#The Actual Causes Underneath the Lootrunning Consequence

1 messages · Page 3 of 1

silver thicket
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no worries

grave tundra
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This is true

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there's also not great infrastructure to make the changes needed

neat crag
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I really think just changing the way healing sickness is done is a great solution to the problem

grave tundra
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is this the part of the thread where i reply to the message I sent 5 minutes into it last night

neat crag
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🗣️

grave tundra
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.

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HoT = health over time

neat crag
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Yeah

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I find that 40% is fine if it had like a 30s-1m cooldown

trim thicket
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I do admit at higher difficulties there is literally no breathing room to not require the necessity to spam healing.

silver thicket
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maybe it's just me, but i feel tweaks to IH like the proposed above wouldn't really warrant massive sweeping changes to the entirety of the game's balance

full lake
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What is IH?

grave tundra
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instant health % = IH

silver thicket
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Instant Health

full lake
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@-@

silver thicket
grave tundra
neat crag
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I think some high-end gameplay will need to change a bit

silver thicket
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some of the more inherently explosive damage sources

grave tundra
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What I'd like to do is spin this into an Experimental for real this time

silver thicket
#

right

grave tundra
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and do server-wide beta testing essentially

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or a weird form of alpha

silver thicket
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thats a smart idea

neat crag
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You have clips like Fennec's where he got 2 shot to a cz pig in full tank and that doesn't really make sense

silver thicket
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its a great way to utilize the wealth of players you have at your disposal

grave tundra
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It wouldnt be 1:1, because we cant change items, but we could reduce IH effectiveness and put a CD on using it

neat crag
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But that's an issue with or without IH

grave tundra
#

ehh

neat crag
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Or I'm curious as to why you feel the need to do both

grave tundra
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possibly overshooting the target

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I think just 1 or the other doesnt quite fix it

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just CD is still 40% instant health immediately

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thats a lot

silver thicket
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the values on the potions themselves definitely serve to be reeled in

grave tundra
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20% instant health no CD is spammable

full lake
grave tundra
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Im not worried about lootrunning here as much as I am overall game health

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I know this thread was written about LR in mind but I've been thinking about it in terms of the greater issues at hand

neat crag
grave tundra
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I think you get your soulful word usage rights revoked

neat crag
grave tundra
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I can hear you though

silver thicket
grave tundra
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anyway I am going to bug frossoli constantly to spin something up into a modifier

neat crag
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I think IH potency is good especially if we were to keep the rest of the game the same, I just think the spammable nature of instant health needs to go

grave tundra
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we also would need a way to apply the modifier to zenith/depths but thats probably doable

neat crag
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What modifier

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For IH?

nimble quest
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get qwan to write it

neat crag
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What's an Experimental? Test server?

nimble quest
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professional experimental delves maker

silver thicket
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delve mod

neat crag
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Oh

heady robin
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Experimental delve mod

nimble quest
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like chance cubes right

grave tundra
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An exp modifier that

  • Reduces IH effectiveness
  • Applies a hard CD to using IH
neat crag
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Nah just push it to main gigachad

grave tundra
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fo sho

white canyon
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sounds like a pretty free modifier

nimble quest
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that's just a free 5 points to people like me who don't use pots

grave tundra
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(oh no)

open niche
grave tundra
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I could make it cost 1 point

nimble quest
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as long as sapper exist

open niche
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As in why make it an experimental

white canyon
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even though you could probably just have it take up less points

neat crag
grave tundra
silver thicket
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its important to not get tunnel vision by only looking at IH healing sources

south ingot
# grave tundra Im not worried about lootrunning here as much as I am overall game health

Yes I definitely agree that solutions shouldn't come from the sole perspective of "how do we stop lootrunning." Lootrunning is just the culmination of abusing independently-overpowered strategies. Virtually-immortal builds shouldn't exist, especially outside of a dedicated tank class. Healing is an issue for the same reason. Unlimited AOE is also a problem if you don't want to encourage massive mob grouping. All of these things are independently problematic, lootrunning is just the simultaneous abuse of all three

grave tundra
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dont know what to think about absorption

silver thicket
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ofc that too

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basically the same ig

grave tundra
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class healing abilities are out of my realm

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I know nothing

silver thicket
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cant make it over time i think

heady robin
grave tundra
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can make it 1pt / 2pt if theres worry about a full 5pt being 'free'

neat crag
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Will pureshard be nerfed 😔

full lake
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I feel like main problem is pi somehow.
And i think AOE problem is more importance
Cuz you will get reward for hit your ability at hoard of mobs

grave tundra
neat crag
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My pureshard grind comes to a halt

nimble quest
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armor is also kinda bs

neat crag
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fairwell 1mil spawner goal

nimble quest
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when do we get negative damage tank armor pieces

silver thicket
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honestly idk if it was an idea mentioned but maybe sapper shouldnt be able to work if x amount of mobs are nearby

neat crag
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I think that causes issues in high pt delves

silver thicket
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i dont think sapper is something that should be abused mid combat

white canyon
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psst

silver thicket
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ya i saw this one

nimble quest
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what would be the cd

open niche
full lake
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There is a spawner force you to break it to deal dmg to mobs :))

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And a fast spawner have huge shield

white canyon
grave tundra
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I dont think thats the play personally

celest pelican
south ingot
neat crag
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I guess the cooldown thing makes faster gameplay worse, it hits lootrunning but then also hits classes like rogue more imo

silver thicket
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i do agree that this change alone wouldnt be enough

neat crag
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Sapper is great for melee classes and allows you to sustain yourself in longer ecounters

open niche
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I dont think so either, theres merit to using pickaxe offensively. In this case using a sapper pickaxe mid combat for a quick pinch of heal

white canyon
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could also make it have multiple charges so instances where you fight mobs from multiple spawners and mine those together after don't get nerfed

open niche
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Well its more defensively but the use in combat is really nice

silver thicket
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i kinda like that but also don't

grave tundra
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you'd be hurting valid uses in the name of hurting LR

neat crag
open niche
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In the same way as using eruption pickaxe, except as a more offensive matter

grave tundra
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pickaxes in r3 are kind of just a mess

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r2 does sapper right imo

neat crag
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They aren't so bad

grave tundra
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1 is in the gutter

silver thicket
grave tundra
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the rest are fake

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How is that not bad suffer

open niche
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Yeah i hate how strong adze is in terms of defensive stats

neat crag
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pureshard dominates?

grave tundra
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I'd say so

neat crag
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idk my guildmates use a lot of them

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stoneborn is awful

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one of my guildmates mains the eruption one lol

silver thicket
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a mob limit or something along those lines just stops people from being swarmed by a thousand things and still being able to tank through it

white canyon
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I just use Evanescent ( r1 pick btw )

grave tundra
full lake
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I thought r3 just have 2 pickaxes

grave tundra
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no disrespect

neat crag
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Yeah but I am also getting a pureshard hopeskin!

grave tundra
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!!

neat crag
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so all my build use it...

open niche
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Ex stoneborn believe it or not is usable

jade jetty
neat crag
gritty laurel
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pureshard for life i nerver used anything else other the shield break one for cz runs

silver thicket
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anything is "usable" depending on the context and without providing context that is an empty statement

neat crag
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It eats all your health man you can't use it without coping saturation/hunger items

open niche
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Berserker and reaper then theres the context

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Arguably cleric but i dont touch it, point is any class with decent built in sustain can use it

jade jetty
silver thicket
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the time saved on spawners is not able to make up for the time you'd save healing or saturation stacking

full lake
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It -1 heart per spawner

silver thicket
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opportunity cost but sure useable

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ive used it post nerf too

neat crag
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(They are all mid or bad)

wooden sable
grave tundra
gritty laurel
grave tundra
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Who out here using Boilerdrill

full lake
silver thicket
wooden sable
silver thicket
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kinda hard to make alternative "good pickaxes" too

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not exactly a ton of room

neat crag
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I mean there's a lot imo especially with the ones there

silver thicket
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a lot of room?

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idk perhaps

wooden sable
jade jetty
gritty laurel
full lake
jade jetty
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pureshard is one tick faster than earthshaker

neat crag
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Skysplitter is arguably bis in starpoint +, the more shielded spawners the more viable it becomes. Supernova needs a bit more damage and then it turns meaningful in combat. Overclocker would be cool but it should focus on adrenaline and speed more than it does. Gem tipped can be a good all arounder but it likely needs 1 more level of effeciency.

gritty laurel
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pureshard is super good for reaper cuz if you are at -66% healing you still heal 0.5 hp

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cuz it can't go any lower

silver thicket
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honestly kinda is i don't really think sapper is easy to contest

grave tundra
neat crag
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Which is why skysplitter fell off a bit

full lake
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I just swap it to skysplitter to mine shield

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Break 3 shield per mine :))

neat crag
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Also stoneborn really should just have a lot of fragility on it

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Like all fragility at V or X

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That way it's viable for normal gameplay but not viable for speeding through content (because you die really quickly when you hold it)

south ingot
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yeah that was suggested a lot when the change came out but for some reason they stuck with anti sapper

silver thicket
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semantic and unrelated but i personally dislike how much the word "viable" is thrown around

grave tundra
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if we care about exalted items mimicing their r1 counter parts thats kind of not at all on line

neat crag
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Crippiling also is a good option on it

jade jetty
grave tundra
neat crag
silver thicket
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its just a very strong word, and viability is more of a binary thing rather than a scale or degree

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and yes

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ty

neat crag
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I see

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Okay well stoneborn is overall a generally bad pickaxe that I have never seen in use since the nerf

silver thicket
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truly

ancient kiln
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not viable !

neat crag
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Maybe you hear about 1-2 people saying they use it on a specific build. So when I say unviable, I literally mean... unviable in all forms of play and content!

full lake
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Cuz the pickaxe is design to tank while mining

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Why make it less tank? @-@

neat crag
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I would literally give it Curse of Crippling X (can't move if under 50% health)

ancient kiln
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isnt tanking when mining kinda aganist tm goals

full lake
silver thicket
full lake
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It evn have kbr

white canyon
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Also a bit late but is spawner break abilities existing not the perfect example for why what you're saying isn't the case

silver thicket
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it's easier to say that it just suffers greatly from opportunity cost

white canyon
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unless you were talking about content outside CZ

ancient kiln
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yes so it was used for lootruns a lot

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and then nerfed to unusable cuz of that

neat crag
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Content outside of CZ

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But also I disagree with that statement as only flame spirit really enables it more than the other spawner breaks (and they are likely removing it)

white canyon
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All of them somewhat enable it

neat crag
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The other spawner breaks basically do not do anything to help "lootrun" and they do want to kill the playstyle more and more as they've been adding all these workarounds to try and stop people from doing it

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Which is why we are here anyways

white canyon
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and dungeons are pretty much untouched by anti-lootrun mechanics

white canyon
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which in my mind is a positive for overall game balance

silver thicket
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i dont believe anyone in balance or tm would directly seek to "kill" any playstyle at least one as broad as this

neat crag
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I agree, I've just gotten a different mind from my conversations with devs and stuff

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They do want to kill cz full rush

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Like plain and simple have said so

white canyon
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well so far the actions don't match up to what you're saying they said

full lake
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But why lr is bad?

neat crag
white canyon
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thats true

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but its my reason for why im inclined to believe those were hyperbolic statements and that they just want to nerf it ( by a lot )

neat crag
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Charging may be able to explain more on that front as we've had some conversations on stream about it

celest pelican
full lake
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What is monumenta core gameplay? I just play it cuz i like boss

white canyon
celest pelican
white canyon
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and I believe it should be nerfed

nimble quest
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imo I think normal play should be effective

neat crag
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(I enjoy CZ rushing so I am saddend by the changes) but I know generally they need to happen

nimble quest
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rushing in cz only happened because early game cz was luck based

celest pelican
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what if killing enemies granted bit of treasure score trol

neat crag
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It may take my enjoyment out of the game, but if it makes it better for intended gameplay then so be it

neat crag
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Do you know what changes they are adding to F1 yet

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Or when those are coming out

nimble quest
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yeah I implemented it lol

neat crag
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Because we have a feedback post in the works

nimble quest
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in a few weeks

neat crag
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discount dev doing work

nimble quest
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🥺

neat crag
nimble quest
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it would be interesting to see if "rushing" is still possible

neat crag
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After your changes?

nimble quest
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having some insane shadow target twisteds and everyone else speeds by

neat crag
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Oh right now?

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It's still possible and being done 💀

nimble quest
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does it feel harder

ancient kiln
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nah its not possible anymore

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no one fucking online

nimble quest
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or does it feel closer to normal play

neat crag
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TRUE

full lake
ancient kiln
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feels like you reset more for abils

neat crag
ancient kiln
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then f1 is a bit longer

neat crag
ancient kiln
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then f2 and f3 same

neat crag
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f1 is longer because you reset 30 times and then punch a twisted with your wand for 30s

white canyon
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this is why you need a melee set for f1

neat crag
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(we have melee)

white canyon
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4 people with melee sets

ancient kiln
neat crag
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You also shouldn't need to play like that

full lake
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Don't force shadow to solo hit twisted Y-Y

celest pelican
white canyon
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not really, because even that statement alone is just wrong ( since there's a mob kill requirement when opening rooms )

full lake
celest pelican
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in my eyes lring is just boring so I don't do it

ancient kiln
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imagine if we had a strike with mob req

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surely that is not gonna be lootrunned

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surely.

celest pelican
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I just kinda personally don't understand what people see fun in lootrunning 😭

white canyon
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doing content fast is enjoyable

open niche
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Optimization is pretty kino

ancient kiln
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idk as someone inbetween lootrunner and antilootrunner

full lake
ancient kiln
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i just got tired of doing same things over and over and over again

neat crag
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Doing things as fast as possible brings us joy

ancient kiln
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even if it feels wrong it is faster

open niche
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I remember SR's marathon where it would be optimized to hell and back

full lake
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Why don't just ignore cz lr and hit sskt lr for fun again :)))

nimble quest
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you want to be rewarded for having high? skill to lr

ancient kiln
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its kinda just

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literally

full lake
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I think clear normaly is easier, and lr feel more stress

ancient kiln
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adapt improvise overcome

full lake
ancient kiln
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but at same time i would never rush or lr a content that i am not tired of

full lake
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Not cuz it faster :))

quaint yoke
wintry axle
ancient kiln
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cz rush always took skill and investment

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now it takes more

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and i am fine with it

neat crag
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I think you’ve already do that to be fair with the twisted changes you barely see any now

ancient kiln
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but just

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make f1 less bs

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and much less people will rush

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instantly

quaint yoke
#

I don’t think the flame spirit sundrops stacking was the desired skill expression

ancient kiln
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maybe not

quaint yoke
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(Not that the current version is significantly better)

neat crag
#

Still can remove that and it’ll be done by the same people imo

ancient kiln
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we did runs without either btw

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simply cuz cz rng moment

quaint yoke
neat crag
#

If the goal is to make it more skillful I think you’ve already reached that. Only people who can do it now are those who have invested thousands and know ins/outs of cz

ancient kiln
full lake
#

Normal clear is way easier

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But slow

quaint yoke
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Them I would say making those tools less powerful was a good change

ancient kiln
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but not really for my role in particular lol

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ok im lying a bit here

neat crag
quaint yoke
neat crag
#

Fennec you’re out of touch

ancient kiln
#

it did take more contribution from me

neat crag
#

You’re the best steel player on the server

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Someone tell this guy off

jade jetty
#

frush straight after hwinds nerf was so much more skill based then they added mob kill req and it became trivial 💔

ancient kiln
full lake
white canyon
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Isn't that the goal?

quaint yoke
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That is the goal

full lake
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To kill lr?

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Or make it harder?

white canyon
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why do you think in such a narrow way

ancient kiln
#

to have it take more skill

full lake
quaint yoke
#

The goal is to make lr require proportionally more skill to the reward gained

full lake
neat crag
white canyon
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point is that the previous versions and the current version of "cz lootrunning" were and are too effective

quaint yoke
#

My second definitely more controversial opinion is that it also should somewhat represent the same gameplay loot as the normal clear of the content but quicker and more optimized. Which is significantly harder to pull off and is very distant

south ingot
# quaint yoke The goal is to make lr require proportionally more skill to the reward gained

It doesn't really make it harder, it makes it slower, and more boring. The optimization motivation stays the same, but now the optimal way to play is just a more boring version of itself. In my opinon the best version of lootrunning was before any nerfs, and without howling winds. More challenging than now (because you greeded for speed, and everything stayed alive) and substantially more entertaining.

The optimal way to play shouldnt need multiple targetted restrictions and end up as passively clearing in a tank set, which is where it will has ended up with simple door requirements

neat crag
#

Explain

quaint yoke
neat crag
#

You

quaint yoke
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Will do

full lake
#

Now i think about core monumenta gameplay, is it really kill mobs, break spawner, get loot?
What make monumenta fun and enjoyable?

south ingot
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Thats a very personal question theres no right or generalizable answer

full lake
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It is for me overcome a challenge :))

celest pelican
#

everyone has their own definition of fun

full lake
white canyon
full lake
wintry axle
white canyon
#

I see the current issue to be the same as that

celest pelican
white canyon
#

Lootrunning in the context of CZ is just a broad term for clearing something in the fastest way possible

full lake
#

Do cz oject to open next room

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(Break spawner)

wooden sable
# full lake

My original talent: Actually trying to play the game
Challenge: I am poor
My new talent that overcomes the challenge: Lootrunning 💀

white canyon
#

because you obviously still have to kill mobs, just not in the exact same way

quaint yoke
# neat crag This

The loop of non speedran cz is quite similar to most of monumenta gameplay where you fully engage with encounters killing mobs fully clearing out areas and breaking spawners. On the other hand cz speedruning at its core tries to reduce the amount of engagement with the mobs and encounters as it’s simply not time efficient to fully clear and kill mobs in a somewhat convenientional manner. In my perfect world (which I have no clue how it could be achieved nor if it would be positively viewed by the majority) the speedrunning of cz would be closer to the conventional run in terms of gameplay requiring you to engage in challenging and difficult encounters clearing out rooms properly. Is this feasible? Maybe not, would it be more fun than the current system for the average player? Maybe not, but you gotta dream a bit

grave tundra
celest pelican
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-speed when under 50% hp

full lake
celest pelican
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and damage

grave tundra
#

I see the vision

celest pelican
#

just put curse of crippling 10 on all the pickaxes Pepega

full lake
neat crag
silver thicket
neat crag
#

You’re forced to kill mobs and stay above a certain health percent or you literally can’t mine the spawners

grave tundra
#

I can see it

grave tundra
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I think balance said they aren't changing pickaxes until 1.20.5+ though

neat crag
#

Doesn’t make sense to me

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But ok

grave tundra
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idk either

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I'd rather see it changed now

white canyon
full lake
grave tundra
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instead of waiting arbitrarily

neat crag
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I just dislike the monthly aspect of balance changes

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How do I get balance suffer

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I can fix the game

white canyon
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blame the early r3 generation that complained about balance patches coming out too often

grave tundra
#

start with build shard access I guess

neat crag
#

Does build have custom items

full lake
#

I alway feel like monumenta delve want you to break a spawner first and kill mobs later

grave tundra
#

yeah

heady robin
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You can make them

grave tundra
#

you have all the tools on there

neat crag
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Like can I recreate a pick but change the efficiency, chance the build etc

grave tundra
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mhm

neat crag
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Can I run content on build

heady robin
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Literally creative mode

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No

grave tundra
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no

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well

neat crag
#

Ugh

grave tundra
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you can make your own mobs put them in spawners

neat crag
#

You can’t really test then can you

wintry axle
grave tundra
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it does not have a testing environment, no

neat crag
#

That sucks

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Do you guys even have a test server

grave tundra
#

yes

neat crag
#

Well that’s good

grave tundra
#

we have two beta testing servers internally

neat crag
#

Alright well I’ll apply for build

wooden sable
celest pelican
ancient kiln
neat crag
full lake
neat crag
#

Do you think I have a chance yikes

ancient kiln
neat crag
celest pelican
wintry axle
neat crag
#

No harm in trying

ancient kiln
#

oh well not wrong

neat crag
#

I think I need to start experimenting with other classes

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Might be time to learn warlock sadmouse

celest pelican
#

the whole name for "build shard" is one big lie

neat crag
#

Anyways wtf off topic

neat crag
#

I need your build yikes

gritty laurel
#

ok!

ancient kiln
full lake
#

So my life is a lie, i though people build in build shard

ancient kiln
#

kinda burnt out at the moment but still

celest pelican
grave tundra
#

who snows

jade jetty
#

i wonder if the amount of lootrunners actually would decrease if you didnt have to spend so much time doing mundane stuff

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aka spawner mining and eating

jade jetty
neat crag
wooden sable
#

Must make random mobstest!

neat crag
grave tundra
#

that was a new record I think

celest pelican
#

speedrun any%

neat crag
#

expected

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they dont like me

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its cool

frosty flame
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impressive

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that's gotta be a new record

ancient kiln
neat crag
#

🗣️

jade jetty
#

free niamN 💔

tight marten
#

please forgive me

zinc kraken
#

why do I have to wait until the imaginary 1.20.5 update that's never gonna happen just for the opportunity for Boilerdrill to be good like all the other options are 💀

knotty ravine
# neat crag Can I run content on build

you kind of can? you’d have to make the mobs and spawners by hand, you could probably steal the layout from an SKR room or the copy of quelled that we have sitting around… or ask a dev to copy the environment over

mossy ivy
#

wow i wish i could test balance changes!

neat crag
knotty ravine
#

rip

neat crag
#

kind of expected it but I thought I'd try

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I just need to get my rep up and apply later

timid sierra
#

this post

full lake
#

It would be fun if we ignore lring

last goblet
#

Not when lootrunning gives you x5 efficiency idk
It’s fine if people enjoy that but it shouldn’t give you that much more resources
idk though I don’t really lootrun it looks like a lot more loot

wintry axle
#

we could nuke lootrunning by setting a mininum time for content to open the loot room and then ignore it and then itd be fun

last goblet
#

Sentenced to cutscenes

wintry axle
#

wait they'd like that

amber basin
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I'm a player who has reached endgame and only casually play R3. I don't bother with Hexfall, high level CZ, any content above 18 points, nor have any R2 or R3 QoL Epics. I play a lot of Tank from both extremes of high HP and low HP to have a high amount of EHP. I can defintely agree with Healing Bloat. PI feels wayyyy too powerful with how it can save your life. Being able to rapidly use potions without shifting through your inventory reduces a lottt of the challenge of inventory management compared to when you started out and makes recovery feel trivial. I feel like all healing, whenever it be from eating food, regen, sapper, etc should also be standarized to only heal based on HP% rather than flat HP. And defintely have a cooldown on healing pots. As for EHP stacking, that's where I have issues with. The great thing about Monumenta is all about making the build you want. You want to make a Tank for better survivability? You can go ahead! You want to make a Poise Set with high Armor with low HP but benefits a lot from Flat Absorbence to syngerize with eachother? You can do that, and discovering that magic is wonderful. That synergy is what allows Tanks to also invest some of their secondary stats into attack since a Tank set that takes 3-4 hits to kill a common enemy sucksssss. I do think rapid lootrunning is an issue, but I feel like that more in so is because it feels lie there no punishment for blitzing. By the same coin, it would be like nerfing all DPS weapons because someone is able to kill Silver Construct in 12 seconds with a bunch of buffs.

#

The tools your armour give for better EHP is important since it makes decision making for your build or what niche you want to make, all the more impactful. Instead of punishing the tools the game gives you like your skills that excel in AoE combat, the game should present a greater challenge, like reduced loot for not killing X enemies, or the more rapidly you spawn enemies in quick succession, maybe have mobs spawn in greater numbers or speed? I don't want the new players into R3 or players who don't have all endgame items to make things a breeze to be negatively impacts by those that do, and make it feel less fun and squish for those that take our time or want to try out harder content but find they are so squishy that they either feel forced to invest into full DPS that it feels like R3 is pushing towards.

full lake
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Holy

grave tundra
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reading through

full lake
grave tundra
#

I support this post because it conforms with my preconceived ideas

south ingot
# amber basin I'm a player who has reached endgame and only casually play R3. I don't bother w...

They did give the nerf treament to DPS stacking with hard DPS/damage per hit caps pretty much everywhere, as well as additive. I really dislike hard caps exactly for the reason that it kills build variety. Its impossible to justify running full glass, even if you want and are able to, when it does literally 0 more damage than another build because of a DPS cap. That being said theres obvious limitations you should never reach in any catagory.

You shouldn't ever be able to kill bosses 5x faster than their intended runtime (see: hexfall, vesperidys, broodmother, etc...). You also shouldn't ever be virtually immortal, no matter what synergy you use. The only exception I can think of is for a dedicated tank class, since that is the entire point of the class. But this should be independent of the armor, and built-in intentionally to the class abilities.

Theres needs to be limitations, preferably soft, so that these obvious overpowered builds can't exist. Soft, so that you can still stack full tank gear and benefit for it, if you really want to, but not so much that you never die because of it.

amber basin
#

I tend to jumble a lot of my thoughts in full sentences xD
Tl;dr, don't harm player's choices because of a population of high end player because it harms players at the more normie side who want to discover how to use and specialize the tools given

south ingot
# amber basin The tools your armour give for better EHP is important since it makes decision m...

As far as this goes, solutions like rewarding less based on mobs killed is again another bandaid to the actual problem of stat bloat. Bandaids by their nature are going to be arbitrary, highly specific, and hard to balance (and then keep balanced through ever change forever after). What you'll almost certainly end up with following this path is a suboptimal solution and a harder time balancing around your overfitted solution. You aren't harming any average player by making overpowered builds unobtainable. If you're taking advantage of overpowered builds, you aren't playing in the average.

silver thicket
#

i personally believe bosses designed with a dps cap in mind are going to be easier to balance, and it encourages build variety if anything

south ingot
silver thicket
south ingot
# silver thicket i personally believe bosses designed with a dps cap in mind are going to be easi...

I don't think it encourages build variety, the meta just becomes: hit the dps cap, then min-max some other stat. You should be able to run full glass if you want IMO, hard DPS caps prevent this. Full glass doesn't need to be 2x optimal, but even allowing 5% extra damage gives a reason to run it, compared to none at all.

I do agree that it makes balancing a boss easier, I just think theres better less-restrictive ways to accomplish that

full lake
#

What is hard dps cap?

south ingot
#

Like 750 damage per second, all damage above that is pointless

#

or 500 damage per hit, bigger hits get rounded down

#

Theres never a point in building above that with those types of hard caps

full lake
#

It does that? Idk about that

silver thicket
#

i just don't see why not having a cap to enable full glass is a stronger form of build variety over the idea of minmaxing less straightforward aspects of a fight

#

hm but idk i guess i can see it

#

losing out on the glass i suppose is technically a loss because the game would just hard enforce it being pointless versus "oh you're not max dps ig you can contribute or something"

neat crag
#

I think if general EHP was worse and damage pieces felt more impactful then we'd see a shift in going towards mixed sets

south ingot
silver thicket
#

i understand i think what you're getting at

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but i think like i said if dps caps make balancing the boss easier, i'd say it's a worthy sacrifice

amber basin
#

I've tried playing a full tank set without any infusions on Warrior and it felt awful to play, because it took forever to kill an enemy, and when an enemy lives longer, the more damage you will often take. So unlike the DPS race, where you can be immortal since no one punishes you if they're dead. For Tanking, you are immortal with the astrik that if you don't have the damage, it's unsustainable. And again, I am speaking as a player who just does Fragments to improve their gear, I don't have any infusions or Consumable Epics/Rares other than KApple, so I feel like a lot of the issues come in to the mass ease that comes QoL Epics, which in that case, it fair since the player took the time to grind for that.

amber basin
desert ore
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Full tank generally isn’t applicable for normal gameplay though

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esp not on warrior which doesnt have non-standard forms of dmg

hallow fjord
#

It is sort of class dependant

#

r1 warrior for example can just run mostly full tank

desert ore
#

That’s more of an r1 thing though

#

And cwatchers existing partially

#

the meta is different there compared to elsewhere imo

amber basin
desert ore
#

You can nerf something without it impacting other things

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Targeted changes are a thing

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changes dont have to be a blanket true or false, all or nothing

#

The simplest way for example would be to just start applying diminishing returns to ehp past a certain amount of defense

south ingot
# amber basin I've tried playing a full tank set without any infusions on Warrior and it felt ...

This has not been my experience. Especially with basic infusions existing, a virtually-immortal build is actually only like half the damage of a more standard DPS build. And you can easily activate and group like 5 spawners at once. 5x efficiency at half the DPS is faster, and this is my played experience too (not just in zenith). You also aren't really outpacing anything, youre immortal- you have all the time in the world.

desert ore
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It doesnt kick in unless you go above a certain amount of tankiness regular gameplay will never achieve

#

Idk about that being a good or clean solution, to clarify, it was just an example of a simple method of nerfing tanks without impacting more standard builds

amber basin
desert ore
#

It is not dimnishing

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defense is exponential

#

Every defense results in 4% more ehp than the last

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ehp can roughly be calculated as 1.04 * defense

silver thicket
#

not really related but i feel like warrior is one of the best classes to build tanky gear on anyway

south ingot
#

For example here's a very DPS centered clear set, versus its zenith tank set counterpart (steadfast 4). With full infusions you are still dealing over half the damage, and have like triple the effective EHP. They are zenith sets but honestly you can put berserker charms on them and they would function very well in overworld too

silver thicket
#

has so much inherent damage

desert ore
#

Every 17 defense doubles your ehp

#

Another maybe valid solution is to have defense start scaling linearly as defense goes up

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So at some point it’s adding 4% ehp instead of x1.04 ehp or something once you hit a silly enough amount

silver thicket
south ingot
#

neither numbers have infusions active, you can just image they have the +42.5% or whatever it is, plus more from delve

silver thicket
#

ngl i dont see a large difference in the ehp values for these ss

south ingot
#

steadfast is hard to show

heady robin
#

It’s without steadfast

wooden sable
silver thicket
#

makes sense

amber basin
#

Oh, I play on Guardian and only used Brute Force as my only offensive Skill to go full defensively build, got no idea how well Beserk does offensively :O

silver thicket
#

using Damage Reduction would be a much better measure for it

heady robin
#

You can calc that with steadfast 4 applied to the whole HP bar though it’s like a 2.5x ehp boost total

wooden sable
# desert ore .

Ah, as a proposed solution. I can see that, but it might be a bit harsh

silver thicket
#

i personally already understand the difference as an avid steadfast player

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quite tankful

desert ore
#

We are in fact approaching the point where it’s possible for tank builds to lean towards 100 rather than 50

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I do not want to think about the issues mw 5 will bring rn

wooden sable
wooden sable
silver thicket
#

yea it seriously is not sustainable to have armor remain on this curve with masterwork increasing values

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don't need to get to a point where standard enemy damage output is like 70

desert ore
#

At mw6 we will likely have gotten over 100 defense

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The only reason it’s not possible rn is there’s not enough double situational items that arent mutually exclusive

knotty ravine
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i just had a realisation

desert ore
#

As items keep getting added and they run out of options more of them will trickle in and at some point you’re wearing 5 pieces of 5 defense + double situ non-mutually exclusive pieces

silver thicket
#

the steadfast 10 build

knotty ravine
#

if “looting chests without killing mobs gets me more loot”
why isn’t the solution “move loot drops to mob kills”

grave tundra
#

because thats not our game

silver thicket
#

its not necessarily the issue honestly even if it'd probably help in some cases

desert ore
heady robin
#

You can still kill mobs while rushing, whether that's from 1 click 1 shots or things like flame spirit/DoT

amber basin
desert ore
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But also tank builds in fact do not have issues with killing

silver thicket
heady robin
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Rushing lets you gather all the mobs at once to clear them all instead of spawner -> cast -> spawner -> cast

desert ore
#

DoT builds, thorns cleric, blizzard stack for example all causes problems

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blizzardstack got shot thankfully

amber basin
grave tundra
silver thicket
#

not sure if it's something i want to discuss here it may be too offtopic

desert ore
#

Personally i think im fine with this playstyle existing

silver thicket
#

i dont find it as a "trait" that makes the game "special"

desert ore
#

Im not adverse to lootrunning existing even

grave tundra
#

I'd be fine with it if it wasnt so easy

desert ore
#

I just dislike that its so much more optimal than the alternatives

grave tundra
#

itd hurt my soul a bit but thus is life

south ingot
# desert ore Personally i think im fine with this playstyle existing

Yeah I also think its a natural skill progression, if you can handle more mobs you can spawn more mobs and deal with the punishment. The problem comes from the negation of the punishment in a tank set, so much so that its unironically just easier to rush than it is to normal clear

heady robin
hallow fjord
#

eh thats not so much armor maybe we should let steadfast stay 🥺

heady robin
#

I think there's something nice in greeding an extra spawner so that your AoE can clear it all but you should feel the risk in doing so

hallow fjord
#

very relevant in cz where, you just cannot kill mobs without abilities so spawner rush is often not just the best but the only answer to problems.

desert ore
#

90 defense

#

Toss in a weapon with a situ for 96

hallow fjord
desert ore
#

That’s the theoretical hard limit for mw4

#

mw5 would put us at 100 once these items exist

hallow fjord
#

Also potions, a casual starbrew potion puts in insane work on a steadfast set

#

its so many things working together to create invincibility

desert ore
#

So we’re already ungodly tanky and not even close to the theoretical limit allowed yet

#

This doesnt account for carapace, tenacity, class passives, umm

#

potions i guess

hallow fjord
#

I love carapace infusion, but its acutally so broken

desert ore
#

anyway basically, your regular tank builds are starting to look a lot like full gallery tank armor

hallow fjord
#

people really out here running placebo +8.5 damage infusions instead of getting free ethereal on their sets.

heady robin
#

Carapace being 1.25 armor in question:

desert ore
#

Isnt carapace a bit over 1 point of defense

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yeah

hallow fjord
#

Every bit adds up

desert ore
#

Its only really silly in situ stack

heady robin
#

I think we'd only apply a softcap system to armor/situationals first because those are the easiest to stack and it'd be simpler to handle

desert ore
#

Where 4% more ehp is uh

heady robin
#

Other sources are more a bit more managable

hallow fjord
#

I think the problem stuff like steadfast, reflexes and second wind have is that they dont have weaknesses, so they arent really that "situational" in the first place. For example evasion can make you very tanky, but your vulnerable at close range.

desert ore
#

Some of it is other things yeah

#

Those are being discussed in the delve mod thread

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Reflexes should really probably get nerfed to have more granularity imo though

#

Esp if the legionary change goes through

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My previous suggestion was have it scale to mob count past 3 up to a cap of 20%

hallow fjord
#

Reflexes is weird since its weakness is supposed to be that, it is not active when theres only a few mobs around. But monumenta is literally build around sending waves of enemies at a time; so it ends up being only inactive in boss fights only.

desert ore
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5% per mob so u need 7 was my initial proposal

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But those are just example numbers and can be freely changed

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Steadfast.. i think second wind is honestly probably the bigger problem with it

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Stead’s theoretical weakness was supposed to be getting nuked without it procing

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second wind being both better value than regular defense and retroactively applying at 50% to conveniently put u at 40-50% hp range kinda throws that out the window?

#

Yer situ is no longer situ

desert ore
#

stat budget wise i think it might be around 2 defense when we were comparing items but obviously i do not have the budget values TM uses

hallow fjord
#

it doesent help that second wind items, typically have like level 3 or level 2 of the enchant

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I dont hate the idea of making reflexes scale based on the acutal amount of mobs present, although it makes the enchant much more complicated to play (which is maybe a good thing too)

desert ore
#

I dont have any good solutions for second wind either

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Nor have i seen anyone make any good ones

#

Im kinda leaning towards it just getting shot at this point and replaced with 2 defense

hallow fjord
#

Secondwind becomes an agility situational so it no longer can be (easily) combined with steadfast

amber basin
#

As someone who loved Ability Healthstack (before it got nuked), I would have loved a buffed Reflexes ;w;

desert ore
#

Second wind isnt even classified as a situ

#

its not situational

amber basin
#

Second Wind feels so free with how you can reach highs and lows so easily on Cleric T<T

hallow fjord
desert ore
#

Another issue 2nd wind would have with a theoretical defense soft cap is its not defense

hallow fjord
desert ore
#

It should probably maybe modified a bit to fit better

heady robin
desert ore
#

Yeah

heady robin
#

Stuff that would be hard to fit in is more so resistance effects since those exist in a different system

desert ore
#

I think that should probably go

heady robin
#

I do not really like second wind personally

#

It retroactively applies, so it’s not any different from pure armor besides making you get below 50% easier

hallow fjord
heady robin
#

For which we don’t really even have anything that incentivizes you to play below 50% HP except for steadfast (and toughness u)

hallow fjord
#

maybe make second wind, give like a temporary power boost when you reach below half health. so you have to manage your HP carefully to use it but at the cost of it being a risky play style and reliant on positioning to be powerful.

heady robin
#

So it’s more or less just a roundabout way of giving items more defense that specifically works with steadfast and other tiny things

hallow fjord
#

yes I am suggesting to make an armor enchant give buffs, its out there but I think its time for armor to get fancier things to do

desert ore
knotty ravine
#

second wind is also budgetarily cheap asf

desert ore
#

You condense your hp bar into the last half so that each point of hp from lifedrain/regen is extra effective

#

At the cost of saturation being bad

heady robin
tight marten
#

can we nuke all current tank viability but also implement ewrath in overworld

manic wasp
#

i love ewrath

#

they killed my old voodoo bonds support chaos codex 😔

coral sphinx
mossy ivy
#

please dont nerf armor scaling just make steadfast not ridiculous

desert ore
#

I think armor scaling nerf is an inevitable thing eventually, personally

#

esp as items keep getting added resulting in builds steadily approaching the worst case scenario for minmax tank build having 1000+ ehp

#

So for me, it’s more of a question of how it will happen, ideally I’d prefer it not affect normal use cases and only kick in for extreme scenarios where ppl are approaching silly numbers like 100 defense

#

A lot of the problems in both this thread and the other one kinda boil down to “exponents r bad for balance”

#

for delve mods it’s interactions resulting in exponential damage and enemy spawnrates

#

For players its exponential stat gain resulting in ridiculously large values

heady robin
#

I imagine one way of doing a softcap would be "each armor past X gives 0.97x, past Y 0.98x, past Z 0.99x" etc

south ingot
#

Yes something like no penalty up to xx armor otherwise sqrt(xx)*sqrt(armor) (or any other decaying formula)

south prism
#

halved in effectiveness after level 40 and halved again after 70

mossy ivy
desert ore
#

It depends on how future proof you wanna be i guess

south ingot
#

90% DR (56 armor, 200EHP/20hearts) seems like a reasonable tax-free zone

desert ore
#

Given a healing nerf is also being looked at in the other thread

#

I think something like a mix of linear + logarithmic scaling might work

#

So that early levels of defense give more value but fall off when stacked while not also becoming completely worthless to keep adding more defense

#

(For gallery)

#

If we’re losing a bunch of healing glassier builds will be even glassier so this would offset it slightly

mossy ivy
#

55 : 3%
70 : 2%

#

could work

heady robin
frosty flame
#

😒

desert ore
#

set regional coefficient to 2 for r1, 1.5 for r2, 2 for r3

#

20 r1 defense results in 60 ehp, 30 r2 defense results in 120 ehp, 50 r3 defense results in 240 ehp as starting points

#

Mmm 100 defense puts you at 440 ehp in r3

#

Any1 got any squishy builds i can plug in

heady robin
desert ore
#

Bleh starting over sorry

desert ore
#

Its for linear damage scaling, your damage taken would be divided by that much

#

So the full dmg formula is basedmg / regional coefficient * 10 / (10 + defense)

#

Idk how this performs at lower levels of defense for a given region

#

May need to insert a log component so glass builds arent too glassy

open niche
#

Mastering the defense scaling formula (The carlossus of Chaos tears me in half regardless)

desert ore
#

bis r2 agility dmg has 23.5 defense and 25 hp

#

Plugging that in…

#

Er

#

I think i typed that out formula out wrong somewhere

#

Let me figure out where i made a mistake one second

manic wasp
#

c being cutoff?

south ingot
#

Yes, also the scaling factor if you want to do the same for r1/r2

desert ore
#

1 / 1.5 * 10 / (10+23.5) * 25 hp = 125 ehp hm

#

ok regional coefficient doesnt work, that’s too linear

south ingot
#

An issue in all these suggestions would be how the cutoff(s) might change from powercreep, so maybe a fully continous calculation would be more future proof

desert ore
#

Yes that is what im trying to do rn

manic wasp
#

why dont you interpolate between a fully exponential function (current) and a linear or diminishing function

#

although that would make the equation look terrible

desert ore
#

I suggest u actually read my msgs maybe withering

mossy ivy
#

please dont linear

#

consider how hard the armor is to get

desert ore
#

monkey pawl curls, it's logarithmic now

silver thicket
#

i had a rework idea for second wind that i think would make it more interesting while still preserving its synergy with current builds

#

-Second Wind (Rework): Taking damage equal to or exceeding x% of your maximum health multiplies all damage taken by .9%^LVL until health is recovered to the threshold this effect was triggered or until x seconds have passed. This effect cannot stack.

#

it should probably have a semi short duration

knotty ravine
silver thicket
#

the number i threw there isnt really the point

#

for clarity if it was procced within its active duration it would just overwrite the threshold as it does not stack

ancient kiln
#

Most hits feel to me like 45%

celest pelican
#

scout speech bubble

knotty ravine
ancient kiln
manic wasp
#

me who support earth

celest pelican
#

earth... gigachad

silver thicket
#

about how much effective armor is it to have 95% damage reduction?

silver thicket
#

?

wooden sable
wooden sable
silver thicket
#

i do personally play a couple builds for r3 warrior that surpass 90% damage reduction

#

the guardian set i've had fun with in particular sporting like a little over 95% against melee in the best case

wooden sable
silver thicket
#

yea for sure

mossy ivy
silver thicket
#

it isnt to be biased but i do honestly worry if theoretical soft cap changes would deal significant harm to my playstyle

#

at least playing like max point that sort of bulk with mega slow attack speed feels mandated

mossy ivy
#

i mean in overworld if that were to take into effect

#

it would make tanking much more harder

#

in a pure tank build

silver thicket
#

its like 3 tank pieces (2 still have damage anyway r3 item design moment)

wooden sable
#

@silver thicket If you want a general equation for the amount of armor/agility needed for a given DR% (assuming no armor-agility mixing or enchants), solve the equation 1 - y = 0.96^x, where y is the DR% and x is the amount of armor/agility

desert ore
silver thicket
desert ore
#

These hypothetical changes arent being done in isolation

#

There’s 3 different feedback threads going over 3 different components for a reason

mossy ivy
#

make damage infusions mult with gear

#

easy

wooden sable
silver thicket
#

ya ik that much at least but ty ;3

mossy ivy
#

situs are also 3/6

desert ore
#

Notably, a bunch of delve mods are getting nerfed and then having caps applied to prevent exponential runaway interactions

mossy ivy
#

i think the problem is also you being able to deal damage on a tank set because dmg infusions are additive now

#

so you get like 100% magic dmg on a tank set

desert ore
#

That sounds like a build issue

mossy ivy
#

10 from cocoon

#

and like 55 from infusions

wooden sable
mossy ivy
#

which is 360% damage

ancient kiln
#

which is tanky with metric fuckton of damage

mossy ivy
#

which btw without infusions turns into a glassy set

wooden sable
mossy ivy
#

cowl aradian energized tome is 105%

mossy ivy
#

but threadbound cocoon full persp is 90%

#

💀

ancient kiln
#

ineptitude is very real

wooden sable
desert ore
#

I dont think that many builds can just ignore increased cds?

silver thicket
#

like what play berserker or smth

ancient kiln
silver thicket
#

nothing else comes to mind that gets inept unscathed

desert ore
#

Brute force stack or gb spam probably get the closest

wooden sable
knotty ravine
#

mscout?

ancient kiln
#

idk for me it does

#

a lot

ancient kiln
desert ore
wooden sable
#

No?

desert ore
#

which part of mscout’s aoe is not on a cooldown again

wooden sable
#

Like, ~10-11% CD increase does not do much for an ability with a 6s CD

ancient kiln
#

because of how rounding works

#

its now 6.75s

coral sphinx
silver thicket
#

Buh!

#

the pesky spawner break abil:

wooden sable
# ancient kiln its now 6.75s

Does it even matter? Practically, the ability just recharges by the time you reach the next encounter anyway. I say this in regards to <= 25 pts of R3 content

coral sphinx
#

i think the solution is to further nerf stoneborn 💔

ancient kiln
ancient kiln
#

yea ig

#

even in 25pts whirl is your everything

coral sphinx
#

isnt mscout without whirl just like 20% atk spd and like 70% from fully charmed swift cuts or sum

desert ore
coral sphinx
#

oh yeah

desert ore
#

The longer you spend in combat with no downtime the more painful it is to have cds increased

knotty ravine
#

and it’s like 25% atkspd now sad

wooden sable
coral sphinx
#

i mean okay but you could have like 60pt and just not pick legionary 5

ancient kiln
#

mscout only selling point is aoe i think

hallow fjord
#

mscouts selling point is stun spam

coral sphinx
#

yeah

ancient kiln
#

that too

#

this only cements the point of cds being important

hallow fjord
ancient kiln
hallow fjord
#

I always found it weird how scout has more impactful debuffs then warlock does

desert ore
wooden sable
#

It really depends. If you are dealing with lower-point content, CDs matter much less. You will clear the encounter by the time the penalty from ineptitude matters at all. I, however, can agree that it will become more painful in higher-point content

desert ore
#

you still have to trade away bits of ehp for them

hallow fjord
#

like warlock has one stun on a 30 second cooldown withering

ancient kiln
#

issue is armor becomes much better with every point you have in it

#

gets funny with situationals that are in given situation perma active

desert ore
bleak kraken
wooden sable
desert ore
#

If you could acquire 5 pieces of armor similar to threadbound putting you at 75 def, you’d still have half the ehp of a full tank build

ancient kiln
#

and you still would have enough ehp to tank all content in the game with few exceptions

desert ore
#

We’ll ignore the +50% cds there

desert ore
#

x5 pieces of threadbound would put you at ~400 ehp and +175% magic dmg

wooden sable
#

...

ancient kiln
#

alchemists must be happy

desert ore
#

For reference, agility buzz warrior floats around 400 ehp and +168% melee dmg without the ineptitude 10, in exchange for needing to constantly get hit

ancient kiln
#

thats situstack with bblood?

desert ore
#

Yes

#

Eth stack

#

But thats also bcuz its has x1.2 hp

#

Its more like 300 ish without warrior passives

#

And your effective hp cries just a bit

bleak kraken
#

What is the point of these what ifs

desert ore
#

There were some claims threadbound was overstat’d

#

And i was giving reference points for how normal builds vs actual full tank builds compare

bleak kraken
#

it is if you compare it to other slots

#

but you're not meant to do that

silver thicket
#

idk if it was explicitly stated anywhere that slot base balancing was a thing

ancient kiln
#

it is overstatted on classes inept does not matter for

#

eg alch

#

but otherwise its fine

desert ore
#

Anyway my point is

#

However strong your “tanky build using strong items with dmg” build looks like

#

We dont really particularly care, they still dont match up

ancient kiln
#

the issue arent items

#

defense scaling is

desert ore
#

As new items keep getting added, the ehp cap approaches looking like a full set of gallery tank items

#

At 100 defense you have 1180 or so ehp

white canyon
#

I dont think we're ever reaching 100 def

desert ore
#

and we’re significantly closer to 100 defense being achievable now than we were initially

bleak kraken
white canyon
#

probably 70 max

desert ore
#

We went way over 70 ages ago

white canyon
#

are you just counting situationals being active?

desert ore
#

Yes?

#

Why would you not count a 100% active effect as being active

white canyon
#

are you talking about steadfast?

desert ore
#

That is one of them yes

white canyon
#

I just don't consider situationals like they're always active

desert ore
#

Lootrunning builds generally sacrifice ehp for speed normally but

#

If you wanted to just solely concentrate on being incapable of dying

#

You could for example run reflexthereal stack

#

90 defense, 912/840/714/840 ehp

white canyon
#

ye but obviously in the same instance

#

you could just as easily get 1 shot because non of the situationals could be active

#

and if you dont you're losing 90% of your ehp

desert ore
#

That situation is so unlikely i dont consider it reasonable to assume

#

like

ancient kiln
#

humble first hit from 3 mobs around

desert ore
#

If you seriously ask me to consider “but what if reflexes dont activate” i will clown you

silver thicket
#

the singular arcanic carapace mob

white canyon
#

you dont think an arcanic mob can deal more than 75 dmg?

silver thicket
#

you're not asking me that right

white canyon
#

and even then, that build might be immortal but it'd likely be horrible for clearing if it wasn't for certain other issues

desert ore
#

Without ethereal active you still run 400 ehp

#

That build is not for clearing

#

I dont know why you’re bringing up clearing at all whatsoever

white canyon
silver thicket
#

ya jus making sur ty

white canyon
desert ore
#

Sir

#

Have you forgotten what thread we’re in

white canyon
#

well people are talking about steadfast builds being used to clear cz faster than others

desert ore
#

multiple points can exist within a topic

white canyon
#

my point is that its not soo much a steadfast/situational issue as it is other minor stuff that enables those builds

#

like infusions giving +50% dmg

#

and certain abilities just having bloated damage allowing the semi tank builds to just kill everything

#

and sapper on adze

desert ore
#

which have all been discussed

#

and pointed out

#

And addressed

#

But i’m not talking about any of those currently

white canyon
#

and in any instance where for instance the build doesnt have enough damage to clear the mobs around it

desert ore
#

or interested in repeating those conversations either

white canyon
#

being "immortal" really doesnt help

#

and even that immortal part is a big if

#

unless you use a lot of potions

desert ore
#

Again i have no idea why clearing the mobs is relevant

celest pelican
#

what is the purpose of that build

desert ore
#

It was purely a showcase of high ehp can be pushed if needed

white canyon
#

I guess its relevant depending on the context

desert ore
#

Which atm isnt needed

white canyon
#

but generally if you dont have clear, you'll also be in more danger from the amount of mobs attacking you

desert ore
#

Lootrunning already achieves effective immortality by just outrunning everything way before that point

celest pelican
#

what if enemies started dealing true dmg trol

desert ore
#

the issues involving that with spawners not repriming and mobs despawning have also already been brought up too

silver thicket
#

yea i think the main painpoints with spawner rush isnt even necessarily how tanky you can get at the end of the day its moreso the other stuff previously discussed i feel

white canyon
#

are you talking about non cz lootrunning?

desert ore
#

all of those other things have already been discussed to death

silver thicket
#

because yeah honestly reaching absurd ehp values basically serves to enable next to nothing in this game

silver thicket
white canyon
silver thicket
#

er sorry

#

buh!

white canyon
#

in my opinion the only content that really has actual "lootrunning" is dungeons

silver thicket
#

yea because they have 0 protections to enforce playing them or engaging with the mobs

#

it at the very least is at its purest form there

celest pelican
#

zenith lootrunning is just speedrunning tbh

desert ore
#

It’s not just lootrunning

#

Though lootrunning probably showcases the problem I’m trying to point out

#

Have you been paying attention to damage mechanics in content releases over the long term

white canyon
#

wdym by damage mechanics

desert ore
#

Hexfall just one shots you in lieu of doing damage, for a lot of attacks and you have set lives instead

#

Hunts has banish/spoil mechanics

#

Godspore has Vitality

#

Vesp Corruption

#

Noir boss also corruption

ancient kiln
desert ore
#

etc

white canyon
#

ye but how does that relate to situational stacking sets

ancient kiln
#

that is more instaheal influence i think

desert ore
#

The problem that resulted in the increasing reliance on gimmick specific alternative hp mechanics

#

Is that however much damage they deal, you can just build tankier and than immediately full heal via pots between attacks

white canyon
#

so you think those gimmicks exist because of situational tank sets?

desert ore
#

and there is a lot of leeway to just keep building increasingly tankier due to ehp scaling exponentially

#

So they just dont bother at all

desert ore
silver thicket
#

i feel like most of these bosses present enough threat outside of these mechanics to say that these mechanics were likely not made for the sole purpose of countering tank sets

desert ore
#

If you want to talk about that problem, go talk about it there

silver thicket
#

i feel like its r3 now and standards for boss mechanics have just increased

desert ore
#

This thread is specifically about the ehp side of things

white canyon
#

theres also the most important mmorpg mechanic of optimizing your own spent time

desert ore
#

Directly quoted from the devs involved

white canyon
#

how does banish and spoil counter tank playstyles though

desert ore
#

The recent buff to frostbite meter was explicitly because that fight is trivialized by being sufficient tanky, for example

silver thicket
#

i think on paper its fairly obvious but idk its whatever

#

"counter" in the most literal sense of "you cannot sit afk and do nothing"

desert ore
#

the devs were understandably not particularly happy you can full on afk fights in some scenarios

#

Anyway

#

Part of why this conversation is happening is that healing nerfs are looking pretty likely

coral sphinx
silver thicket
#

yea idk how to describe it

desert ore
#

And the somewhat obvious alternative to being able to heal less, would be to make your heals more valuable with more DR

silver thicket
#

im trying to put it into words

#

but i cant

#

maybe you can

coral sphinx
#

most the banishes are like

#

do one step

#

afk the rest of the fight

silver thicket
#

right its not like they're dps checks or anything

#

like yes it would one shot a tank build but

#

that doesn't like really change anything

desert ore
#

They were experiments at doing it in a variety of ways that arent a dps check

coral sphinx
#

uamiel u drink a pot afk, core elemental ire up hit it and afk, shulker .. afk perma, hawk take fall dmg and like walk around