#Enhanced Twisteds Thread
1 messages · Page 2 of 1
Everytime a spawner spawns mobs it tries to roll
With a cap/counter system to force a twisted is my understanding
I had like two moments where two spawned and the group was together
I think once because a tempest jumped into the void so it tried to respawn it
but the other time we just got unlucky and a Vanguard and Abomination spawned at the same time
I'm surprised multiple are intended to spawn because it feels like they are really supposed to be fought individually
besides like punishing splitting up
I’d imagine theyre supposed to be fought individually
Which I yelled at my group for but splitting up didn't actually spawn double twisteds for us
It’s not a hard thing
And part of it is just that you’re forced to run twisted 10 so the rates are high making doubles not uncommon even in regular play
It's very hard for a certain guild member for some reason
but also sections of maps with lots of spawners like buildings are pretty bad
but even when we were together it was very annoying
Not a hard thing as in “this isn’t explicitly set to do this for this reason”
It exists to dissuade that behavior
that doesnt mean it still cant happen anyway
Or that it will definitely happen if u split up
Well alright I guess
Twisted Soothsayer was omega torture I am not sure how to deal with it
I believe the other suggestion being considered is the cap scales with playercount
I think I actually know what it does but it just felt awful to fight
It's kinda mainly just that the trees take up so much space and in a small space they become horrid
but that also means you’re shit out of luck if u have enough players to raise the twisted cap, so i still prefer this happen too
I think the dryads spawn the trees...?
The minions do most of the stuff yes
The minions were quite annoying
The weird flying totems are alright but the dryads had like 540 hp and they kept healing and had DR
i hate the dryads yeah
I think my group was not fighting it properly but the trees still feel awful in a small space
I have no idea what causes the DR still
I heard twisteds and their minions just get DR in multiplayer but the soothsayer and its minions felt extra tanky
I think the trees are supposed to encourage moving far away when they happen but it seems like the tree attack targets multiple people at once so everybody(?) is forced to just run to not have the trees spawn in an obnoxious spot which is like impossible in a small space
I know but I don't think Twisted previously did this so
Also the Hexbreaker would consistently just stand in Earthen Tremor which was infuriating
It doesn't seem very hard outside of the fact that it will just stand in Earthen Tremor and become untouchable
I don't know if Decaying Totem even works I kinda stood in it for like 3s and it just wasn't doing anything
Also Twisted Vanguard is literally cheating why does he get GB too
Oh yeah a Primordialist spawned Once
That one seems alright
I was getting a little bit trolled by the ice elemental but I was also throwing on melee because I hadn't played in a bit
the hex bombs are oneshots in r1 with 55 magic ehp
They hurt a lot more in r1
new twisteds definitely werent tested with the dungeon spawner layouts in mind
i was dodging one and then a second one spawned from somewhere i cant even see
👍
can we have that wall instakill all and every entity
imo, having multiple twisted in multiplayer is fun as fuck
the issue is when playing solo
maybe in multiplayer
that works tbh
spawnrate is kinda too much still and some twisteds you just... die
cos this shit was fun asf
watchman has no right being this oppressive with base spec being this mid😭
watchman is calm imo
eh prolly not for melee tho
aside from shadestepper being invincible for 90% of the time, i think this is a fair delve mod
also did you know that of you have absorption and max hp, you can tank planetary impact and iron maiden
yeah but why would you
the advantages of having a cleansing totem sooth on your team
wait question: did the abilities you put as a list official or just something you made up
tried both on melee andd ranged
it somehow feels anti both
they are mostly official
the names are somewhat correct
maybe in r2 its calmer or smth
k
like i know what some abilities do properly cos i was in vc with mscr on releasr
doing the least chaotic forum
we thought 3 people would be enough for a 22pt
we needed 7
ok cuz i wanna make some comments on some of them (pulling up the note i made please hold up a second)
shadestepper is idk i simply dont get what hes doing yet i think
aside from becoming invisible
he teleports behind the player with the lowest flat hp
backstab does 3 separate instances of damage
i think the raw damage is like 25+20+8 or smth
final slash is aoe
the trickshades when killed just launch directly at your face
ok thats why volleying instakilled me
also mscr said multiple times in vc that next update some are going to be anti scout
and by that i mean the twisteds will now target the scout if you are in a group 
some of them are already anti everything lol
i have also heard about some devious attacks as well but i wont say em here
I died in chall blue less than in 12pt blue with twisted 2
the tempest is getting nerfed next update tho
and i did NOT do earth branch yet
so enjoy it while you can
earth is always chaos
me thinking its gonna be fine
aside from novelty and some more fair twisteds i was not enjoying that
and then it becomes exactly the same one that was in swouts cooler title 5
especially water castle
that one was quite fun
water castle spawned two deadeyes a bishop and a gravecaller on us
Ok so some details i found while fight them myself:
abomination (harb): the esoteric for these guys explode upon 0 hp unlike the outcast esoteric
watchman (ranger): they also summon an invis turret (the only part that's not invis is crossbow so i get why you missed it), it's just an invis illagert with same dmg as watchman
moonweaver (arcanist): wasnt sure what lunar blade is, like how close do i have to be?
artificer (apoth): not unique to apoth but they threw pots 2x as often compared to harb
spirit caller (soothsayer): they also summon a totem which heals all mob inside the radius by a %, not sure what the dryad is suposed to be but maybe you mean the baby zombies that dash at you?
deadeye (hunter): the thing you're referring to sounds like what i call airstrike, they have a different attack where they shoot 3 linear shots indicated by smoke particles
you often fight more twisteds then elites 
yeah its called predator missile i need to update that
mostly cos i wrote the thing when
i had no references to the twisteds the next day
main complaints i think is spawnrate, 8pts is not worth that, tempest and both scouts, and three twisteds at once in span of 6s
I think the thing mscr said about that is because adding more delve points would make the twisteds have more hp and damage
because they themselves are meant to delve scale
interesting
they do scale
i kinda dont know whats the reason to pick them when novelty wears off tho
or legion 5
3 twisteds in 6s in no legionary blue
its fun
its also funny in multiplayer when you just spawn like 3 twisteds in to troll people
id still pick it
big part of why its fun is that its new i think
it definitely is a negative anvil thing tho
im basically trying to learn the twisteds rn so i can slap them in an 88pt cyan
idk mech, im doing 12pt solo wth t2 l4 nad it's working out fine
negative anvil with more points
solo is kinda calm
aside from when you are playing magenta and theres two primordialists and a moonweaver
well then if people like it what can i say
i personally think 8pts delve mod shouldnt make you die more than 50pts chall
seems i am outmatched on that
that's because you dont fully know what they do
that is a part yes
ive mostly been running it on either multiplayer 25pt dungeons or 68pt overworld pois
like im writing out the wiki page for twisted as im playing and im already able to consistely kill all the ones ive already fought
yeah
i always let the abomination amalgam blow up icl
its funny
after that the fight is kinda easy
tene basically has cross map range for one of its attacks
havent fought the warlocks and hiero yet but so far my ranking is alch < mage < pala < scout <= shaman < tempest < shade
its like the opposite of crusader javelins
its funny when you have multiple people so he spams luminous infusion
im fairly certain that the amount of hits on javelins contributes to the speed he uses infusion but im not entirely sure
could be possible, i feel like moonweaver also used something that resembles sage insight (and a funny sound effect)
it does
it heals the moonweaver
not the Ditortion?
We did a blue that was 50% or so moonweavers and I’m not sure i remember ever seeing a 2nd healing mechanic
its either a heal or a cooldown reset
it wouldnt surprise me if it was a cd reset
i think it's a cd reset
i think yall are schizoposting
WHAT
Wait does omenspeaker have interconnected havoc cuz i dont see it on my omenspeaker cli[
no
am i really just schizoing 💀
you were schizoing
i mean granted there's like 2e7 particles for each twisted so i dont blame you
and i play on uhhh 200% particles so

ok then you have 2e9 particles amazing
🔥
Also what's that skill called where they shoot like a bolt and it debuffs a player
mscr
thats uhh
i know you mech named it arcanic missle
debilitating bolt
neat
okie ill update that
p sure it doesnt go though blocks tho
unless they changed it from occultist one but i doubt theyll do that
yeah known issue
same for a lot of other "summons shit" mobs
kind of?
like does it charge up stacks with other hits
cos when im playing with groups it sort of spams is
ah
bruh we were both schizoing on the sage insight and LI
🔥
so LI is pseudo reflection?
time to remove them from wiki
what do the tricky bombs do for shade
yes its pseudo reflection as a “get off me” type deal
35% slow and weaken
its in tablist whenever you look
also the "target scout" should also include shaman and alch
shaman gonna get voodoo dolls slapped on totems
honestly imo it should be alch > scout > shaman in terms of target priority because of 2 reasons
- alch has UA escape & really good for a hit & run type of situation
- shaman deals 0 dmg
shaman deals 0 dmg is not true
well it's less than alch
that's all i know
plus you need to move the totem to the location of the mob
harb already gets targeted somewhat
cos you have less flat hp if you are running skullcap anyway
and poise kinda just gets fucked over by shade
im talking from solo perspective so idk mech can give multiplayer inputs
*mech and fennec
mfw im doing tolum with everyone and the shade targets specifically me because i have 30% less hp 🔥
yeah
14 flat hp gg
i only tested in solo
wait does bishop (hiero) does constant heals?
playing with it a bit more and its not as bad now but there is so much ways terrain can fuck you over
im pretty sure mscr also made it so that the bossbar is hidden when its in vanish
yeah in the purple i was in earlier the shadestepper only targeted me since my poise assassin build has 14hp
so i could expect it every time
both rogues and scouts are still kinda squidiculous imo
gg
the devious fox update next week
also what' the hp threshold for ascension on bishiop, 33%?
about there yeah
sometimes it casts around there amd then heals
yeah 1/3 sounds reasonable (and matches my recording)
thats why you can see one at 50% in some peoples recordings
least fucked forum (this image will never not be funny)
at least for me
im pretty sure it was like the first twisted combo we got as well
This was back when challenge taunted you for 2s instead of 1 tick as well lol
i have one funnier but its a clip
you should post the full clip on wiki and ruin your upload speed for the next 10 hours
*youtube
lol
fire
i was in a 25pt magenta and theres like 5 twisted at the middle 😭
2 vanguard fov lock
😭
I did a solo 18pt magenta and like i jump down for my grave and theres suddenly 2 primordials and a moonweaver
so you can do nothing before crossing the road
@marble quiver do u know the pull range of twisted reaper jchain
its pretty long
long but it can be blocked with los
im mid air
its something like 32 or 48
😭
one of those numbers
I had a prosecutor spawn in magenta water section LOL
Is shade line of sight still 200 blocks
ngl
also what even is the tempest detection range lol
we need twisted for water
yeah
do dummies of twisted mobs exist
three ring shards
not the special ones, the default twisteds
all of them have 200
i wonder if you can kill people with planetary impact in towns
it just comes standard
can we have smth like leviathan of calamity or leviathan of demise
dont u have resistance 5 in towns
also @marble quiver You should male planetary impact and iron maiden 2x 100% max hp damage
give it uhhhhh
it does 100% true damage
but you can technically tank it with absorption hearts
perks of having a cleansing totem sooth in your team
air support, rending razor, alch pot (apoth). alchemical artillery, shiel wall, rampage, ascension, luminous, planet impact, pris shield, spirit connection, ewrath, and some random rogue abils
oh btw the apoth alch pot throws 2x as fast and deals i think 15 magic dmg
leviathan of terror (just a stack of all 16 specs with no modifications. Slap them all on an invincible bee
🔥 ✍️
i did make it 200% since for some reason its reduceable by second wind as well
mscr
some person used the wrong stat
can i confirm or deny that repeated spawn instances can spawn Twisteds
xakotani was tanking it with sooth
i have no idea bro
the twisted code is esoteric to me
and i could tank it as well when standing in his totems
i just made the mobs
guhhhhh
whats the difference between the crusade (pala)'s weapon attack from under vs bishop*s holy ray particles from below in terms o stats
would be funny if crusader's dmg type was melee and bishop was magic
well of course, paladin is a melee spec
@cerulean stirrup I have good news
The incremental HP heal thing probably will be real quite soon
it was not as bad as I first thought to implement
Will bosses having effects stick around post mortem get patched
it depends which ones still exist
i know ive fixed a few
but i don't think i got all of them
"bishop's summon, hexbreaker earthern tremor, pstrike, all of marksmans crossbow summons, paladin's bell, spiritualist dryads,,, prolly more im forgetting"
gonna go through these
but there's probably more that werent listed
gravecaller haunteds need to die as well
they currently exist still
Gravesoul Haunters have been handled
Let me make a list
- Gravesoul Haunter ✅
- Bishop Summons ✅
- Earthen Tremor ✅
- Predator Barrage ✅
- Watchman Crossbows ✅
- 🔔 ✅
- Dryads ✅
- Hexbombs ✅
- Apex of Alchemy ✅
- Galactic Collider ✅
- Voodoo Dolls ✅
are the twisted bishop summons' power imbalances reduced
I can go look at it
i think luminious maybe does too idk for sure
also hexbreaker bombs also
cast after its dead
it doesnt
Apex of Alchemy
did you handle Cube that Blows Up and Planetary Impact too
cube that blows up is intentional to stay
since it only happens once
but thats the only one
the rest are bugs
does reaper summon dudes or was i schizoing
he does
do those die when he does
they probably should
does shieldwall deal with any of the non-vanilla projectiles from watchman or the other scout one
no its only vanilla arrows
so it would handle the normal shots and the watchman volley
just curious bc i had no idea how to deal with them as a somewhat laggy solo arcanist
Alright, all of these have been changed to actually disappear on mob death, let me know if there's anything else that I missed @vague summit
Are you only going with incremental or are we making it like a super lifeline kind of ability?
Either way this is epic thank you
I went with keeping it on a 20s cooldown and made it have 4 stages
the current hp is split into the 4 stages and if any of them are left it does decreasing amounts of hp
You can buff it’s HP a little as jt might be delve scaling like apex
Cool
i actually had to reduce it because the math does not math i think
10pt should not result in an almost 700 health distortion
If the healing is proportional I wouldn’t reduce it too much
I don’t think it needs a double nerf
i was fighitng the moonweaver
and it died while its glowing slime thingy was alive
afaik its meant to "restore the abomination to its earlier state" (aka full heal)
itd be EXTREMELY funny if it revived if you didnt kill the slime (i didnt kill it on purpose to see whatd happen and it just chained me or something)
It was joked to me by nip nop but also i was heavily advised against it
the shadesteppers' distractions/summons also dont despawn after killing the shadestepper
In fact they can spawn after the shadestepper dies
what is this list 
Does anybody else have an issue with the Grasping Claws speed and range on Gravecaller
It felt unavoidable unless you have good space to run around and you had recoil
The haunted also kinda just sits on the Gravecaller sometimes and it's really annoying
I've felt like a lot of these twisteds are made way too obnoxious to avoid
Like why are so many of their attacks so tight to dodge it feels like there's no lenience
Why does Illuminate omega home on you why can't it just function like Illuminate
Proof that mscr isn't as evil as I thought (all the changes he made to the new twisted thanks to the community) 
did vro experience the un-nerfed ex yellow 💀
Nah I wish I did tho
On a scale from 1 to Amped Coven Fortress, how would you rate it lol

The twisted moonweaver is kind of torture to dodge
Even in an open space sometimes it will teleprt away and immedately start casting magma shield or cast frost nova and then magma shield
try killing a twisted ranger as scout
I kinda wish the magma shield safe zone was way more lenient because it feels very difficult to reach with just the twisted alone alive
If anything else is alive and near it I don't see it being reasonable
Whenever a twisted tempest would spawn our scout would mald about not being able to hit it
Not really a fan of the moonweaver in general it kinda feels like it has little to do with Arcanist
I guess it casts fast
every twisted casts fast
but it kinda lacks any representation of omen or sage's insight
It's kinda just a mage with what I assume is Prismatic U
True
i did try to have a design with sage's insight but it just ended more slop than it is right now
imagine 4 magma shields in a 20 block radius was what the indev version was
that shit was on its way to be a worldboss in a poi
Well perhaps the magma shields don't need to be a 4 block radius but perhaps
i think i can increase the safezone
Was it basically just increases cast speed after a while or something
because you have to walk pretty far as is
no it just shat out x extra spells if it hit you with enough of them
which is just not good enemy design
That is very silly
I was thinking of something like at certain thresholds or after enough time passes or attacks are cast it goes Sage Mode and Sages All Over The Place
and outside of sage mode it isn't super threatening
I have no idea what prosecutor does I fought it once and I think I died before I got it to even 50% because I backed into spawners and he kept pulling me through walls
the through walls thing is like
I think if it worked like this spells would kinda have to be changed because it spamming current magma shield doens't sound very fun
a bug
Yeah
i dont know how exactly it would work i just imagine it would cast spells every 2 pico seconds or something
Is it a bug as in he just isn't supposed to cast it without line of sight or are you supposed to be able to break the chain if you break line of sight
Well what if he casts it and you break line of sight
Also is Predator Missiles flying through blocks a bug???
it doesnt fly through blocks it just
has aoe on impact
which i think i might have overcooked
No it
It definitely is
Unless the way it works is weird
I placed a block wall and one of the missiles just. phased through it
I even jumped and placed it because I know the missiels cast from above the twisted
So it can go over the wall if you place it on the ground
(With loom)
and it mostly blocks the missiles but sometimes the missiles just go through the wall it makes no sense
Even if you hide behind like a 2-3 block thick wall sometimes the missiles just ignore blocks
what the hell
is the aoe really that cooked or is it straight up just moving through the blocks
Vanguard is cool but from my experience his charge aoe is a little annoying on melee he can kinda hit you from behind when he starts charging which is a bit annoying but it's well-telegraphed so perhaps it's fine
No like I saw the projectile physically go through the blocks
It didn't explode it just went through and hit me
I'm surprised because it consistently happens when I try to block the deadeye
can corroborate this
havent been hit by vanguard charge more than like twice when soloing it as melee
also
is it possible to make some twisted attacks ignore shield hit nullification but decrease the damage
my wshield cannot work for more than 0.5s on any twisted i tried it on
and when it can (like the deadeye) the arrows pierce through it
its very unsatisfying
as far as i know thats how shields usually work in games anyway
its just minecraft has the shield as the most op bullshit
also sometimes vanguards forget they have blockbreak and charge into a random stair for like 10 seconds before the ability cancels
i actually dont know why deadeye arrows pierce?
so monumenta has no choice but to break them often
i think so yeah
it doesnt have a volley, unless you mean the custom split arrow
im not sure
i just remember the arrows piercing the shield when it was fighting me
maybe i mistook some ability for that
anyway general idea for monumenta i think, shields could give damage mitigation instead of blocking it entirely
its probably fine to keep the breaking in general gameplay, but anything that has more than 1 spell (majority of r3 now, new twisteds) make them feel like just straight up stat nerfs in comparison to normal offhands
next time i encounter deadeye ill try to test the piercing thing
im almost sure it's the split arrow thing that breaks your shield anyway
because it doesnt have custom arrows or a volley, and pstrike is just nukes
i dont mean shield breaking
i mean piercing
just like vanilla piercing goes through raised shields
im just lost then because i havent put piercing on anything
Also the aoe on impact is quite silly because it makes you move away from your wall but because predator missile casts from above the twisted if you move too far away from your wall it will start reaching over the wall you place and hit you
So the only realistic way to dodge it really is to either have a really open space and just run as far away as possible and strafe it or conveniently have a wall to hide behind
is certain classes almost not being able to deal with these twisteds a concern
Also is the split arrow supposed to hit you if there's nobody else nearby because apparently I died to Split Arrow somehow and I am doing Constellation Tower solo
yes and no imo
its a delve modifier you can opt out of choosing
thats not really an excuse
but also i get it
i think they made it sufficiently clear this was made for groups
then again
kinda hard to balance them to be workable with every class
i think i will just kill the aoe personally
eh
Delves = supposed multiplayer already
if like
it was kind of cool as a concept but it is godawful as i am playing it more
hierophant cant take care of them alone that doesnt concern me too much
reaper not being able to feels wrong
so twisted 2 is more multiplayer ?
what
have you tried fighting one in unfavorable terrain
its unwinnable
or well
Twisted 2 definitely feels multiplayer but even then some of the twisteds feel a bit egregious
you can run in circles for 4 minutes and kill it slowly
im enjoying fighting lvl 2 twisteds alone
that (usually) works
if its a scout i have to deathrun it but its still fun
mememememe I did I had to fight them in Blue Earth branch at the start it was the least fun I had in the entire dungeon
It was absolutely awful
very much terrain based
Me when I have to fight Crusader in a hallway and it has an attack that is literally hallway denialinator
a lot of mobs are just area denial
We also had to fight Artificer and Soothsayer
We were stuck on one section for like 20 minutes because three twisteds spawned and took forever to kill
maybe ill make a thread
I would like to say that I am not perfect, and a lot of these were made because I thought the concept was cool. I am more than willing to change things or tweak things (Like I did with the Moonweaver's Distortion) to make them more playable
The soothsayer started spawncamping my teammates I think
i did not mean
war crime in an insulting way
it gives off the vibe of being made cause the creator thought they would be sick as fuck
which leads to um
Well Bishop is by far the coolest
no i mean its right though
i think tenebrist and reaper not being able to deal with these well is
I kinda don't care if it's egregious (imo it's actually fine but poobis thinks it's horrid I think) because the theming is peak and it turns into Essence of Sin which I thought was pretty cool personally
probably more of a "we should buff tene/reaper" thing
but there is a boatload of changes coming in the following weeks whenever i have time
None of the melee classes can deal with them well Frogvis
Though Reaper has never been able to deal with twisteds well has it
reaper is the least mobile out of all melee classes
and that really shows
its been fine
but mostly because you can chain them up and killt hem in like 8s
so not really
yea i mean im too negative here mayhaps but mod is cool
ur just hexfallin it
(killing the boss before it does anything truly threatening)
just needs a bit of fixing here and there
It really is not made for solo play, it is certainly "doable" but the set has to be like extremely meta slop
well
In solo and team I kinda just switched to Arcanist because it's way too hard to melee some of these guys
then why dont make it go above solo pts cap
im doing fun with an un masterworked and probably scuffed guardian set
and yeah the modifier is extremely fun
it makes normal gameplay feel boring
I think that is an intuitive decision the player can make
Like how we make it so that people can enter strikes with one person
for fun yea that is a decision
im talking more from standpoint of "worth the trouble" per pt
That's probably fair, but it is kind of dubious to put that much worth on a single modifier
Making it go above solo pts cap would be maybe the worst thing ever I think
though I get where that comes from
Because then the rest of the dungeon is
, then dopamine for 5 minutes max then back to 
honestly
ive wanted to advocate for reaper/tenebrist buffs for a while
this is kind of just something that pushed me over the fence for that
although
I don't think just buffs will do it because they would just be unhealthy
Specifically incentivizing one mod to be used in solo by making it go above solo pts cap and the aforementioned mod is specifically not designed for solo would be one of the Monumenta design decisions of all time
why tho
and not really be balanced around whatsoever
I think this is another hexfall situation where it brings out the extremes
ehh
i mean ur right but also
and we should not repeat the mistake of changing classes to fix their interactions in the content
At the same time, it really is a tenebrist eats paladin world
a lot of love. in 27 different places.
paladin is waaaay better than tene now imo
Maybe while Twisted 2 is active press Q to dodge roll
It is yeah, that was more an analogy than anything
It just feels really
to play sometimes
they really are just megido bosses sometimes
awesome
apply for monu lead
Well yeah Twisted Prosecutor is Xande and Twisted Bishop is hard mode Origin
You know now that I think about it Twisted Bishop has nothing to do with Hierophant I am pretty sure
It's just a cool looking miniboss
Unless the death aoe is supposed to be enchanted prayer Idk
It is kind of anti-small space design
anti unfavorable terrain
which really is everything
Also Illuminate omega homing is kinda silly you have to recoil over it to dodge it and only because it'll just disappear if you do that
a lot of delve mods do cause enough environmental destruction
to turn like
a literal flat platform
into a hellscape
you think blue earth start isnt that bad until prosecutor drags you into lava lake
It was certainly something when the soothsayer that spawned just lined the entire path with aoe death trees
and then the dryads that spawned the trees were standing in the aoes...
it was something when planetary impact telegraph spawned at same moment a pern mob perned me down 2 floors
burn it down
i will probably
not play reaper with this mod
it just sounds not fun unless im in a group with like
a shaman to clear out nearby mobs o i can 1v1 it
oh right, is there some place where we can learn about the twisted attacks adn stuff
i know we can figure it out from experience
but i feel like, idk, reynart dialogue telling us about the abominations stalking nightmares (canon what delves are) and outlining what methods they use would be cool
Good luck 1v1ing a Tempest (which is nerfed for next update)
it will be fine
i already have a cloak of immortals and silver moon crown on quickswap
😁
I don't think any amount of tank would survive how much Tempest spams
Moreso you just wouldn't be able to hit it at all though
you are not surviving 80+ damage in r2 from whirlwind dance
thats just unreasonable
i play only r3
maybe i would
erm
is it dodgeable
why do i feel like the answer might be no
I mean it's dodgeable the main problem is that you just get no opportunity to hit it unless you're playing an aoe class
What...
It spams wind walk constantly and when it hits the ground after wind walk or something it does a huge aoe attack
Also every time it hits Wind Walk on a player it will cast it again
and it occasionally does Hurricane Dance which I think is just a death aoe around it
???
what?
why doesnt my wind walk do that
(joke)
How was Tempest even greenlit
dunno
better to just treat this like a rotating mod for now
i am sure mscr will balance it accordingly
when he has time
whats the windup/telegraph on that
It has a fair telegraph I think
A scary icon appears on your screen for a bit and then he Kills Everybody near him
However like 75% of the time he does it when he's not near you because he just spams mobility so much
Also I realized Abomination is a bit torture
It's kinda easy but it destroys the area and it's kinda impossible to get near it without taking damage but it doesn't deal that much damage
ult marker
its not an instakill
its like several attacks one after another
I did tone the mobilities but 3s increases on both of the movement things might not even be enough downtime
i did 5s -> 8s on both coupled with damage nerfs and cast time nerfs
when jchains used on a ccimmune enemy it should like
instantly deal some percentage of their hp as damage capped at like 4x your melee crit
(not a serious suggestion)
(obviously, i hope)
Can you make Galactic Impact's hurtbox like a little more obvious? I was throwing pots at it and it didnt take damage half the time
perfect 👍
I'm not sure if this is intended but sometimes Omenspeaker's Devastation just doesn't destroy existing totems
Oh
I thought it did I guess they just coincidentally despawned as it was cast sometimes
It's spammed constantly so
If it did then there wouldn't be a lot of decaying totems
it would have to shit out decayed totems constantly and that sounds worse than what it is
Ironically I think the Omenspeaker might be harder in an open space because hex bombs actually hit
They get spammed so much
thats true
i think it is also possible to delay the bombs blowing up
when landing
i cant lie after refighting twisted tempest sometimes over
its honestly kinda balanced
like its got neatly telegraphed attacks
like everything is dodgable
got its openings
its honestly pretty nice
i guess true
the wind walk repeating is a bit unpredictable for sure in multiplayer
but at the same time nerfing it would kinda trivialize it wouldnt it
at least in solo play
for the twisted arcanist what are the procs for the special abil
it is one of the most fun to try and predict
i save my 5s bg as a parry pretty much for if the blade dance is unavoidable
and i can use it on a teammate to blank it if needed
plus challenge can reset the windwalk aggro swap
there’s still no ingame description about that. not an issue with fresh content drop but in about a month new players are gonna start being like “hey what the Fuck”
also uh is it normal that R1 Twisted Prosecutor deals like… 2 damage melees?
Just like actual reape-
DPact isn't in that region
imagine someone picking twisted 2 before r2 and seeing the mobs get specs before them
All the raw gameplay of me fighting Twisteds. Except that one bit in the middle where my dad came in and I had to cut it out.
i request a massive buff on the gravesoul abomination because current the shit is weak af
thats fair
they should add the warning from change logs ingame
it's pretty weak yeah but it does have serviceable damage
maybe it should shed its HP to spawn minions or smth
it having a no-windup hekawt gravity well is
though please give that some delay because it's inescapable
wdym no wind up gravity well
it gives you 12 millenium to escape
you litreally walk in a circle around them and you automatically dodge everything
maybe I just don't see the particles then
What's the criteria for twisted bers chaining it's gb/slam
From the one dungeon I did, there were parts when teammates got combod into a pit, since every slam deletes one layer of blocks
i REALLY hope the all-powerful seraphim is going to get nerfed
i know this modifier is not exactly made for singleplayer
but this single mob (or three stacked on top of each other I guess) is more annoying than the bishop itself (as long as the twisted is alone, i havent had the honor of experiencing bishop's healing fiesta for myself yet)
my recommendation would be increasing the cooldown between its knockback attacks. Its a common occurance to get knocked into a wall and ceiling and take half of your health as damage because it just KEEPS ATTACKING
and you cant get out
additionally, you cant really melee it because itll knock you back
i get the idea for it is to keep the bishop safe, i even think it recalls the seraphim to itself
but the lack of attack cooldown makes it a nightmare to melee classes
i wish i had a clip of that, but at one point i got stuck in the room after the first tp in white
and it legit kept me in the air for like 10 seconds
just swooshing between different corners in the air
very funny, but also ...
is the patch to fix gravesoul haunted not despawning going on this week?
I believe so
okay so.. the problem with twisted bishop is that if the shield guy goes away the bishop does.. literally nothing?
like, i was fighting one, couldn't do anything because of sheild guy, then sheild guy disappears for some reason. the bishop just.. stood there. no abilites cast.
i just crit it to death.
it shouldnt rely so much on the most anti melee thing imaginable
i mean i guess its kinda like real cleric
so
it should have a beam of light area attack and a little guy that shoots lasers too
bishit doesnt do anything after 33% hp, it just summons mobs that does stuff for him
yeah no
just remove shield guy
and make him do stuff the whole time
he is defined by shield guy
wel technically
he does summon the eye and another guardian that shoots missles
eye is like the pala twisted where it sumons circle and attacks from below
the guardian shoots like 6 sets of 4 missles
but that has like a 30s cd
yeah he summons stuff but that stuff is easy to avoid
ive fought like 3 bishops and the fight isnt "avoid bishop attacks" its "avoid shield guy"
honestly just make the bishop the shield guy with nothing else and it would be harder
my build easily handled: both shaman, guardian, apoth, arcanist, bishop, and tenebrist
requires big field: bers, harb, tempest, reaper, pala, primordalist
the only one i cannot win is assassin because aoe
that and im not 100% sure about his attacks yet
i will say that like
p sure bro got 6 abils
across updates stuff will change
like next update gravecaller is getting something new, and so is deadeye
tf is deadeye getting, pstrike actually one shots?
you will find out i think
and yes gravecaller ritual is a fucking joke
"oooo i will summon a slightly weaker eldrask" (how threatening)
i nerfed him from on release since his vortex was unavoidable depending on his spawn location
ok fair
Maybe it should just gives you global wither 1 so you have to kill it
+1 coco

well not global, just like 50 block radius
any bishop changes mscr
ok but bumky dying in the most hilarious way possible because he got tree wall combo'd
i dont really know a good way to handle bishop right now
at least in a not player racist way
ive been looking at it and shield angel needs to be changed but it is strange
I would fully remove the shield and replace it with maybe just a melee fighter?
And then it needs a ranged projectile it can fire, I think. But like not a lot of them or very quickly.
Someting like evil hallowed beam
i mean the entire point of the shield is blocking so maybe i could really just remove the damage
It’s still overly melee racist if that’s the term we are using
but i want to keep its identity as a protector
just.. not in the way it is right now
the wall is thematic but also it instantly spawns if i remember correctly
maybe cooldowns could be good here
What if it rotates around the bishop?
So you have to engage and then back out before it comes back, or constantly spin around the bishop to match it
ive got no clue how that would work mechanically but im willing to try
Yeah Idk how you would, implement that in a way that would work but it might be more engaging.
Though it loses its ability to fight ranged players if it’s tied to the bishop
Maybe if the Bishop isn’t meleed it splits from the bishop and chases like it does now?
Idk I am spitballing
it could be able to be disabled by doing enough damage to it, and bishop has to stop and revive it giving you an opportunity to get some good whacks in
the bishop already rotates through angels as is on a 20s timer
oh I see
the shield really pissed me off when it knocked me down to 1hp and straight to lava
Make it apply a halo spawner type effect to the bishop while alive
or give it e-wrath
more mobs need to have ewrath
Bishop gets sizable DR buff while its alive, bishop taking damage results in a bar filling
At certain intervals of the bar filling the shield angel casts an explosion, aoe dmg and size ramping with how full the bar is
So u have to either focus shield angel down with single target or isolate it from bishop to hit it with aoes safely
Also maybe give it a few totems so burst doesnt trivialize it idk
I have no idea what bishop even does besides the flying and shield angel btw
Some1 wanna remind me
The main issue with shield wall is that it blocks projectiles and pushes nearby players, but does nothing againt magic attacks (all mage attacks, most alch attacks other than main pot, totem dmg, warlock abils)
same for carapace shields that bishop gives himself, it's anti-big hits and only really counters warlock amp hex
i think you can keep the shield wall angels but reduce its dmg and increase kb by a lot. Make make it mount on a vex instead of some garbage flying mob
and give bishop magic res
or attacks from distance like the hog is already doing
i think something i could do is also make it have 0 passive movement and a movement spell
so it only moves on cooldown
what would that solve though
if anything i think it makes bishop even bigger of a sandbag that it already is for ranged classes
my issue is that the angels are so much of a threat that the bishop itself doesnt really do much of
anything
so by doing this i can at least move some of the danger of angels back into the main guy
since its a little unbalanced atm
i don’t think ill get on the bishop stuff this update (much too late for that plus work)
but i’ll look into it when i can
in the meantime feel free to angelpost here
what if we just make bishop change his hallowed beam into a damaging spell when they cast ascension
bishop goes "alright fuck healing, ima go full on agro", stop summoning angel, and starts dealing 1dmg/s if you have los
now the issue is no longer the shielding walls, it's now bishop handing you a time limit
poise builds explode this friday
fear
just change assassin agro order or smth
make it agro scout -> shaman -> alch in that order
my goofy ahh running bis magic gonna explode
(i am running armor agi mix)
(60 ehp)
bishop now changes its moveset based on the current active angel
bishop now swaps hallowed beam mode dependant on which angel is out
if shield seraphim it uses heal
if all seeing or all knowing it uses attack
What’s bishop’s move pool again
ascend and angels
also does shields
and heals passively
Could give it eprayer maybe
true
Summon minions that build up if u ignore them
the angels in question:
Periodically causes every mob within a certain range to explode for big aoe magic dmg
Twisted Bishop constantly gains protective shield on self, stacking up to 3 of them.
Hand of Light: The ability no longer damages the player, and periodically heals all mobs nearby.
Eye of Ray: Occasionally summons an eye, which lock on a player and casts a summoning circle under a player. When the eye locks on, rays of white particle appear from ground, dealing constant damage to anyone within it.
Summon Angel: Summons am angel, which fly towards a player and have a permanent shield wall which deals damage. Only 1 can exist at a time.
Summon Guardian Angel: After being summoned, It will cast 5 sets of bolts towards a player, first shooting only one but shooting 3 bolts for the rest of the sets.
Ascension: Auto casts at 33% HP remaining, indicated by a cross symbol appearing on your screen. Bishop now gains the ability to fly, instantly summoning 4 Angels, ignoring the threshold.
Obviously not perfect but this is as accurate as i got
angel is max 1 unless im accidentaly killing them as they spawn
ping me if im wrong
EYE OF RA
Ultrakill virtue™
Hello everyone mister mob dev is asleep so I have come here to fact check instead
I am about to implement spawn rate changes for tonight's update, this is what we discussed:
- Reduce spawn rate slightly
- Cap spec twisteds at the amount of players present unlesss the upper boundary is hit (decrease upper boundary from 150 spawns since last spec twisted to 100?)
Is there anything I have missed or does the people approve
seems alright to me
I was also planning to separate the mod into more levels like before rework but that is going to have to wait
what does 2nd one mean, if dungeon is solo then only 1 twisted can exist spawn at a time?
Yes
sounds fair to me
In that case can we get twisted 3 where spawn rate is drastically increased and cap doesnt exist
in which case it forcibly spawns a twisted without checking for a cap
wait there's a forced spawn mechanic?
Anti-pity yes
is this a thing for twisted 1 as well
yes
welp, time to add this to the wiki
twisted 3 (alchemist twisteds gain jar of clucks frfr)
At twisted 3 u opt into being a twisted
at twisted 3 twisteds spawn in groups
If anyone running twisted 3 spawns a twisted it pulls someone else with it enabled into their instance and u have to duke it out
Loser gets shatter 3 and loses all their xp with no grave
Okay I might have to do distance checks for this because I can't just get every twisted or every player inside a whole dungeon
Would a 50 block radius check around spawners work
sounds big enough for me i only play solo i dont have any right to say shit
Like when ever it does the spawn check it also checks how many players and twisteds are within 50?
Yeah, so if you're solo you can still spawn a second twisted if it's far enough away
it’s.. probably fine? Idk i cant think of any issues off the top of my head
You can also spawn a second one if you activate two of them
and both says "alright, i wanna spawn a twisted and dont see any nearby... oh"
There is also a lower cap so this shouldn't be able to happen
Is there really no way to check how many players and twisteds are in a region
Not feasibly I don't think
How does lootbox do it then
Good question I shall check
watch lootbox just be a fucking gigantic radius check
Lootbox excludes ppl outside the poi iirc
same "location" check maybe
No they have to be eligible
ic
Noice
Succeeded in reducing the amount of jank
Maybe
A disdain mechanic
As for twisted check range.. whatever the display range for boss bars seems like a good value? Idk
If you’re tripping spawners so far away from the rest of the team that the twisted’s boss bar isnt even visible u deserve to have extra twisteds or something
This seems to be 40 blocks
possibly unpopular take incoming: i haven't really played it in dungeons yet, but i would like if they spawned a little more often in pois
because as it is it feels like "75% chance for a free 8 points"
i mean that kinda alr is true in twisted 1 as well
Perhaps the cap is a good reason to not decrease spawn rate
But with the next set of changes it should be much better
can you make twisted 1 3 pt, then twist 2 8 pts
or is that not possible with the current code
Not at the moment
yeah fair
but if you're really intent on fighting a twisted in t1 it'll take you maybe 1-2 runs to get one
not like 4-5 which has been my (admittedly subjective, my memory is shit) experience
While solo it feels a little weird, possibly bugged, that if you die to them they just instantly despawn, some of them I get really low and I'd love to have a crack and finishing them off but nope
I also don’t really get why that happens
maybe not all of them have persistent for some reason
in POIs specifically mobs struggle to stay alive
I think the outliers are Vibrant and Quelled
stuff just kinda despawns, Twisted included
Is the poi respawn point within the poi bounds
or does the poi get considered “empty” if u die and respawn at the entrance
i'm yet to have any of them stick around after a solo death so idk
This is somehow incredibly disturbing.
It's not even that the stupid Ninetales is strong (it's just annoying as hell), but your own fox getting shot dead then turned into the enemy fox?
Of all the ways to "counter" companions you sure chose the most upsetting way.
Have a bad night.
ig there's a reason they're called twisted
Also, just how many skills does the Deadeye have?
Traps, foxes, predator strike, wannabe Tactical Maneuver on no cooldown
Split arrow, and some additional missiles or whatever they are
Does it also have eagle eye?
yeah it has eeye
Had an encounter with the buffed Twisted Prosecutor
Its chains pull strength is a little overkill I think
And by little I think it's way overkill
Even if I couldn't entirely cancel it by running away, at least I wouldn't expect to be inevitably pulled at the Twisted unless I put blocks between us.
isn't the whole mechanic that you place blocks to break LoS
it's a minecraft game you can place blocks
Fair
What if the Hunting Companion was only shot dead if the caster was no longer within the Twisted Deadeye's line of sight? The Twisted would get to keep its anti-companion attack and it'd come with the extra benefit of guilt tripping players for leaving their companions to their fate while they ran away, but it would also reward them if they stood their ground and fought alongside them.
would there be some lenience for how long you can break LoS (i.e. staying out for 5s will kill your fox)? since i imagine breaking it to a pillar would be frustrating
alternatively it could be shot dead when player is too far from deadeye
That'd be up to the designers, but a few seconds lenience would be a nice addition.
2 or 3 seconds maybe.
And both triggers for the companion getting shot could be used simultaneously.
That is, the fox would die if you either break LoS for too long or go too far.
Deadeye is still kinda crazy
More of a Touhou boss than any Astral ever 
... how bad would every special astral on top of each other be (with the damage turned down slightly for leniency)?
You’d basically need a high regen build with a jump boost potion to out heal the damage
I think White, Black and Gamma together would murder you
The other 6 would be just extra torture
every basic pillar stacked was rough enough
you probably just lose
😭
Weird experience of having 0 twisteds in a bewitched, had to double check I had the points on. I think I had 3 earlier in a doomed. Not sure if insane luck/unluck or if there's a bug
Will do more pois and see if they spawn
Okey yep got one like 4 spawners into the next one, crazy rng then
Not sure how nerfed the rates are, but it doesn't feel "slightly" from these couple pois, it feels like halved or worse. Was that the intention?
I feel that fox should just be an innate skill that the twisted has, not as something that is meant to hard-counter your fox. After all, the skill description of Hunting Companion literally says that it is invulnerable
It does innately have it
Summoning a fox just resets the cd on twisted fox
But why? It should just...not happen. There's no need
because Twisteds are Evil and Fucked Up
and there’s no better way to convey Evil and Fucked Up than shooting your fox
Something about ppl cheesing it with a fox build
is it only Deadeye or is it Watchman too
Scout in general hence all the anti-range mechanics added this week
No way a person will rely on fox to cheese it. They don't do great single-target damage
But is there a need for it? Sure, it makes sense for an evil character to be evil, but it does not make sense to just disable a skill
considering how chaotic Twisted fights are
i would honestly say fox can compose more than half of the total output of a scout
I mean, it'd depend on the player's skill, but I doubt that that should be a reason to disable hunting companion entirely. Not many people choose hunting companion, in general. If you want to "cheese" a twisted, play an easier/skill-less class
Twisted Shamans now turn Shaman Totems into Twisted Totems after they expire
Just feels weird in general to have a twisted completely counter or disable a skill. I guess if all twisteds do it equally, it might be fair. Still, hunting companion is generally not chosen as a skill very often, so to have the twisted specifically counter hunting companion feels weird, to say the least
Still need try more, but I just done a coven fortress, no twist spawn, so free 8pt
but but scaling
so far i roll revenant, moonweaver, bishop from 4 poi, beside coven each have 1, feel totally fine fight with
since I didn't play orignal version, nor have enough experience (u see not even meet all 16 twist), so can't said much about their diffculty
at least i can tell twist spawn count = 0 is not good when it worth 8pt total
I think minimum at least 1 per poi, even if it's short. I could agree before was too much, but not even getting 1 feels odd, like yeah it's literally free points
That does not sound right at all, unless the combo of that + the minimum being raised has resulted in the true average being way more
I was getting 3-4 in a poi and now I'm getting 0-2
The minimum may be too high
0 should never happen imo
The maximum could also be lowered
because 0 means you get 8 points with nothing actually happening for it
Minimum as in how many spawners before a twisted can spawn?
are u able to check how many spawners a poi has
I was told its successful spawner attempts idk
Honestly I'm not even sure

Increased the Twisted minibosses' lower boundary and decreased their Level 2 upper boundary for spawns since last Twisted summon. Spawns could mean total or each spawner
I just went with the numbers of old twisted
