#Enhanced Twisteds Thread
1 messages · Page 3 of 1
For the Twisteds themselves I encountered after the changes (done solo with hunter):
- Tempest: It was pretty fun and didn't feel too overwhelming
- Gravecaller: Swirling orb of withering 7 and slowness that I have no idea where the hell is coming from
- Prosecutor: Sonic speed with block break; it makes predicting its chain and preparing accordingly quite unfun. Also it's genuinely ass if it casts JChain while way above you. Afaik loom can't place a ceiling above you either, so have fun.
- Omenspeaker: Scout opinion
- Artificer: Idk how to feel about Twisted Panacea's persistence; it even "teleports" up walls. At the very least it isn't fast, in fact it's very slow.
- Watcher: With less Volley spam it was more tolerable than before
- Deadeye: I'd rather fight the 9 stacked Astrals. Could you not give it so many skills? Or at least please remove its bunny hops. Also fox murder; Satan is proud of you.
- Bishop: Compared to before, it was a pushover now. Well, only because the shield wall angel was not present 24/7
These are all I remember encountering.
“Minimum” effectively acts as a buffer for preventing overlapping twisteds already
Bishop does effectively nothing until you get it low enough to transform into flying mode, at which point the summons are insane but the boss is low enough health to just finish it off and the crazy summons despawn. I think it should be able to spawn 1 type of summon beforehand, or just anything to make it threatening. Also see bug-22086
Prosecutor chain does feel a little insane, often times it catches me as I'm running away and I don't have enough time to place blocks before I'm right next to it and I end up just spinning around it (which likely shouldn't happen). Luckily it doesn't insta kill me so it's not that bad
you should be able to use the voodoo dummies to cut your chain hyc style
Also, forcing a JChain with PStrike and such does not seem to reset the cooldown of "naturally" occurring JChains, which means:
- They can't be really used to force a JChain in an ideal position, since another might just happen right after the Twisted broke through your barricades
- You can get JChained again right after the first ends
just done bewitched in same condition, still no twist spawn, we can tell that's the problem for short poi when not use any delve modfier that boost twist spawn rate like legion(if that's how it work)
May I ask how Deadeye's fox killing mechanic work?
only summoned one fox and one parrot in fight and then the message show it "kill" the fox several times
i think the parrot is activating it and spamming the req
i can fix that like
soon ish
"You shot the hunter's fox dead, and its corpse split into experience particles..." - the revenge.
I wonder if the Twisted Deadeye sees a similar message to ours when we defeat its fox 
Make it so killing the Ninetails summons a friendly hunting companion
And then the Deadeye kills the companion
And then we kill the Ninetails
And then the Deadeye kills the companion
And then we kill the Ninetails
And then the Deadeye kills the companion
And then...

Poor fox couldn't die in peace
this only ends in a reality where mscr forgets to disable ninetails mechanic when the twisted dies
how does galactic collider work exactly
just had a dozen of them spawn simultaneously
health checkpoints in theory but it likes to spam and double spawn and shit sooooo
just had a bishop minion midair juggle me across the top of forsaken manor, almost out of the poi
started at the red x and then was midair juggled all the way the end of the drawn line before finally dying
you dont understand bishop needs this mechanic to be balanced
me trying to figure out how
does bro have 5 morbillion ehp and an unplugged keyboard?
i don't know what having a keyboard has to do with not being able to get back onto the ground
and it doesn't do that much dmg
spiritcaller remains some of the most oppressive shit i've ever seen
anything not a flat open empty plane and the baby zombies immediately become maximum bullshit as they turn the area around the twisted into a deathzone while being untargetable
I died to fall dmg to clarify, from it eventually dying except i was yeeted off the top of the roof of forsaken
you cant be serious bro
spiritcaller is the most passive ass twisted
i am absolutely serious
you literally just go up to the thing and hit it
you could prob face tank it half the time and survive
go up to? how
????
it's in a wall
why tf is your twisted in a wall
there's multiple of them stacked up on top of each other
the twisted is not
the minions are
you mean the dryads?
i will record a clip for you the next time one spawns
how tf are you fighting the twisteds
this clearly says baby zombies
you arent supposed to go after the baby zombies?
that wipes our entire group from overlapping hitboxes if we ignore them
ive literally never had this problem in my life bro 😭
are you just tanking their atks or something
idk how you're surviving getting targetted by multiple of them simultaneously
whenever a spiritcaller spawns, my group has been either immediately going full-rush mode to clear the poi and gtfo before it catches back up or despawning it
Spiritcaller lowkey is too much 
smh underplaying it
True I should've gotten a picture of the actual PoV where we're all buried under trees behind eviscerated by ominous means
[21:32:43] [Render thread/INFO]: [System] [CHAT] Eddison_ was slain by Spiritbound Dryad using [Plagueroot Clasp]
[21:32:47] [Render thread/INFO]: [System] [CHAT] Nyaalma was killed by Spiritcaller Tree using Spiritual Connection
[21:32:47] [Render thread/INFO]: [System] [CHAT] Heleith was killed by Spiritcaller Tree using Spiritual Connection
[21:32:47] [Render thread/INFO]: [System] [CHAT] LucentGlow was slain by Blank Spirit
[21:32:51] [Render thread/INFO]: [System] [CHAT] cocopad suffocated in a wall while fighting Spiritbound Dryad
[21:33:09] [Render thread/INFO]: [System] [CHAT] Gonzelk suffocated in a wall while fighting Spiritcaller Tree
[21:33:24] [Render thread/INFO]: [System] [CHAT] Heleith was slain by Blank Spirit
[21:33:30] [Render thread/INFO]: [System] [CHAT] Eddison_ was killed by Spiritcaller Tree using Spiritual Connection
[21:33:31] [Render thread/INFO]: [System] [CHAT] Lynx1240 was slain by Blank Spirit
[21:33:38] [Render thread/INFO]: [System] [CHAT] Nyaalma was killed by Spiritcaller Tree using Spiritual Connection
[21:33:40] [Render thread/INFO]: [System] [CHAT] Sukie was killed by Spiritbound Dryad using Sanctuary Seed
[21:33:41] [Render thread/INFO]: [System] [CHAT] LucentGlow was killed by Spiritcaller Tree using Spiritual Connection
[21:33:42] [Render thread/INFO]: [System] [CHAT] dayisgod was slain by Twisted Spiritcaller using [Shaman's Broken Crusher]
[21:33:55] [Render thread/INFO]: [System] [CHAT] Eddison_ was killed by Spiritcaller Tree using Spiritual Connection```
[21:34:12] [Render thread/INFO]: [System] [CHAT] dayisgod suffocated in a wall while fighting Spiritcaller Tree```
our 2nd to last attempt fighting a spiritcaller 
Anyway, what was happening was the dryads would bury the poi in trees, and then everyone would get stunlocked by the baby zombies
im so confused bro how many spiritcallers are you fighting
And then Spiritual Connection would wipe the entire party while none of us could move
1
That was a singular spiritcaller
None of us could clear the baby zombies so we’d get kb locked in place until the dryads casted Spiritual Connection
And then it’d wipe everyone
might be one of those "the first person who encountered it fucked up so bad that it got past a certain point of no return"
There were two dryads
it can only spawn two dryads though?
like for the dryads you just move around
That might've been why, but even so i dont think we shouldve gotten turbo buried
idk how it gets that bad
Like ive been saying, the issue is not the dryads
Idk how many times i need to repeat this
Im not sure why its confusing you
I have been specifically talking about the baby zombies this entire time being the issue
Stop fucking bringing up other things
the dryads are easy to dodge.. when you can move
None of us are able to move, we get stunlocked by the zombies
😭
ragebait successful?
They ignore terrain and a lot of pois end up in a state where none of us can hit them because theyre hiding in walls or trees
what trees?
Anyway
Collider seems kinda buggy
It spawns every 600 hp right? How much do r3 twisteds have
Ele can spawn 2 consistently and a third if you don't kill him before it goes off
A party member made the mistake of nuking the twisted which was definitely our fault
children on leashes moment
But uh we had a dozen or so spawn simultaneously which seems a bit overkill
Like 4 of them spawned immediately on the first gate
Celestial Rampart Incident
Another 3 spawned again
And then i dont actually know how many the last spawned because everyone got triple shattered from them going off sequentially
68pt is easy mfs when I actually just drop a truck full of nukes on the POI
I also dont understand iron maiden on vanguard
It keeps spawning whatever it is that kills u on top of me
ive never actually seen the atk go off, i just die and then come back to find the arena there
Hmmm

The telegraph for iron maiden is pretty good but it was in a poi marathon so id imagine its hard to read
Does the “minimum” for twisteds reset at the start of a poi
And does it reset to 0 spawn counter or reset to whatever value is needed for twisted checks to start occuring
600hp when r1 twisteds dont have 600 hp (they never cast it)
Its getting reworked to be %hp cast apparently
Just had my best Vibrant Hollow ever
With 4 Twisted spawning
Shadestepper, Spiritcaller, Bishop and Tempest
Shadestepper was a little annoying, but turning on mob glow significantly toned its difficulty down
Spiritcaller was a bigger pushover than Vanguard
Bishop and Tempest I already gave feedback on before and got nothing more to say about them
Meanwhile I had 1 bishop in the entirety of Shadowcast 😭
Is Nuclear Amalgam an invisible glowing cube or?
Or else I might be legit blind, but just now as I fought the twisted I could not see it at all.
(But the explosion animation is very well made.)
Damn, I want to point a laser pointer into all the invisible glow lovers' eyes
Me when glowing causes me to crash
Since Indigo is the space wool, indigo dgn should consist of only glowing invis mobs to match
indigo dungeon now takes place on a no structure super flat world with one wool 300,000 blocks out in a random direction
requires lanterns from bm to see mobs
BUT, you must get the black wool to phase reality first so that you can travel to the Black Mist
Except every time you Eagle Eye, so many entities get glow that your device becomes a stove (in the best case)
black wool dungeon just spawns every world boss at the same time (no icicles good luck with eldrask)
did they change the scaling for r1 and r2
is the general sentiment that R1 Tormenteds are bad? because i’m not really feeling it too much
it might be a matter of me having a nice flat open safe area to kite them back into and slowly murder
The sentiment that I have is that I'm not really interested in balancing around R1 necessarily, more balancing around R2 and their general feel
If they're too strong in R1 because of the design made to work in R2 and R3 that's just how it is, but I'm also not gonna remove them as an option in R1 because there's not a reason necessarily
oh no i’m not talking about “is it balanced around R1”
i’m just asking the community “is it hard in R1”
Oh for sure
In R2 if you handle certain ones slightly wrong they just fucking kill you
in R1 they probably also fucking kill you
Granted I have not played with this modifier in R1 at all because I think I am too R3/R2 pilled to go back atp
if its a 12pt maybe
oh yah soothsayer doesn’t pop its health threshold in r1 so
who could have thunk
¯_(ツ)_/¯
Can we reduce the detection ranges of the tormented
I had a shadestepper from convent tp to me in colony
peak jumpscare
That stuff happened in slow motion for me
I was against a wall and I saw an invis wither skeleton tp to me
were you scout
I do have the clip if proof is needed, but yeah that summarised my suggestion/complain,
Just reduce the detection range or smth
Alch
I was by the chest in the main house, where u have quest ingredients and whatnot
Second floor
It's just that specific tormented I think
The TP range is 200 blocks
which is much larger than anything else really
I think it's like 20 blocks
yeah idk if 15x the radius was needed
What happens if you let the prismatic cubes go off after you killed Twisted Moonweaver?
Nothing
eh
The game had me kill that prismatic cube 3 times and nothing would have happened if I didn't... 
it should totally resurrect moonweaver with a bit of hp
I like the new spawn rates, expect for cz but they arent supposed to be there
I kinda wish that twisteds had some sort of indicator which attacks do true damage, since you cannot really figure that out until they kill you (and if that happens, you might not realize that the damage is true damage and might just think its a lot of damage).
I get why true damage can sometimes be necessary, but it can feel cheap to have your defense completely bypassed and also have it be done in a way thats not clear. Like falling off the vesp arena or into the BM water, makes some sense why its true damage since your clearly not supposed to fall down. but i dont know why the soothsayers tree attack specifically is true damage; you would think it would be suffocation damage or magic damage but no its true damage designed to be an instant kill.
I also dont really like attacks that put blocks on the player, since it blinds your screen
I think the true damage is a good idea to counter tank cheese but it should maybe be split especially with the soothsayer and cleric nuke. I dont know if I was just doing sooth wrong but it was absurdly oppressive you must back up or just die in the large aoe, which seems to always keep expanding so you can’t really bait it out you have to hit and run. The cleric nuke is at least a dodgeable telegraph. I would like to see them back in cz sooner rather than later, especially if no one has started working on an expansion yet. It’s clearly possible to add so I would rather not wait a year just so that it can be released bundled with some other ascension.
Also tempest was just annoying to fight as a melee. Wasn’t particularly hard but it took the longest because it wouldn’t stop jumping out of melee
I think the cz rooms are just too small for the twisted 2 to play well. It very common for them to throw out an attack to push you backwards, but you have no space and die. I dont hate the idea of putting them in cz but I think heavy adjustments to room design would be necessary (which is probably a good idea anyways as many of these rooms are also questionable without even talking about twisteds.
the other problem is that the game can send 2 twisteds in the *very first room * you open, before you found any abitlies
Everything else felt fine with varying difficulty. Soothsayer and tempest were the only ones I didn’t like
Ya soothsayer in particular is just so nasty with these small rooms. I dont like grave caller ether, the minions it summons dont go away and follow you throughout the entire floor. Those 2 are the most dangerous twisteds for sure
I think if t2 is to be added to cz, they should just spawn on floor 2 and floor 3. This fixes that problem and also means you need to adjust fewer rooms. It also helps floor 3 out since right now it is the easiest floor to clear as set up players can out muscle all of the mobs.
or even a middle ground where these twisteds only spawn halfway through floor 1 could work
I didn’t feel this issue playing it floor 1. Obviously harder and longer with no abilities but there was always space to kite from the runs I did. I think the difficulty is still manageable and balanced due to the lack of commitment it takes to get to any floor 1 room even if you wipe(which I’m not saying is a guarentee). In any case I dont think it should be limited to floor 2 because it detracts even more from the point of floor 1. At some point you either have to say that it’s the intended progression or radically change it, not handicap it into being balanced.
I dont want to be too centered about cz but there’s already the delve point reduction, and tormented 5 (worst rng) is playable if tedious. I dont think it needs to be treated specially beyond the ascension requirement (a19 presumably)
I dont know, attacks like twisted elementalists can hit through half of the room including through the walls. Twisted harbringer can just, delete a room like what happened here. these rooms just really werent made with such large attacks in mind. Even if its fine most of the time, if outliers can ruin the run for you then its still a big enough problem.
I am standing in a place that is normally a solid wall, this is just an unavoidable attack it covers the whole room. If you have a mobility skill you can escape by just leaving the room entirely but otherwise you die (unless you can kill the twisted first of course)
I just don’t see how that’s a problem it’s like 15 seconds of using your firmament to make a staircase. And its counterable if you kill the slime
It could be a problem on floor 1 when you just dont have enough dps to kill the nuke before it detonates
I forgot what elementalist does
Like I said then its just 15 seconds of stair casing, pern mobs and Albert already do similar to badly bedrocked rooms
Thats fair, the problems of too small rooms and having no abilities on floor 1 exist without T2 in zenith. I'm just saying that they make these problems even worse.
It could be good to tone down the block explosion, it is obnoxious, but not a cz issue imo
ya it would be similarly bad if it was used in like, the reverie castle
elementalists aoe move is about teh same range as harbringers move, only instead of destroying block it penetrates through solid blocks and can hit players behind them for the full damage. I'm not acutally sure if its true damage or if its just really high damage (it took out my 200 magic ehp build from 40 blocks away). Another attack i'd like to know if its true damage or not but I cannot easily find out. I believe it can be shielded too.
I think the reason why soothsayer does true damage is because of this acutally. Having the attack just kill you to put an end to how annoying it is to be trapped in solid blocks. This makes sense but I still dislike all moves that do this to begin with.
unfortunately I don't think Twisted 2 can exist in Zenith without it being unhealthy
every boss both is designed with large spaces in mind and have flat health threshold abilities
I think it might be able to exist with some heavy modifications but I agree that it would be a bad fit to just toss in as is right now.
a Tempest is basically unapproachable because doing any meaningful damage to it will phase it
Even though it was a bug i'm kinda glad we got to see the twisteds in cz though
they also were not balanced with Zenith's uncapped scaling in mind
some of the Twisteds will blindly one tap people with tanky builds
Some of them also have abilities not designed with limited deaths in mind like Iron Maiden
especially for Iron Maiden, where your grave is now entombed in an instakill aoe field
or if your teammates are separated due to it moving before casting, it's an extreme version of Broodmother deadzoning graves
gottem ggs death
It would be much more reasonable to simply design new Twisteds for the content rather than adapt the existing ones
oh ya you just cannot revive people inside some of the twisted 2 attacks
I died with full grave timer instead of a soothsayer tree and all 3 of my teammates couldnt save me still
and like I dont think I can even blame them for failing, how are you supposed to mine through this thick wood tree, then stand still for 2 seconds while under threat of being put inside a tree yourself
I think that even normally the places twisteds can put your overworld graves is obnoxious.
This is like saying 3 curses is unhealthy cause zenith wasn’t originally designed around three substantial debuffs. I mean almost no one plays it for a reason. Its just more difficult. Cz tormenteds we’re out for like 12 hours. During which time multiple teams completed it. I think a18 even took longer. I was doing fine even soloing, I ended up dying to a vorpal (nothing to do with the tormenteds, is itself a one shotter) on room 25. Most of them are hard counterable. Really the only exception is soothsayer. Tempest is annoying on melee but presumably you usually have ranged classes in a team.
This is too reactionary. The mod is playable and fine as shown by today. A19 or whatever shouldn’t be some barely significant increment. Tormenteds make perfect sense as a high ascension modifier. It makes no sense to me talking about how the rooms weren’t designed for it as if a tormenteds spawning in nadir void room and white snake room was deliberately balanced around. It is playable and that’s all that matters. There’s nothing all that special about zenith except you eventually get to blitz them with overpowered abilities by floor 3.
Saying designing a whole new zenith specific set of twisteds is easier than balancing the already 90% playable tormenteds is absurd. And the 10% isn’t particularly zenith specific. Soothsayer is too much everywhere. You have to collect graves in overworld too
I think people over hate on curses. I'd like a19 to be more fine tuned then just playable though
Yes I think true damage is a little abused and some tormenteds need tweaking. Not just in zenith. And certainly not so much that it shouldn’t be an obvious new modifier
TL;DRs
- Soothsayer is too oppresive with its travelling true damage aoe. If nothing else, at least make it ramping stack-based damage so the hit and run counterplay isn't so much running.
- Tempest is too tedious for melees, it should have more stopped/in-range phases.
- True damage is abused in general, ideally make damages more hybridized. Only clear, generous telegraphs (if at all) deserve to be true damage one shots.
- Abomination nuke doesn't need to break so many blocks. The damage and telegraph is fine, the block break is obnoxious.
- Tormenteds in zeniths are a good and easy to add modifier. I don't think they need special tweaking beyond the above, which applies beyond zenith. Theres no reason they shouldn't come out immediately if an expansion isnt already in the works (as in, <2 months max to release). Even if not as a19, it would certainly be more popular than the current a18 modifier.
true damage is a slippery slope to balance because you can add it to prevent cheese (like cheese in BM by hiding under or above the boss arena is solved by true damage, good choice there) but its so easy to over do it and hit defensive classes in the crossfire
Like enough about twisted soothsayer, what is regular soothsayer supposed to do ageist these mobs? All of its skill are irrelvent, they are immune to debuffs and kill you regardless of your healing, Just switch to hexbreaker, its pointless to use sooth since they counter your class.
It's not so bad for a defensive class to have a hard match up ageist some enemies, its more so the feeling of being completely hard countered and your class having no advantage anymore. Which only really happens when your strategy gets invalidated.
Could we remove block break from Twisted Prosecutor?
Like, if the whole idea is to "separate" yourself from the twisted, but if you also want to damage it then you're left with building barricades.
And said twisted must be on hard drugs because how fast it can move.
So it just becomes irregular JChains and a living bulldozer.
And said "just build blocks bro" going down the damned drain.
Or just give some wind-up telegraph to its JChain.
And maybe less drugs.
Speed is not good for its health.
Don't do drugs.
There is a windup but at this point I might add an elder guardian curse sound to the start of its telegraph if the soul and flame particles werent enough
if there is no audio cue there might as well be nothing because of the particle spam sometimes
the que is pretty obvious idk
the sound and visual
I have never heard it so it just chains you out of the blue
In my experience
if there is that's good but i don't think it's enough
it's like a high pitched wither skull firing several times over
if you're far away it might not pick up
for me they feel weirdly balanced
some are relatively weak while others are god and have 3 different ults that 1tap you while having mobility attack on 0 cd
current doing it with friend in 25pt orange and blue, both don't feel fair and fun to play
due to terrain and bug mob that everlast
and maybe we can make invicble mob glow, so I can know which is something i need hit
The new abomination amalgam is kinda oppressive, it's likely fine in multiplayer but for solo it's just a 70% uptime insane homing orb of damage and debuffs. You can't really dodge it just gotta kite it around until you can get in close to the boss to damage it without being hit with the weakness penalty
do you mean panacea
Yep woops, old name
yeah i agree
doesn't even really let me draw my crossbow consistently i was illu'ing the twisted down
It becomes a way bigger threat than the apex of alchemy which has it's own boss bar lol. That guy does nothing, just walks around
what does the ground stuff that apex spreads do
is it actually debuff / damage when standing or is it just visual + easy for the apex to blow up
Actually no idea, might just be visual or bugged like the starbound slimes
fighting Spiritcaller is one of the most genuinely displeasurable experiences ive ever had in monumenta
it was sort of thrown together with twigs and yarn so i can see that
but i am thinking of just removing the blank spirits
and making something more coherent
it traps your graves if you die
it deals so much knockback its not even worth trying to melee
it heals itself
Does the amount of blank spirits scale with playercount or something
also the stupidass huge zoning on spiritcaller’s summons means most of the fight u kinda just stand outside the immediate area waiting for it to stop
Between spiritual connection and that, my groups still continue to opt to ignore spiritcaller and rush the rest of the dgn/poi
Shadestepper is a solid type 3 fun mob
Yeah spiritcaller is another insane homing attack spam that you just kinda gotta run away from or else trigger the consequences which are even worse
feedback from lime 30pt with 7 player
- underwater is not fun to fight with, they move so fast, suggest reduce depth strider lvl
- many of them just not suit tight/indoor space, plus they break block may fighting them miserable
- I do know them better, rn i can't say i don't really like it, depend on what can we do with new drop in future, my opinion will change
I think something I can work on doing in the future is:
- Spiritcaller Trees spawn from non-homing projectiles or weaker homing and spawn on walls instead of players
- Kill blank spirits in favor of something else
- Change the true damage from Spiritcaller Tree's pulses
I’d like it if large scale persistent zoning didnt happen in general outside of controlled circumstances
It kinda feels really bad to be anywhere with hostile terrain and then have the safe terrain all rendered unsafe for long periods of time imo, like where do I even stand at that point
For aoe atks, u normally have the option of like pillaring up with firm or slapping a bridge with loom to avoid an aoe and then run back to more open ground once the atk is over but that’s not even an option when the atk persists
That attack in particular is actually firmable
it's on a fixed y axis
the tree pulse at least
I meant more like afterwards
I think I considered having the trees self destruct
like not delete but literally blow up
The previous stuff was more of a “in general” basis not specific to spiritcaller
For spiritcaller in specific, i can avoid the atks but like.. if its a corridor I cant really get back to the boss because the whole hallway has a persist aoe atk occurring somewhat often?
So i kinda have to stand there awkwardly waiting for it to chase me out of the zone of pain
Idk if the blank spirits scale with playercount or if it was a result of too many dryads spawning from the playerscale DR bug or what
replaced with a nuclear amalgam
But last week we tried to fight a spiritcaller in arx and like a quarter of the poi was trees by the end
its 100% this
i can fix that
Later on we tried to fight another spiritcaller in submerged and uh nobody could actually reach the boss bcuz the hallway on both ends kept filling up with trees and blank spirits faster than the boss could chase us
iirc the thing that actually SUMMONS the trees hits you no matter the y level
so pillaring up just gives it an easier time homing in on you and hitting you
We literally dragged it across the entirety of the underground section of citadel and couldnt find an opportunity to kill it
And eventually were forced to clear the poi and leave before it trapped us in the endroom 
@marble quiver This nuke radius is intentional right ?
yes
I see
after all i just find new twist is not fun for solo melee player
the reaper one's jchain move my sight so quick that i have no idea what's going on, nor how to defend myself then die horriblely
can all of these twisteds get depth strider
i jsut had paladin stuck in water unable to get out
and whenever i got close he would just li
they should have
maybe certain one didn't but i feel like that have
experience from lime
Its actually pretty fun on solo ssage imo
ty for tell me something i don't really need to know
4man ex reverie, this time feel a lot better, i guess is
- i have more experience
- i decide play proj class rather then melee class
- my teammate finally stick together
At the same time they're not really meant to be fought all solo
Other people are to cover for your downtime
and to help you deal with mechanics
And yeah if your team splits you just explode
stilll meet some problem
- when guardian cast iron madien, when it switch aggro it can stuck on top of iron madien, lead me trap in iron madien doing nothing, again
- soothsayer... but ppl have mention it above
- haven't meet much problem with other this run, just want to mention twist ninetail is very hard to hit with its high speed and small hitbox
hot take i dont think every boss needs an instakill
this time i also finally notice iron maiden has something like now stand here and fight, so make more sense to me,
still need figure out phase 2 of tene, and man the everlasting curse armorstand...
I mean that's not really a hot take its just hard to really threaten people without antiheal/true damage i think
though they don't necessarily have to be one shots and they could probably be high % damage
I think the only one shot i care about is Galactic Collider
shaman spams its earthen tremor a rediculous amount
thoughts on making Iron Maiden teleport anyone in the kill range into the middle when cast
fire
can't wait for the twisted boss to have sixteen instakill attacks that it uses every five seconds
does Apex of Alchemy wipe debuffs, Crusade marks, etc. when it explodes
What if the attacks gave you an effect called "tormented" or "unreincarnated" and if the attack hits you while you have that debuff you die instantly
fire
yeah it should teleport you into the middle instead of instantly killing you
and then kill you two seconds later
the twisted should be the one doing the killing
Can Twisted Panacea be killed?
I might be tripping, but I felt like it disappeared much sooner once, and that was when it was within Split Arrow and Quickdraw range.
Ran Astral Unyielding Dreadful Tormented, 4 player Purple today. Honestly we forgot bout everything apart from Tormented (and 3 special astrals). Some notes I want to share are:
- Revenant is harmless underwater. Soloed it.
- Primordialist's Galactic Collider timing seems way too short. 1st one exploded all the time but 2nd did not because the tormented would die before it collided.
- Not sure how Tenebrist one works but it always ended up with abomination spawning and it did not drop the fragment.
- Others are relatively fine.
you gotta kill the mobs it summons in its ritual or the abomination will spawn
theres like 3-5 mobs or smth
how do they look like?
idk i was sooth so i just threw all my totems at the dude
thankfully if i fuck up the ritual i can still like stand next to it and not die
ot does blue flme particle telegraphs
it felt like it
and then covers the floor in black concrete
bc standing above or below did no dmg
hm idk on that one actually
where was the msg with all tormenteds
also tormented tepache exists
its just twisted with 4x duration
i know
40min instead of 10
i have 2 from one poi
i have not updated that message btw
where is it
near the top
its better than nothing
#1365010860170416339 message
yeah
you can also tank them if you have absorp and at max hp
mscr gotta change it to 12000% true damage now
lol its already at 200% apparently
so are gravesoul haunters supposed to despawn when the twisted dies?
yes
errr from my experience they have never despawned since the change
do they not despawn if you stop the ritual or something?
Sometimes they do, sometimes they don't
Theyre rather bugged
Unfortunately the dev is currently busy
Maybe this week or next week’s patch
sad
Is it possible to prevent the Primordialist from respawning the Elemental Spirits while Galactic Collider is up? I've had the Tormented spawn the Ice Spirit inside/in front of the collider multiple times and blanking hits and projectiles during the short dps race.
^
so thats why my entire swordsage burst went nowhere
Has the damage of the R2 Tormenteds been looked at
It feels incredibly inconsistent
Primordialist felt like it dealt no damage and the ice spirit was dealing half a heart but the watchman just shot volley at dealt 7 hearts of damage to me 
it’s supposed to be what 20 damage?
i mentioned this before but does Watchman have a Split Arrow esque abil
or something which would allow its fleet of Volley arrows to bypass the Volley iframes
I am not sure if this is known I imagine it probably is but I think Prosecutor's damage in R2 is either literally nothing or just extremely low
The JChain detection for line of sight is kinda weird too it's really specific
I think the Prosecutor shouldn't be able to use JChain and Dark Pact at the same time, it feels kinda unfair if you're in a small room and he does Dark Pact and JChain
In a bigger room you'd be able to run away knowing Dark Pact is happening and break line of sight that way, but in a small room it's kind of impossible
Maybe make it so he can't cast JChain while Dark Pact is active and he can't cast Dark Pact while JChain is active, but if you get JChained it could activate Dark Pact shortly after
I don't think the voodoo dolls are dealing any damage either
Me when I try blocking the beam pull...and it still pulls
Then I get hit by the ability lowering my max HP to nothingness
Yeah it is kind of weird
Sometimes you can get pulled if you're slightly visible over a wall
but it ends up doing nothing because the wall just blocks you anyways
but it's really annoying when I can't do anything about JChain because I'm in a small room and he activates Dark Pact and runs at me and casts it
ORRR, the random elite with some powerful ability gets a cheap shot in while you are stuck on the wall lol
@marble quiver hey mscr i am sorry to bother you but what is your opinion on super twisteds like
actively trying to break as much terrain as possible to reach you
i had like the entire upper part of arx excavated while fighting one
Their block break is a bit infuriating sometimes
The block break of the warrior twisteds is just absurdly large
Deadeye will constantly break cover that you placed down
i can reduce it
make every tormented ability break blocks in its radius
Planetary impact deletes everything in a 100 block radius sphere
Nuclear Amalgam
i am not saying that you should but sometimes its kinda funny that instead of walking up the stairse the tormented burrows through the entire arx to reach me
not necessarily a bad thing though
question, does enhance twist drop 1/1000 twist flower
yeah
someone dropped one like a day after release
ty
there is a 1/1000 chance for that flower to be special which you can use to craft a new sword
we crafting terraria zenith with this one
every mob has a 1/1000 chance to drop a flower specific to that mob

Is it intend that Galactic Collider can spawn before first one died, we were't running around doing no damage
Theyre on hp thresholds
There isnt a timer or cd for them and only a limited amount can spawn
i see
I can confirm this with 100% certainty now
Finally got another Artificer and this time I deliberately shot at the Panacea
It "died" in a single Quickdraw
How gameplay discussion mfs described the Razed Remnants nerf a year ago
am I delusional or is the reaper twisted the hardest one
depends
reaper is flat out annoying
the jchain spam is unreal
it's not actually threatening if there's no mobs nearby but man its infuriating
Its the only torment that actually clapped my cheeks
Assassin is just annoying
Reaper inflicting -100% healing and eating your health is not cool

How to counter bers 101
I hate spiritcaller more at high playercounts
spiritcaller is miserable as a melee class and at high playercounts
Swordsage can also suck if your team keeps failing to dodge forcing you to keep dealing with windwalk spam
i thought the moonweaver rift was changed to a throwable
Hope he breaks his ankles on landing. 
can we make tormented 10 a thing ( 5x more common ) 
Maybe when Amped Forsaken Manor drops next year
hell na
amped constellation tower (literally the whole of star point)
5 prosecutors all dragging you towards the crusader
hear me out: reaper gets crusaders luminous infusion kind of ability
the spec not tormented
Small note, Watchman's whirling blide attack makes the same/similar sound to Escape Death proccing so I keep thinking I'm in trouble when I'm not
Hear me out : twisted shadestepper gain a +50% damage boost for 2 second every 10 second and healed 25% hp when it kill a player 🗣️ 🔥
and it gets +200% cooldown recharge speed
both twisteds now get bmb reset
chat i think i found the lights on ticket
I love Sanguine Tendon
cooldown...
what the actual fuck
can you even get sent to the shadow realm more than once
Or do you have to wait a while
Two shadow realms in the fight total that’s it
yeah once at 90% and once at 30%
was talking about the lights on achievement
u can do it more than once
Ps it’s 27%
I think nuclear amalgam might not be okay
For something "nuclear" that explosion radius is way too small. 
half of the castle had collateral damage 
Okay more thoughts on specs in r1, since its been a while and a lot of nerfs happened. The spawn rate is pretty reasonable now, even with legionnaire 5 the game was no longer spawning tormenteds faster then they could physically be killed. Individual tormenteds do not feel even at all though. About half of them are fine but the other still feel like they really were not meant to be fought in lower regions.
iirc mscr said he wouldnt try to balance them for r1
The twisted scouts in particular stood out as insanely overpowered, easily stronger then 3 weaker tormenteds combined. Twisted scouts have insanely fast run speed, they can outrun the player since r1 armor has very little speed. They also have abitlies that make approaching in melee almost impossible since they spam so hard and also do the most damage out of all tormenteds by a mile. I tried countering them with projectile protection, only to find out the arrow attacks arent acutally projectile attacks. They just have everything and can overwhelm every class expect for scout (who can outrange).
The big thing I think is just their walk speed, they are too fast and its what amplifies everything else they can do.
Twisteds with slow down effects are also very dangerous since again, they seem to be balanced around r3 walk speed. Like twisted elementalist I wasnt really able to figure out how to approach without getting hit since I was slowed down so much, to the point wehre you cannot even avoid the telegraphed blast attack (I resorted to using shield on the first blast, then ire of the gods out of the second blast). Fortunately elementist does not have overtuned damage so it isnt so bad when it is alone, but in general the slowness effects are very punishing in such a low mobility region.
Lastly twisted reaper is very broken, since you are more or less doomed if you get pulled into a hoard of mobs, this isnt r3 where all classes have fast recharging nukes. If you get dragged into a bad position you just die 9 times out of 10
Even in the other regions I think the reaper is way to powerful, its definitely the strongest tormented overall when you also consider all of the other mobs assisting them. A high HP enemy with a fast recharging pull and invulnerable minions is just really really annoying to deal with.
r1 is important and I think it shouldn't be completely ignored when it comes to delve balancing
I do want to reemphasize that I think most of the tormenteds are fine in r1 though, its the ones that affect your movement or are physically faster then you that I think stand out as kind of problematic as there is very limited counter play. Most of the time the best counter play is yellow tess to scout, who can feast on all twisteds in r1 since that class is just really strong vs them all (expect reaper).
Have you encountered Prosecutor in R1 yet?
the tenebrist? Is pretty annoying ya
Is gravecalller not the judgement chain guy?
Gravecaller is the Tenebrist.
I might of mixed together the 2 warlock ones in my head then (I just edited the text to say twisted reaper)
since judgement chain is the least fair attack and its the one I was bothered by
i agree, the most annoying thing to me is how it goes fast and basically its really unfair if you try to los the pull
you either have to go super far back before it starts pulling or idk tank it healing and putting you in a terrible spot
Also with the enormous block break size they can nuke your cover while sprinting at you anyways, at least they don't seem to break stuff while they're casting it so you can sometimes block it while they're a block away and hit them for free a couple times lol
Instead of pulling you in, the Prosecutor should pull creepers on top of you to simulate the feeling of playing with a Reaper on your team
Truth nuke
Only dealt with some of the R1 Tormented so far. Can agree that the Scout ones are awful to deal with. Especially Razor, the thing eats half your health. And if one spawns in an area that requries going up a latter and you died upstairs, it's almost impossible to get back that grave without having a back-up set. Other than that, I felt like a lot of them can be easily dealt with a Bow and had resonable enough HP in R1.
Also, I still have no idea what the Twisted Reaper's summons do. Weirdly felt like Chain was a non-issue when you isolated the Tormented and have a shield
Also, also, oml, Cleric deals with them way better than Warrior in R1, it is night and day.
I think the summons damage you if you hit them
twisted voodoo dolls damage any player in their radius when they take damage
happily R1pilled players rarely have massive collateral AoEs
lol
That tormented saved you a couple of stacks of TNT, right there
Is there anything going to be done about shadestepper stealth . A 3k HP mob with 95% stealth uptime is just not fun to fight
good point we should nerf assassin
yea i dont like shade
Shade can burn in hell ❤️
shade vs eclipse splitter
I don't know what can be said as I feel ppl already mention mutiple time, but pls do some change to spiritcaller
pictured here is the twisted hunters fox hitting me so many times so quickly, that my armor runs out of durability and I instantly die. This happened in ONE combo, from about to break, to out of durability in one attack cycle (the twisted then proceeds to aura farm at my spawn point and I left the pink section to avoid death loop and repair)
twisted fox is pretty silly, i'm not sure why it attacks like 10 times in one second. It could just do more damage and attack fewer times but its a small nit pick
Regularity hypixel pit
To hell with that entire Tormented.
the stun lock part of the fox does not need to be replicated
it should deal 15% true damage every fourth hit
Foxes must have some rights, even the evil ones...
the dude has more hit points then the elites too....
granted r2 elite are just indistinguishable from regular enemies but still the fox is quite strong
It also becomes way too fast with delve modifiers.
So trying to shoot or hit it just becomes an asspain.
I talked yesterday about twisted scouts being crazy in r1, but honestly they might just be too strong in general. It doesent always feel this way in r3, where you have overpowered builds that kill the bosses instantly, but when you are fighting them, for lack of a better term for real its so so bad. Twisted have so much more hp (comparatively) in the lower regions, in r2 a 1500 hp enemy is like a 11000 hp r3 enemy. They also hit harder (comparatively) too, I had 150 ehp across the board and I still take 60% of my health from regular attacks from twisted scout (in r1 I take 80% of my ehp again in tanky builds)
While sending out my own fox could help against it, then what? The fox would then just attack the tormented and guess the threshold currently for it to get shot and turned into a Ninetails is to just attack the Deadeye (aka literally just exist)
I feel like twisted scouts (both ranger and hunter) are just stronger then 3 regular tormented combined
Also love that Deadeye just has built in shield break, I believe?
they are borderline unapproachable on melee classes and are certainly undodgeble in close range (like what are you supposed to do as melee when the ranger uses the 360 volley attack; it even goes through shields)
I feel like the volley should only come out after it hits its shots or after a very long time passes
Or if there are multiple players
and of course there fast movement speed lets them catch up to you in r1 and also outspeed you in r2 as well, requiring multiple movement spells / ire to get away
the ranged enemies running faster then the melee ones doesent sit right with me
I think twisted scout should have the ex yellow boomline sniper attack
Yeah, without delve modifiers it wouldn't be too threatening in Jeremy either.
My only issue with that is: Deadeye has 7 skills already.
for the twisted ninetail
And Ninetail adds another 3.
u see recenet i am testing reaper
that kind of reaper has judgement chain and offhand shield
and i can't really hit it even with hold my shield, chain it, stand on flat surface
this small mf run so fucking fast, small hitbox, 200+ hp and it's melee stunlock me that i can't even dodge
this is part of reason i don't like vanilla passive/friendly mob being enemy because their ai in monumenta combat feel so jank
twisted hunters super move is also completely obscene, it requires the player to not just run away it requires the player to evaluate the entire room completely. You cannot fight back really, you need to find an open space in 2 seconds and then run for the duration of the entire attack. If there are too many mobs assisting the twisted then tough luck, since if you stop moving you die (do note that many other delve enemies have pulls and slows).
have u ever light mushroom cow in ex orange fire, they'll fucking run around just like twisted ninetail, while ninetail being more dangerous
and yet we have another set of player who go yeah i'll pstrike it, I understand is optimal way, but at the same time u can see Enhance twist not being a fun thing for normal class/player to deal with.
I also had a hard time hitting the fox with melee, maybe I am just not used to having to fight hostile foxes but I dont see how I could focus on meleeing such a small fast moving enemy multiple times all while the hunter is attacking me too
If it was Twisted Sentinel then dealing with those fast little mfs would be doable because the twisted itself is relatively tame.
But Deadeye is a walking Touhou boss.
I also understand they are not meant to solo, but lfg dungeon already not a easy fill thing, and yet is fragment is require for new content, so what can I do if i keep dying to some bullshit situation, like vanguard's Iron Madien even peresit after I die and able to kill me when I try to retrive my grave.
the sentinels foxes also dont have powerful attacks
At the end I'll just think this mod is generally not fun to play with, and will go fucking pstrike scout and see tm add more anti "certain scout skill technique" to boss move
I think i complain enough, u can see my yesterday screenshot where my team meet ton of spiritcaller in ex-white
- Eagle Eye
- Split Arrow
- Shield breaking arrows
- Traps
- Machine gun
- Bunny hops
- Fox
- Stunlock (fox)
- Dash (fox)
- Anti-Hunting Companion
I don't know how tm test it, is just not fun to play with
Too much, too much, too much.
yet i am force to play it because new boss is such a fun thing
just like the sentinel, the tormented scouts can also do that thing where they build in mid air and rain down attacks vs you. When that happens, the enemy is just acutally unapproachable. You cannot even kb it off the blocks
does my broken english imply something more bad then i thought
I have no idea which atk it is but something on r1 twisted scout hits for like 40 projectile dmg at 12 pts
Or punished with only Deadeyes spawning in their EEC, EDD, CZ instances forever so they get a taste of their own medicine.
.
the deadeye is just very aggressively anti melee, you can acutally react to them if you fight at longer ranges
its the most anti melee mob I think we have seen (which is saying a lot since there is also tormented reaper....)
is easier to name which one is melee friendly
where melee is not stealth spam or bers go boom
shadestepper is very annoying, but at least its not powerful. All of dead eyes moves are lethal, they pretty much all 2 tap tanky builds
Yeah, getting comboed by an enemy you can't see 95% of the time isn't very powerful.
Let me just turn glow on and crash my game real quick.
my r2 beserker was able to stand up to shade stepper for while, I could survive hits and regen some of the damage off. It was not enough to kill in one engagement, but it did die in 3 fights. Deadeye hit me with that eagle eye + regular attack and I lost all of my nearly all of my health through ethereal and have to run away (expect I cannot run away, it runs faster then me and I dont have a glorius battle)
in r1, you uh just die if you are effected by eagle eye and get hit by anything
by powerful I just mean raw damage output
I can't even gaslight myself by calling that a silver lining anymore.
And thank god the enemy that is invisible 95% of the time also has PStrike enrage.
Maybe it could take a leaf from the transcendent rework and have bursts of quicker shots, but then a downtime period where it does nothing
Tormented tier list
S tier- panic. Reaper, hunter, ranger, tenebrist, swordsage
A tier- very dangerous. Assassin, hexbreaker, soothsayer, Hierophant
B tier- no nonsense. Apothecary, Guardian, Palladian, elementalist,
C tier- pretty manageable- Harbringer, arcanist, berserker
Some of the B tier guys can cheese you (like guardian insta killing you in multiplayer sometimes) but they generally arent too dangerous, at least when they are relatively alone and in open spaces
Harbringer I complained about destroying too many blocks but its not an particularly overpowered enemy strength wise on its own
Oh by the way would you like to guess how hexbreaker, which spawns a magic damage floor that hits you several times per second, interacts with reflection?
trick question, you get killed 
it's actually not that high DPS ngl
I mean if you're running less than 200 ehp you'll die before it does
hexbreaker is very hard to approach, with all of the spam. Its kinda just a stronger version of the paladin (they have similar signature moves).
But, uh, it chunks 15% of its own health per second in 70pt
thorns cleric W
I think vanguard should get reckless swing that consumes its own health and rampage which heals itself
these are ordered within tiers
So you're incentivized to not let it deal damage and stack buffs
My tierlist (as a Hunter in 70pts PoIs):
S tier- fun to play against: Revenant, Tempest
A tier- alright: Bishop, Watchman, Primordialist, Moonweaver, Artificer, Abomination
B tier- tolerable: Gravecaller
C tier- boring: Vanguard, Spiritcaller, Omenspeaker, Crusader
D tier- full of bs: Prosecutor, Shadestepper, Deadeye
Revenant is so fun I intentionally shoot it with PStrike to enrage it 
another one I want to talk about is the hierophant, or bishop. Its A tier since it is really good at completely shutting down melee classes, one of its minions is just immune to basic melee attacks and has very very high health; it despawns but its very effective at keeping you away from the miniboss. The attacks also cover a lot of space which makes it even harder to approach. Once it gets low it starts flying and thats when things really get bad, it gets even harder to hit attacks faster and starts giving surrounding mobs shields.
Meanwhile ranged classes just hold S and win vs that guy
I wouldn't mind seeing the hierophant get a bit more range in exchange for having weaker zoning tools and minions
Fox Frenzy except those foxes deal actual damage
This is cheating.
Report and ban Deadeye.
And the Deadeye has bypassed the nerf that stops multiple foxes from targeting a single entity
Prosecutor pull is just...horrible
Once it starts pulling you in, you somehow can't stop it...even by placing blocks
And if you try hiding before it pulls, it often breaks the wall you were hiding behind before it pulls 💀
It is the worst when the -max HP ability gets synchronized with the end of the pull
me when the persecutor uses super speed to jump into the reverie lava and then pulls me into the lava, blocks my healing and slows me all while 8 ghasts are shooting from above
Twisted Prosecutor is the only part of the justice system that is innescapable 
skill issue for not playing scout clearly, should of just stayed out of judgement chain range
No, what is worse is when you manage to stop yourself from getting pulled in by using loom, but some random elite with a massive damage ability gets free hits due to you still being stuck in the chain
ya thats why the pull is so bad, since most of the time its just dragging you into the hoard or into some terrible terrain
If berserker could just have that ability...and pull in a random silverfish to proc infinite stamina
And the fact that it spams it literally every 8s or so...
and tormenteds are bullet sponges (especially in r2 my god), unlike the other pull enemies that go down quickly
r2 scaling goes stupid on the tormenteds, I havent even done max pts yet and its already so crazy
well they gonna nerf bers next patch so that might be a good cope
Now, as long as they only touch GB...I might be mostly unscathed (me as a MS stacker)

To be fair, GB/Chausses are the main problems
bf stacking is gonna see changes i feel but thats warrior in general
It wasn't even that amazing...can we just give Reaper a buff instead?
unfortunately in the next update they are removing beserkers ability to jump. You see it is unrealistic since in real life beserkers would have a hard time jumping in their armor which was not designed for movements like that. This will put beserker's brute force damage in line and nerf glorius battle looping
Me when ally Reaper (player) VS Tormented Prosecutor:
Well, you see, magic defies the laws of physics. Therefore, all "magic" abilities and mechanics must be removed
This is how Alchemist gets thrown into the bin
Actual hunter with 3-4 valid actives total:
I still dont understand what makes ppl consider bf stacking overpowered
The aoe bf setup runs 9 cp mininum for ~25% of your original hit’s dmg in a 3.9 block radius
And while 3.9 block radius is large, I would not consider it the entire room
Any BF focused build also has to worry about attack speed as a stat, is vulnerable to hit stun interrupting crits, and has almost no charm power free to spend on anything else
I’m not sure I’d consider that overpowered when you invest your entire build’s stat budget into it and caster bers exists
It could maybe be overtuned, but I dont think its as overpowered as people keep claiming it is
indeed
Spirit of nature from the spiritcaller should move vertically more, if you go a few blocks lower it stays the same height like 6 block in the air out of melee distance, while the tree spawning bolt spawns at ground level meaning you can get insta-hit by it while trying to swipe at the sky
has the coop DR bug been fixed yet
Can primoridalist's spirits despawn when the collider appears? I'm standing right next to it trying to dps it and I just can't because I'm getting knocked around by the other 7 attacks that are still going (including the immortal dot aura on frost), feels really bad to lose to it because you can't even hit it
At this point I think I might just ignore the mechanic and run 50 blocks back to avoid it :/
It is quite annoying when the frost spirit just sits there on the collider
The frost spirit in general is really annoying
It'll usually just sit on the elementalist and be really annoying
not gameplay related but if this were to go thru, it'd be so cool if the collider "canonically" formed by the spirits coming together and combining
Is it possible to make primordialist spirit invulnerable ( smth like jerem sword )
Arent they already invuln
Dont the jend swords block melee hits
casual melee not friendly
Flame spirit on his way to block all your shots
?
Un targetable as the clearer term
i think i get and doesn't get what u mean
As far as I’m aware what you’re asking for doesnt exist
Twisted jend swords are still targetable
they should
The best way to present information (Solo btw)
The bottom 5 all have a similar thing in common: High uptime abilities/summons that make it way harder to actually do anything. Moonweaver just has huge radius spells, and gravecaller's haunted is way easier to deal with compared
Artificer has the 80% uptime omega homing panacea
Spiritcaller has the surprisingly high health spirits of nature
Primordialist has constant ice/fire spirits up
Deadeye has the impossible to hit as melee ninetails, pretty high uptime split arrow/other stuff
from what class perspective is this list
I must ask what class, what kind of charm u run, is this based on r3
Bishop/Vanguard are meant to be team players so they definitely get way stronger with other enemies around them, but on their own they kinda just do a couple spells and die
wait how are you not getting bodied by the bishop shield wall minion
They only spawn at like 30% health, so I just kite it until my cooldowns are back and then burst the bishop so it despawns
Bishop does nothing for the top 70% of its HP I swear
that's true
Tempest in my experience has a bit of AoE, but it's not difficult to dodge and you just have to run back a bit every time you hit him to avoid the winds, but it just kinda dies
i play cleric and warrior mostly, the shield wall minion alone singlehandedly makes me hate bishop personally
the rest of it's pretty whatever yeah
I think stealth helps out a ton against that guy, or at least they have a movement speed diff so I can get behind it and to the bishop without much trouble
tempest i think scales in difficulty with players
esp if your team mates are running squishier classes
Yeah sounds like it from what I hear, does a wind walk for each player and if they get hit it does it again
something like that
spiritcaller too
Pretty much all of the ones in "easy" can do a number on me, but I don't find them super difficult to kite/avoid their ult moves, can definitely depend on terrain for crusader/revenant for example
the amount of aoe it does scales with playercount which is bearable right up until the aoe exceeds the amount of walkable space present around it
spiritcaller is so miserable as a melee class
Yeah I've been hit by the trees a couple times, but most of those are just because the spirit of nature is kinda tanky and then just spawns a tree on me while I'm hitting him undodgeable
i'm surprised you put watchman in easy though, a lot of ppl seem to hate it
Whirling is a bit annoying but I feel like I just tank it enough to not bother half the time
i do not like prosecutor
jchain feels way too spammed
its not difficult its just actively unfun
My understanding is that ppl hate the foxes in particular
not sure what the hell is going on with shadestepper
Shadestepper has like half the health, but then 50% of the time he just like 1 taps me out of no where lol
Also feel like unless I'm running a class with AoE I can't hit him out of stealth even if I can see his sprint particles
There’s some conditions that seems to be relatively easy to trigger that cause the fox summons to just randomly KO you by rapidly hitting you apparently
I guess assassin stealth maybe does a relatively good job of causing those conditions to not trigger maybe?
I've been hit by the omega attack speeds but it never does real damage, it just fucking stun locks you, it's a wolf so it's impossible to hit, has speed 1000 AND there's a whole ass hunter about to pstrike you
Apparently it hits so rapidly your armor runs the risk of just breaking
Ngl I made this list after running my bounty at Arx, getting primordialist + deadeye, dying to both due to unfettered BS and didn't get another one lol
I used all 3 methods of stealth on a single ninetails and literally could not melee it to get the damage off because it's zooming around like a bee on cocaine
I’ve literally fought a watchman like twice ever somehow so idk personally
boy stunlocking! i love getting chain hit for about 30 straight seconds from spiritcaller's spirits
this is why i have 10kbr
Has the hp threshold bug been fixed yet
imo on asasssin
I think I have prevents gravecaller's ritual like once lol
oh i forgot shaman didnt exist when this list was made
i dont really bother preventing it sometimes if it takes more resources than i care to use up
i think spriticaller is 50 50 for me on assassin and omenbreaker is free
The guys have a surprising amount of hp and I can't get around to each of them quick enough, but it doesn't matter cause the gravesoul is fine to fight anyways
apoth is by far the most annoying, maybe not the most difficult but its just so annoying
the panacea just d oesnt let u exist
its way too fast
even on my dedicated set i grind tormented with the apoth is the most deadly in 10pt on hexbreaker
because even tho i build speed the panacea catches up wtih u
and lasts forever
It doesn't do that much damage or whatever, but the slowness, reduced damage and just constant damage ticks is so annoying and it legit has 80% uptime so it's super boring to fight just running around in circles waiting for an opening
it is kinda aloto f dmg if u get hit
wither 8 for like 4 seconds
and i think it does dmg you a little sineci died to the panacea melee not even the wither once
LOL
I heard someone saying they could split arrow kill it, but I think I tried walking up an meleeing it and didn't get any hits so might be aoe only or just a rumour
idk i have skirm u and it hasnt died for me 
ya same 😭
me omw to throw on all of these (not even 70pt
Not just split arrow.
The panacea has a very small "hitbox" where if you shoot, it "dies".
A direct Quickdraw took it out.
But the hitbox is very very small.
I'm saying this with 100% certainty.
But I also never tried killing the Panacea with other classes so idk how they interact.
@marble quiver can you make the collider hitbox a mile wide yet
Let’s just say my list is nearly reversed as hunter
after finally facing twisted deadeye solo for the first time I can confidently say, what the fuck were they cooking
Fox frenzy
it's only the pstrike that I find egregious
i find everything harder to do on melee classes
maybe i should not use situ stack against them
deadeye is calm until you get stunlocked by the fox that has more attacks than the deadeye itself
once set my spawn at the beginning of conservatory
that shit stunlocked me at spawn and sent me to triple shatter
Tormenteds in r1 are the most overstatted mobs in the game
every single one 1-2 taps in my fully infused tanky warrior build
eh i guess i dont have that issue because every mob 1 taps me anyway in r1
but its like 13 arrows and theyre dead
i think r2 torms are the hardest
Grape can u send me your tier list maker 👍 🙏 ?
its just on tierlist maker i just searched up monumenta
Oh ty 🔥 ❤️
Statically weak but mechanically overpowered
in r2 they are the only thing i really die to as well but at least i can fight back
600+ hp and 2tap in full kings wdym statistically weak
Full king user when magic prot does not exist 🥀
it has rly high dr for the region and i think no set would help you
not all of them are magic dmg
Iirc magic blast and melee
Cannot load message 
What if global damage penalty for tormenteds in r1
they do
not good enough

finally some1 understand me
on wjat
Where would you put Omenspeaker and Spiritualist?
hunter
close enough
omen at uh what and spirit at kms
i just have the same issue on all classes 💀
I was gonna ask why people hate the Hunter one so much but then I realized they added the fox which might be the worst thing ever
Outside of the fox it's really annoying but manageable
The fox is honestly like 60% of the danger lmao
You either attempt to kill it (way harder on melee) or attempt to ignore it
Either way you risk taking damage from the other one
me when i get shatter 3d in spawn by the fox
wdym 60%
85%
it can delete your foxes
and make it attack you
draining all your hp in 1 second
I don't take that much damage from it, nor run scout it's just super annoying and is a lay up for the tormented thwacking you
playing scout is actually an disadvantage against deadye
😭
me when predstrike instantly triggers its ult
tier list on guardo
spiritualist in ur js dead king and omen at easy
spiritcaller isn't that bad imo
just awkward
well depends on terrain mostly if you can get away before tree spawns
It is really bad in multiplayer
Between some bugs and the limited movable area
Even if you want to fight it, you’re not allowed to
At some point, the aoe coverage of spiritcaller + minions scales higher than the surface area of its vicinity and thus it is no longer possible to approach the twisted
depends
on assassin its kinda whatever since you can deal with the druids but on guardian its really bad
on anything with range you can reasonably dodge the homing shots
so its not nearly asm uch as an issue
this is my hexbreaker tier list
spiritualist in easy and omen in afk
According to 🐦 alchemical artillery triggers vbonds for Prosecutor just like pstrike.
"thats like, just a normal part of alchemist's kit"
aa triggering it seems weird
oh for multiplayer yeah that makes sense
i haven't played that much tormented 5 with more than one or two people yet
Spiritcaller in multiplayer is insane
when we did like the 8 player max point pois that guy was summoning like 7 trees at once
bro was making mini wolfswood inside amanita colony
sob
in a like 5+ player swarm, spiritcaller's interconnected thing has like 1/4 of the entire poi's coverage

and not the spirit
had a spiritcaller spawn at the end of arx and follow someone into the boss arena, its aoe covered the entire arena and then it ate the walls of the arena to make the area bigger and then had the aoes extend into that expanded area too because it wasn't satisfied
domain expansion:
team trees
Tenebrist placement is so real
The shitter shade is so painful to kite around and the silence is like

gravesoul abomination is actually them leaking withering gaze being turned into a revive
Try not hitting dolls on arcanist
all aoe abil class lol
cannot wait for the (1 max targets) on every spell charm for arcanist
every class... Was destined... To get deepslate chunk
The 🌵 opinion...
Wait how is hiero “kills itself” but paladin isnt
Probably reflection shenanigans
I do remember the flying shield wall procing reflection A LOT
And it actually wipes a good chunk of mobs if left going for long enough
i tihnk the paladin blasts are like high true dmg so idk
i dobut u can tank that
The minions arent the issue for tcleric, the boss being floating up in the air where i cant whack it with reflection is
correct
Paladin will kill you before it kills itself ngl
Though it's still really easy
hexbreaker, uh
Hexbreaker genuinely deletes itself and the entire mob wave as soon as it hits 66%
it still tries to get close
And even if it floats away you can just... ignore it then lol
Mine likes to float away and then do the trident storm attack from up high
its kind of annoying trying to climb up a ladder or walk up stairs and oops you’re hitstun locked for a few seconds
I think its good that people have pretty mixed opinions on tormented strength
everybody saying hunter is op is a common thread though
Prosecutor is also relatively common, but it is not always the case
prosecutor is just annoying
I love when I try to anticipate the tether beam by going behind the wall...and then the Prosecutor just eats the wall and casts it anyway
you can't escape jchain
prosecutor needs to go 😤
is it guaranteed that you lose half max hp at the end of jchain or can you do something to avoid it
its literally only fair if the tormented is completely alone; otherwise its just dragging you directly into a hoard of delve mobs and you die no matter what your playing
Place blocks to prevent yourself being displaced
It requires line of sight yeah
They aren't always tied together, it seems. It feels like if you have it cast too often, the CDs of the abilities line up. I might be wrong
"I love when I try to anticipate the tether beam by going behind the wall...and then the Prosecutor just eats the wall and casts it anyway"
you gotta think about tormenteds and how well they pair with other mobs too, a pull is just the strongest thing an enemy can do in a high point delve and this enemy has the fastest recharging pull in the game with high health.
Now we need to pair the Prosecutor with the Deadeye
Want to hide? Nope! Your coming straight back to the center of attention and you get to solemnly watch as you die to the Predator Strike
I had to fight prosecutor + x2 deadeye on release in r1.....
AND in R1 💀
Vanguard + elementalist
Ok so
I thought the hunter wasn't supposed to target the eagles?
Coz it's shooting em
Is it possible to kill the abomination's creepers without them just exploding afterwards anyways. Feels pretty anti-melee and you've just gotta avoid these bombs
Don't have many opportunities to test, but every time I've tried to kill them as melee they just drop their payload killing me lul
If you just ignore galactic collider and run 50 blocks away primordialist is still a bit annoying with the spirits, but becomes significantly easier lol
I think galactic collider should summon iron maiden around itself
i dont think theres a definitive list that matches all classes
i have not once ever died to a deadeye
however i get cooked alive by prosecutors
Definitely class dependent
the revenant has sometimes just decided my life is fake when i pstrike it
which is probably the better of the antiscout things to be honest
the reaper and other ones still have some fuckery i need to clean up at some point
if you have more than two seconds of mobility deadeye is fine
but still kinda oppressive
if you're a melee with 100% speed you're just dead. Can't do anything or disengage in time
can tormenteds PLEASE try a little harder to leave water
That Prosecutor is waiting to tactically pull you into the water, where you will get to meet some dolphin friends
Twisted Kraken pulling you to the depths
If twisteds are changed to spawning leviathans when underwater, I think that tormenteds should spawn the twisted intruder when underwater
jokes aside: leviathan specs when
Tormented Kraken abilities:
Judgement Chain
Spherical Shield Wall
Predator Strike
Rending Razor
Stealth
twisted that summons whirlpools and waves and uses a trident
they are really annoying when they swim in lava too 
you cannot even kill them when they are sun bathing since it burns your fragment
btw in gray if a spiritcaller summons a tree on you , you cannot break it
only ways out are death or someone heals you and you white tess
is it me or does spirit caller have 0 similarities with the actual spec
correct!
but...
it has
Healing
that's it
what does whirpool totem even do
This is because sanctuary is such a nothing burger skill that they couldn't even make a good skill adaptation for it
ngl I dont think I've ever noticed it's totems doing anything
It probably shortens enemy cooldowns or smth
it has whirlpool totem and has totemic projection
Tormenteds seem to get really confused with scaffolding, not pictured here is him spinning around like a madman, not moving or block breaking
New meta, place scaffold under twisted to drive it insane
so you're... twisting them?
get it tormented
"Look at me. Who is the tormented one now?"
Do u think its possible to trap a twisted with a piston and redstone clock
doesnt really need a piston
i think it would be quite nice if some twisted abilities did not linger after the twisteds death like hurricane dance/panancea/spiritcaller tree dmg/shadow clones/javelins
why does tremor still stay after death
yeah really annoying, died to it once and then learned that even if the boss is dead doesn't mean it's safe
How does Hexbreaker aggro work? It kept swapping between two people VERY quickly and didn't respond to choir
@dreamy dune when you moved Lucid Rend did you remember to move the "i will tear them open. if i must." and "these blades. i don't need them now" dialogues
i think i diid not see them
they were moved
oh welp
I just removed the dont need them dialogue
ah cool
It feels like watchman had all of its abilities stolen by deadeye
when fighting it I don't think I even saw a danger move
Just
Turn deadeye fox to watchman fox
Easy 
it does make sense given watchman's multihit > single hit damage
... also why does deadeye get long range fast moving near-constant transcendental missiles to every player that deal a large chunk of damage for every hit?
also disables shields btw
BREAD TASTES BETTER THAN KEY
can split arrow deal low damage but increasing amounts every time you're hit if it HAS to have a bullet hell move for split arrow
like, constantly
idk why it's not just "arrows ricochet towards enemies" or smth
i dont currently have a ton of time im able to dedicate to the tormenteds but ive been reading stuff in this channel and when im able i plan to rework the more problematic ones
Thats accurate to how actual spec went
pls remove foxes 🙏
Make soothsayer lore accurate and useless as the real spec
I didnt play sooth personally but i heard r3 sooth is atleast good
At the very least it has a niche, ranger is lr spec and nothing more
sooth has the most op healing ability out of any class
when 1 of your spec abilities is pi
but it works on your whole team
okay to be fair hand of light also does that
and has 2 charges
it's more like "has three pis at once"
and works on yourself
and sooth has another healing totem
and sooth also has built in cdr
hiero is probably better heal bot in r3
but r2 soothsayer just wins on chw alone
charmed healing totem u is a lot more healing
with added absorbtion
but the spec just has no output
well soothsayer has little other support besides cdr and heals
freest tormented kill of my life
these things have to handle verticality and water better somehow i think
cause a melee twisted / tormented which is below you or in water just becomes a free kill
and a ranged twisted / tormented which is below you or in water becomes unkillable because they outrange you
@ms can you like add a water torm 3 days later :3
see water tormented is fine as long as it also gives conduit power in an aura
cause at least it would know how to move
the current twisteds just sit there
hand of light requires both you and your team to group up and position well
chain healing wave is a 15 block radius monstrosity that you can stretch from one end of SR to the other
Special todmented
I know that it doesn't scale; however, it really seems like you get much more tormenteds with multiple players proportional to one player
also would it be possible to make galactic collider glow if it's currently just a floating head armor stand
