying in with your disagreements of the proposed solutions from oracore
but i basically assumed that tied in
is this a notion you feel from monumenta itself or the player discussions here?
both?
Both
i see
The issue (or rather maybe not an issue but how things are) is that monumenta's main end game focus is replaying it's content at "harder" levels. There's no world where you can shift out the replayability of the game. And even if you do, the issue will still persist that people who want to replay the content as efficiently as possible will figure out ways to do that. And it will end in the same way as it is now, because it is possible, it will be done. Instead of making rushing/lootrunning unviable, they want to make it **impossible **through technical and stat limitations. Of course this is bound to bring up actual issues with the game as to why lootrunning is so prevalent (which we are already seeing on f1 zenith) but it opens the opportunity to fix those issues instead of ignoring them completely.
It is genuinely impossible to change how people want to play, and all people do not play the same way. Its naive to say that people lootrun because of x specific preferential reason. People will play how they want to play, and at endgame for any game that ends up as min-maxxing. Even in single player no-economy games people will still speedrun, which is effectively the same thing. The ONLY way to prevent this is to make it impossible or inoptimal, not harder, not less 'worth-it.' People aren't playing the game like a job, they choose to play they way the play entirely optionally and of their own accord.
Sure, for some people (some, not everyone), economy or repetition boredom might be the last straw for choosing to lootrun. Yet in either of these cases the common denominator under why they lootrun is the same. Lootrunning is a) possible b) optimal. You wouldn't lootrun for money if it is slower than normal clearing in a real set. Likewise you wouldn't lootrun if it wasn't humanly possible, since you literally aren't able to. It doesn't matter what your personal reason is, if you can't do something anymore you necessarily won't do it anymore.
If you can't survive lootrunning because you aren't immortal anymore, you won't lootrun.
If you can't kill mobs/clear rooms better with a tank-first set rushing strategy, you won't do that.
And those who still try to lootrun under this conditions would be doing so out of enjoyment, no longer because its optimal. Which is fine, not a problem to be fixed, and also impossible to change.
im sort of confused by what you mean with the line "The ONLY way to prevent this is to make it impossible or inoptimal, not harder, not less 'worth-it.' "
Also confused with the wording on that
If something is possible, it will be done. Someone will eventually want to do it anyway. It's almost always more complicated than reducing it down to any single reason. Whether that be an item, gameplay direction, mechanic, whatever. You really do just need an all-ecompasing impossibility (or massive impracticality) if you want something to not be done.
I agree with you Oracore nonetheless
maybe it is semantic but i feel like making something inoptimal is exactly the same as making it "less worth it" but to a certain degree
And what Niam bounced off of me is kind of the elephant in the room
"Instead of making rushing/lootrunning unviable, they want to make it impossible through technical and stat limitations."
i agree that making it "less worth it" and not crossing the threshold of being "unoptimal" doesn't necessarily accomplish anything but it's kinda required as a step
Harder: if you nerf items, people will just get better and use new strategies
Less-worth-it: the recent bandaid requirements, rushing is slower, yet still optimal. The nature of the strategy makes lootrunning always optimal, because you do half the damage but can group up 10x the mobs
I'm all for optimized gameplay being in somewhat alignment with the typical core monu game loop of kill mobs, break spawners, repeat but I'm not a fan of the recent inorganic implementations to do so in things like CZ.
mkay i figured that was what you meant by these terms
it was just sorta vague to discern the exact definitions
im glad this discussion is being held with the intent of helping the developers achieve the vision of the game instead of being filled with bias and narrow opinions
this instead seeks to address core issues over "inorganic implementations" or "band-aid fixes"
something like blocking off the door when a twisted spawns in cz is never going to discourage players from the playstyle
I don't think tm wants entirely eliminate lootrunning, since that would require very big changes
Lowkey if there was a way to enable it so that players will always "passively" kill enough mobs to unlock the door that would satisfy both parties.
They do
I genuinely felt that the mobs blocking door thing was fine and healthy for the game until it got a little silly when I always reached the door after killing a "reasonable" amount of mobs and still being blocked.
But that will make people just throw potion normaly, no?
this game really just fails to incentivize the player for killing mobs beyond "they might kill you otherwise"
so true
or (insert artificial mechanic here)
All the talk I've seen here is about removing any items that make lootrunning possible in any way. If it all goes through at once, it will likely kill lootrunning entirely and/or make it much moredifficult. The issue is that the changes will bleed over onto normal gameplay, and that is probably what matters more to them
right, that is a concern for me as well
It's about finding the balance between killing speedrunning and allowing normal gameplay to feel "okay"
I guess that's what I'm hinting at overall
its easy to throw a vague softcap system for something like armor damage reduction as an idea but
And I am afraid about some of the suggestions here as I do think they will hurt intended gameplay
The tools used for lootrunning are objectively ingrained in Monumenta and removing them will do a load of destruction and necessary reworking.
where is "excessive" defined?
š
Proves my point
When my mom asked me if I did the dishes, I told her "EX Stoneborn Sculptor." She smiled at me, with a firm acknowledgement that they were washed.
It have cool hope skin
Most of what I've participated here is looking at root issues, not looking to block whats enabling lootrunning specifically. we all know IH is unhealthy for the game for example
...also another elephant in the room is that lootrunning in Monumenta is actually a subjectively enjoyable experience.
IH
What is it?
i think the core of this feedback has certainly been focused
I don't think IH is that unhealthy though that's the thing. I think it's unhealthy that you can use it as often as you can
that's basically what they mean
Ah
a bit semantics but sure thats what I mean
My apologies
40% Ih on essentially no cooldown is gross
I mean the first step is acknowledgement. This is a really complex issue to solve with a lot of solutions being underdeveloped.

