#Metagaming Feedback Post: What exactly is going on lately?
1 messages · Page 3 of 1
forced to wolfsblood
R2 Assassin was decidedly different enough from Sage and still viable
ya fewer mobs in R2 but not an issue with the class specifically

I used it exclusively for speed in zenith now it just doesnt feel worth it anymore
+1 max hp really changing that much
I already decided after the mprot nerf that if it got nerfed again I'd drop it
also 25 hp looks ugly icl
well thats on you đ€·
ehhh
every nerf it gets make it feels less worth using it over wolfsblood
yep
it also got a dmg nerf
dmg nerf magic prot nerf now health nerf
oh also it got nerfed in additive as well i think
I still consider vinelash a very good item
I guess but you still run pretty glassy in r2 atleast thatâs what I see most ppl running
iirc my build is Evening Fervorous SotE and it still works
only loses thresholds against like 2 purple mobs and a lightgray mob
i see what you mean, but i would disagree on having it open up more room - it does push people to use non shield options, but the builds that are available donât change, especially if there isnât any shift in anything else
maybe my real point is just âi think the shield tax is too highâ?
Fair enough
Though I should mention my point was in response to mgviral who's saying he'd use shields either way
i mean truth be told iâd probably use shields either way. i play 270ms with ping spikes
i dislike shield tax being high cause to me âshield taxâ also looks like âyou live in asia taxâ
the REAL solution, then, is to get asian servers
Being able to block is insanely strong tbf
its hard to exactly define how much shield tax should be
and I don't really believe ping is and or even should be a determining factor when it comes to deciding that
I think you mentioned using it for mscout as a crutch because you have high ping but does that mean you'd not use it if you had low ping?
honestly? yeah i might not use shields on mscout if i had 30ms. theoretically you are capable of stunning everything but the issue is whirling has an inherent delay (the hitbox starts at your right) which combined with the ping diff is⊠bleh.
bers for one isn't all too affected by ping but most players use shields just because they put so much value in the ability to negate 1 or more attacks during combat
Adanartis or a similarly statted offhand could be usable there if I didnât feel like shieldless combat was almost guaranteed to be a trade
devs have admitted (Scientists of Steelmeld Incident + An Unexpected Lesson Incident) that they donât balance around asian ping and if the ping makes the game unplayable then⊠kick rocks
there are a lot of items that i'd happily change to a shield in exchange for a measly 2 armor tax
idk its an example
ÂŻ_(ă)_/ÂŻ
that seems like unfriendly game design to me though
i mean it seems fair though it is unfortunate
you can't balance around player lag
it often comes at the cost of the overall experience
I think it is somewhere around 2 armor/agility
if you go that route
i honestly don't know n this one
this one is something i would pull out to melee Twisteds so that i can negate five hits and then fuck off to recover
actually its more around 1.5
legit? isn't attack speed really expensive
it is, shackled earth's boon is just understatted
ÂŻ_(ă)_/ÂŻ
hey! did you know the variety in question of chestplates is literally not a thing regardless of item power + cloak was meta anyways so why tf nerf thiefs and dakrstar
shackled somehow getting nerfed when it was already bad is insane
wow so many messages
I really do think feedback and discussion would be more well received by both parties if there was just a point form paragraph summary of why devs changed what each update and what community generally thinks about stuff
think i've seen the same discussions and points brought up and paraphrased so many times already and at this point I think we're past the 10k word requirement for our college essay ..
âCommunity generally thinks about stuffâ is a somewhat unreasonable ask imo
we don't think around here
Who even gets to decide that without the community expressing their thoughts first? Anyone want to go and read every single opinion expressed here afterwards and sum all of them up?
can't imagine us telling community how community thinks would go well
do you mean like, expected sentiment around the change?
idk ive popped in and out of here a few times bc bored and every time (specifically this thread) its either talking about spawner pickaxes changes or some random funny insult war and i think about shields and darkstar pauldron occasionally
and i'd imagine its pretty hard to keep track of what everyone thinks but if more than a few people bring up points about a subject and those points were grouped into an easier to read or reference specific paragraph
maybe that would help more than for example a dev wanting to change something about pickaxes again but having to scroll 5k messages to see what everyone thinks !
ah, do you mean player collecting player sentiment from a set of messages and summarizing, and dev summarizes dev thoughts?
something like that
gotcha, that makes a bit more sense
I know for the shaman thread a while back i went message by message to collect a onenote doc of just about everything
would be more transparent from both sides & makes idea organisation easier imo
but that was... a lot, probably something like 5-8 hours spread out over a couple weeks digging through
yeah and that's great and way less confusion tbh
It can work, but it's also just a lot to do for each thread that comes up
there was a role that would have theoretically helped with that back in the day, but did not work out long term
this is where we pull out the AI summary bot /j
unironically, if it could figure out monumenta as a thing, it probably wouldn't be a bad idea
but since it wouldn't have a clue what monumenta is as a concept/design system/game, it would fall pretty flat
oh yeah why didn't it work?
well, when you make a role who's purpose is largely to collate a ton of feedback and bring it internally, it's a large and hard to complete task. think the closest we got was 1 or 2 near it's end that were more focused around things they raised discussions on around, but in general it just didn't work for a long while and was converted into the first set of beta testers i believe
been a long time, but it's just a lot to catch up on some of the threads, especially coming in late to the conversation
hm
i mean if its a role anyone can sign up for
surely there's more incentive to the large amount of work than doing translating Xd
The role has been gone for probably over a year now, it was comm reps
Now we've just got beta testers in that weird middle ground
honestly? if there was a way to get the logs into an AI to process, iâd be down to proofread it
this one is just a matter of finding duplicates and patterns, and i was already reading the whole ass thread anyways so i should be able to edit the output to some satisfactory degree
and of course the community is welcome to edit the result i put out to be more accurate
Do u just have a bunch of ppl play thru the update and then write a summary of their thoughts
ngl this could be applied to most shields but more mob attacks would probably need to get (partial) shield piercing
idk about all the hate but big props to whoever made ss u
mage changes banger as fuck
I think Fwap made them? But i am not sure
the flame 1 is probably the weakest but the rest are fire
my fav is probably thunder . the particles are really cool
I dont think anyone hates mage changes
I just personally really dont appreciate getting hit with nerfs for months on end
First forgeflame and fol, then steel got shot, now randomly all my build became little bit less tankier, pick a bit slower
Surely these 0.5 agi nerfs are in preparation for MW5
0.5 agility nerf -> mw 5 gives back 0.5 agility
crazy how arc feels stronger than both scout and alch now
Idk only way scout feels strong is covenmourn with brown arrows
So basically subscription based gameplay
No idea about alch post nerf or arca
brown arrow covenmourn does feel pretty strong but I really dont wanna spend 40ar every poi
You will subscribe to brown arrows season pass and you will like it
And then they will nerf it
:'( biero
i lost over 8k arrows in the last month or two
oh i sure love them
for no reason in particular
đ„
gg
to be fair for assassin specifically i prefer thiefs
I lost over 16000 arrows in the last week
failnaught gaming đŁïž đ„ đ„
idk man pb on covenmourn feels horrible
I love using pelias arrows
brown arroes are piercijg
then theyre pretty much the same apart from snipe 1 or pb 1
the point is it only feels strong with piercih
oh
yep
and if youre not on scout or have no retrieval
say goodbye to all of your arrows
it already used like 40k from me đđđ
i think if i notice a problem i should probably at least given a chance for a balance dev to see it
where currently its uhhhhh basically 0
if Boilerdrill gets nerfed next balance patch please don't let the nerf be droppin' it back to eff 1
this is the first time Boilerdrill has ever been good
-# so before it inevitably dies and becomes categorically worse than all contemporaries again for a year
please let me at least get on and enjoy it bein' good
I will say, though
it does feel a bit silly to nerf Purshard's efficiency from 2 to 1...and then, in the same breath, buff Boilerdrill's efficiency from 1 to 2
with no buffs to Pureshard to compensate for the substantially slower minin' speed
(friendly reminder that eff 1 diamond makes a pick slower than Dolabra by one tick)
doesnt matter what piercing you just need to use piercing
no piercing no party
drill is only defensively good on agi to be fair and sapper 1 is like... nothing
in any event
the biggest issue I have with all of this, and the only real dog I can justify havin' in this fight as someone who at this point barely plays, is the sheer increasin' lack of proper communication from the dev team. most balance changes which seem pretty significant and worth detailin' have no explanations behind them, which leads to many bein' dissatisfied even with those few that are --- because why is this one change given a reason, but not any of the other changes in an update?
it makes people scared. scared that their favorite items could, on any given balance weekly, be gutted without prompt or reason even if said items are awful (shoutout to Lunacrest Solleret gettin' nerfed this update for, seemingly, no good reason, since from I can tell they're already not a particular popular option). this, naturally, leads to people becomin' increasingly volatile in response to balance changes, and causes them to lash out when items are adjusted for seemingly little to no reason past item popularity
a note to be made is that most items in the Ring which are popular are not popular because they're overpowered
they are popular because other options for their niche do not exist
the Ring, for all its hopeful advertisements of equal power to all items, does an almost comically poor job of actually providin' sufficient item variety for balance patches which nerf items to result in people tinkerin' with new options --- and that's not a problem that even full infusion refunds can solve, either. there's often a disappointingly poor variety of items available from each new piece of content, with the masterwork system servin' little purpose in that regard other than to encourage you further to use your favorites...which can be kicked to the curb at a moment's notice and may not fit the niche you grinded for them / bought them / took them from your guild's big shared gear storage / whatever-the-fuck-you-did-to-get-them'd for them for by this time next month
-# it's why I often say the Valley has better item variety than the Ring, despite havin' fewer items overall --- because a lot of those items are good on their own merits even goin' into the Valley's endgame, and multiple items can feasibly work as a solution to the same problem. because the Valley is designed in a simpler, slower fashion where many of the mechanics don't actively encourage you to be fast and high-damage (save for maybe high-end EEC, and frankly, the roots and complexities of the Corridors' issues and how one might solve them are enough to fill a full dissertation on their own), many item designs which fail to see use in the Ring work beautifully in the Valley, which helps dissuade concerns of one-note buildcraftin' even despite the Valley's many limitations (relatively few item enchants, no specs, no enhancements, no charms) and allow Valley gameplay to remain a fun exercise in usin' your favorite items even through the regular insistences of "wow nobody plays Valley content that's crazy"
-# I love the Valley
and through all of this, the dev team has refused to elaborate on many of the changes made to R3 items to seemingly make the landscape even more one-note than it already is --- either that, or to steadily poison it entirely to the point of the death of enjoyment. people are terrified to invest into and use their favorite items because the dev team may just decide one day, with no readyin', rhyme, or reason, to nerf said favorite items and devalue the investment --- all while said dev team seems to avoid actually discussin' the matters which the players bring up wherever possible
it creates a...negative positive feedback loop, if that makes sense
and that's gonna kill the game a lot better than some controversial item changes alone ever could
in mass-summation:
to whom it may concern at TM: please communicate with the rest of us more on why changes are made. people like it when the changes made to their favorite strats/mechanics/items/what-have-you are properly explained, and it can help lessen the impact of one's favorite items bein' nerfed. if those explanations are readily available and provided for most changes, and as long as discussion on those changes remains open and honest, I can damn-near assure you that the audience will be far more receptive and curious to even the most controversial changes
thank you for attendin' my TED talk for this feedback thread. I shall now go see what monstrosity awaits me for this week's pass missions
I ain't reading allat
in mass-summation of the mass-summation:
more communication from devs please
how's that
Theres a tldr tho
Anyways agreed with thomas
I'll give tm the benefits of the doubt since may/june seems to be a busy for most. I'll hope they will improve next month
idk what explanation is there for stuff like solleret and aether
but point is ultimately one i agree with
rude
i think the most depressing example of "popular because other items for the niche don't exist" is the fact that for armor projectile damage helmet and chestplate, and agility projectile damage chestplate, there is exactly One Item for each of those slots
i think some of that can be attributed to "scout rarely runs non-bis anyway" but i think that is sort of a problem that causes itself, at least in r3
there is no scout build variety because scout doesn't build for ehp because the pieces don't exist because there is no scout build variety
idk
did "nerfed because popular" really just became the new "nerfed because of hexfall" despite them saying they don't do that
yeah except some of the items in here were directly said because of usage rate lmao
not even sugarcoating it this time
which exactly?
Darkstar
and thief's
Thief's yeah
As an example with Darkstar Pauldron, this one is often used in sets that are both too tanky and too damaging at the same time. As another, the MR chestplate, very easy choice to make when building rogue since the projectile fragility matters less with dodging This for instance has states reasons that dont only include "most used so it needs nerf"
TOO OFTEN
I mean nerfing just on use rates is kinda eeh tbh
but the part where he mentions it being "too tanky and too damaging at the same time" doesn't stand out?
and those reasons are literally just "used too often" in a fucking trench coat, because they're the only option! literally! It's "too often" in a fucking trench coat!
If you just balance on use rate op niche items will never get chbaged
Do you honestly believe its as simple as high use rate = nerf?
like there's 0 nuance
Oh so I'm hearing that even if they provide explanation, if it's disagreed with enough it'll be considered a lie. So perhaps an explanation would have never helped here đ„
yes
unfortunately
Then how do you explain the nerf for items you dont believe are popular?
like Lunacrest
An explanation would've never helped because, again, it's one of very few options we have, being nerfed
How do you explain "Yeah, we nerfed this chest plate since everyone was using it in sets due to various reasons, we don't wanna touch the other crap ass chest plates though"
How would you buff ex warden ruin
what are lunacrest solleret usage hours

You can disagree with the nerf and reasoning but usage rate being the only, sole, single factor alone is just not true
no clue
Can you explain the nerf behind SOLLERET
like
pause the argument for a sec
im genuinely curious
i am baffled
but it seems like the players choose when to assume the Devs balance by playrate
Lunacrest solleret was used by me and my guildmates for steel specifically in cz and that might have pushed playtime up
I don't play much scout nor do I play armor so I can't really tell you
who made the change
"Its the only option" is someone else's "it's overperforming compared to other options"
like the shield nerf right
Ok nah the real culprit is aether
It is not a good item it is not a used item
it got shot
It is only used in speedsets
And that pushes usage rate up
And what we have as a result?
Aether Threads should probably have its speed nerfed just so we're not locking bis speed boots niche to a pass artifact
I mean a LOT of niches are locked to sp arti rn
That's the fun part though...
Hrimnir is a recoil snowball thats locked behind pass
Only snowball with recoil
"hey why don't we make some new speed boots"
Bis technique chestplate
Secret sun is a inferno piece in r1 locked behind pass
no need bis
Are you wondering why something got nerfed despite you never hearing about about people using it (because it is ostensibly good)?
just straight up. technique chestplate
Though if there was an alternative a bis walkspeed item as an epic would be funny as farts
Right but speed set is a very isolated type of build
A QoL item...
Inferno can be substituted for other forms of damage
hrimnir's is arguably in a similar spot
there exists no replacement for it and it's commonly used
no, because armor scout is just genuinely bad
Us oldies know why things get nerfed. It's the calculator of myth. Hasn't been spoken about for generations. Praise the calculator
especially when you have to be orbpilled to use the boots
That is decidedly not true imo
Dead god in calculator escapes
Bunch of nerfs in the past months
Whats did TM mean by this?
Monarch awakens and so does the calculator
players wanna blame the devs for nerfing solely by use rate among players, then proceed to be (rightfully) baffled that solleret gets nerfed
fucking secret solleret society somewhere
looking at it for more than a little bit, any reasonable person realizes that use rate is clearly not exclusive reasoning
dude the Lunacrest Solleret nerf is the biggest brain-buster of this update
literally why
that is actually gonna bug me until i find out why lmao
Lunacrest Solleret from what I understand was already mid/niche at best
Have ppl been actually doing this
.
Secret society exposed?
Secret society reason is
I made set with memory of the star which wants adapt
Adapt is on orb and if you use orb might aswell go for solleret
And all my guildmates who play steel used what i told to use
Its even better than that
Item is mid and last step is a better option
Some people think they were personally targeted
that's a little schizo
I was gonna say
at that rate why not just use Pelias' Last Step
Are you unable to read
I said it pushed Playtime up
All items nerfed this patch have high playtime
solloret is used in zr shop hexfall rental i think
there is a build in #1165742923510468618
not sure if it still uses it
#1357610698666016861 message
welcome back hexfall based balancing
I never said devs targeted me personally you are making stuff up
worst take ever
iirc this is the sole up-to-date r3 scout build in there
sorry, agility scout is better in every way
my apolocheese
unless you are throwrate pilled i think
agi scout having its entire identity being held up by the absolute titan named Starbound Talon
Well at least it isn't delusional I guess, so you just think 2 of your buddies played enough to make a dent. Sure whatever maybe you play 40 hours a week
You are ignoring hexfall and the fact that not that much people even play this game
So even select group using a certain item does indeed make a dent
Considering there are like ONE alternative
I am probably responsible for a sizable portion of Wrench's all-time playtime and that is hilarious to me
And yes they did a metric fuckton of cz last month
Ignoring? No
I just waved it off because I dont care since you seemed adamant that you played enough
I simply listed an added factor for solleret playtime
it's a very simple weapon but I love it it's so silly
(I also just love Brown's aesthetic overall)
Didn't realize at first you truly thought your squad added enough hours to make it work
It feels like a stretch but I'm not you
Perhaps it is a stretch
Point is solleret has playtime
Not who personally made up that playtime
And it got nerfed
well. it is known that devs have usage rate statistics
of course
(fun facts Blasphemous Cataphract had so little use that it rounded to zero hours over the past few months)
Wow look how much that problem got fixed
Yeah sure, it's baby's first mmo statistic analysis
Just because the analysis exists means nothing
Actually now I'm gonna pose the delusional take
They do success rate analysis based off of items
Fennec and co. are too good and nerfed it
idk how to really describe it but i get the vibe that people take this usage rate fact and run with it
and construct their arguments and frame things around that
which of course looks bad on the developer's part
idk i like to give the benefit of the doubt
Yes good job that is exactly what i said
Now name one item that had not high playtime nerfed this patch
i don't think the people on balance are so binary with their choices to the point where blaming them for making changes based on just use rate is a valid point
I don't believe it is completely based on usage rate but some of it seems like that
yea
it could be a large reason perhaps
i mean at the end of the day who knows?
i guess not knowing is truly the crux of the issue
as it has been stated many times here before
i don't think anyone can be too sure
Nah you just said you used it
I said you had a high success rate while using it
My delusional take is not the same as your aspirational take
i don't get it
I insinuated it got nerfed because the only people who used it are good enough to make it have higher win rates compared to alternative pieces that normies used
I dont believe it but at least it sounds cool
Argument was "if they nerfed based on playtime, why solleret got nerfed"
yea didn't that basically say that?
Answer is solleret had decently high playtime due to hexfall and simply being bis and i added my personal reason to use it despite it not being good
There is no take here
There's a lot of negative space ignored here I think. There's like a million items that weren't touched at all despite them obviously being highly used
Id imagine backlash would be gigantic if they literally nerfed every used item
The backlash was already gigantic
I think there are merits to both sides.
On one hand, there's the opinion that there was little care in making sure the nerfs we did actually impacted the way we wanted it to.
On the other hand, there's also the opinion that it's simply a matter of communication and we just failed to communicate what we actually wanted to do.
Regardless we could have done better, and I think a good first step is taking into account the more unused items instead of a tunnel vision on the overused ones, which me and a few others have looked into already post this patch.
i don't think these opinions are mutually exclusive
I hope there is more consideration when an overused item is nerfed as to what the alternatives should be.
Simply 0.5 armor buffs and nerfs to underperforming and overperforming items will not be good either.
curse of -2% damage reduction
death by a thousand cuts surely will make me stop using remnants
I think a big thing is seemingly random small adjustments seem aimless.
What is the overall goal of these changes, and how are so few and such small changes going to really get us there?
And for the love of god.
If you want real change the solution is not to make a dev lose motivation whenever they want to parse through the feedback for real solutions. I'm not trying to be reductive, but when I spend time reading through this feedback, gameplay discussions, and also DMs I get regarding all these changes, it's just downright exhausting.
Sorry I just had to get that off my chest, some devs wouldn't speak up about it, but it's reached a boiling point where all I saw was negativity for a while.
DMs is crazy
good on you for bringing it up, because i think there are times players get carried away with the negativity over actual criticism
I try my best to focus on criticism over negativity, sorry if my messages contributed to your loss of motivation.
Exactly, there's a difference between wanting to find a solution and just being bandwagoning on being angry for no benefit of, anyone really.
ya
I try to not just shit with no purpose and certainly going into dms is psycho level stuff
It is just disappointing when 3 patches in a row you are getting hit with nerfs predominantly
There are good changes
People tend to not focus on those usually
I think the crux of it is that not every balance developer has the same metric of what makes an item useful or used.
If I wanna be safe, some of us think that the items are strong because they have damage while having EHP, which is actually what led to these nerfs (And you can reference this as the reasoning if you would like).
While some of us think that they are strong for other reasons like providing a good mix of utility stats beyond just having a good mono-statline of Defense/Damage.
It's a mixed bag and all of us have our opinion. Of course it takes time to debate over what actually is and isn't the case, and many players have even more diverse thoughts over what actually makes items good.
And in this case the vision just did not carry over at all between us and you guys
I think as the player you look at the strength of an item from a completely different lens.
I think of an item not individually but as what space in my build it could fill
You couldn't pay me to become a balance dev
I need EHP, i need damage, i'd like to have sustain personally.
If a piece has damage and gives minor EHP, i dont really care too much about the EHP, i'm focused on filling the damage slot for my build.
The problem comes when that damage slot being filled has so little options I dont really get a choice.
im a big utility guy i think as r3 progresses more items need flavor like KBR without it slobbing all the item budget
this is a practical, but messy and potentially difficult way of looking at item design in a region that is still receiving content, and players are experimenting with new ideas
i think it is worth consideration to an extent
I mean, maybe, but having alternatives in a slot can allow you to begin to adjust them better.
Some slots dont have functional alternatives.
(agility magic damage boots, as an example)
oopsies hit enter too early
Perhaps those should be considered the "playstyle nerfs" that they seem to be meant to be
Thiefs getting nerfed? Makes sense, proj frag is fake to everyone who uses it so maybe it isn't enough of a downside
its tough because imo you cant feasibly pick and choose situations where good synergy exists such as that and still have a truly "balanced" product
I think as more of an item designer than anything I look at it from a perspective of what an item is capable of in every possible way.
For example:
- What other items can it enable?
- What playstyles can it function in, and what archetype of players use this?
- What actual practical use does this have in content?
I think there are many reasons for items' success and a lot of it you kind of have to figure out for yourself, for this reason I actively try to run builds that other players consider unpopular or weird. Sometimes I find difficulty in seeing if it's the items working in the way that I think or if it's my prior knowledge of the items usage and class usage kicking in, but I try my best and it usually ends up in an alright spot.
I also ask as a general consideration for how the balance team thinks:
How often do you adjust the budget of an enchant or curse in its entirety when it seems to be under or over performing?
I cant recall this happening recently besides attackspeed and it feels as though its an option needed but rarely used.
That being said I think some items need to be more "balanced" than others, and some item niches do not function without others.
It's quite rare since it usually has side effects we can't predict and it's quite the task usually given we need to reevaluate every item with it. But it's not as out of the question as it was back then.
Some entire enchants and situtationals feel lackluster due to the items they are on being not very good.
I think this stems from those enchants being too budget eaty and not from the items themselves.
Personally, adaptability and several situational damage enchants are on that list.
Adaptability is actually not. As heavy as you think
It's a fault of the item largely, that trait is not expensive at all.
its really tough to quantify adapt
and it entirely depends on surrounding options
which if you ask me?
I personally think the way adapt is used is wrong because of how dependant it is on other items
i would prefer item design not lean toward it
And thus it feels lackluster because it eats item options, i guess.
Adapt may fix itself with more items in future
i'd never have added adapt in my game
Situationals however
Im personally okay with the existence of adaptability (my favorite combo being the adapt agil boots and fgcrushers)
Idk the only one in a good place currently seems to be stamina and imo it rewards you for playing badly
But when it comes to item that has adaptabiltiy alongside an opposite situational, it seems pretty poot
i'm not, it serves to remove the already dubious identity that armor and agility have
I think I'd prefer a world where adapt was common actually, if we are trying to make r3 some sort of builcraft haven. Atm it's too straightforward and I literally can sort by stat
I probably in practice prefer something like r1 where it's no nonsense get the item that gets what you need and go play
So I like how easy it is in r3 but I don't like how it's not actually hard to buildcraft when that seems to be one of the goals of all the new stats (checks notes) from this half-decade
are you okay bro
stressed out from balance changes gg
You'd have no idea how stressful it is being in balance, expecially on an higher position, you will get constant hate by a good chunk of the community no matter what you do, you will face many struggles inside the team aswell, you don't even get paid and rarely you see your work "pay off" like other areas in development due to the different nature of it.
Anyone who really takes upon themselves to do a lot to work with the balance of this game deserves respect
And no balance dev has all freedom to do all changes that they'd want, often it's more about balancing the team enviroment than the actual quality of the changes, since Monumenta isn't an actual job, everyone on the team more or less does what they want to do, so if you don't compromise sometimes game quality for developer wants and health there will be no game being developed anymore
One example of struggles was back in the day, shorly after r2 launched, Me, Rubiks and Stickers had the idea to do epics for the upcoming "delves" mechanic that would come out, and i don't even remember why anymore but a good portion of the lead team was against doing item/balance stuff at that point, so we worked on them in secret hiding them in a floating island off in the development server đ€Ł
I feel like there arent enough levers to pull on for balancing
especially in r3, feels as though there's way too many levers to play with
A lot of balance changes often have to be done with very broadly affecting stats with large collateral effects
Shouldnt it be the opposite
You pull a lever on class balance and youâve accidentally collateralâd both r1 and r2 by mistake
take chain lightning for example, there's base skill, level 2, enhancement, every charm involved, gear impacts on the damage (plus extra gear impacts if there's stuff like fire n all)
unless its specifically charms or enhancements
Yea, there's a ton of levers, but no lever hitting an single thing really
it's like the spotlight puzzle
each lever impacts more than one light, and you have to find a way to use the levers to make all lights meet the goal value
except it's not 4 lights
Idk that still feels like ânot enough leversâ for me
R3 is a lot more complicated at base than the previous 2 regions
So the amount of levers needed to get a fine level of control is gonna explode proportionately
think a better way to phrase it would be not enough precise levers
ok thatâs fair enough
there's a lot of high side effect levers
not much to just tweak this little thing in this specific place
I feel like monumenta could do with a âdanger levelâ state as a semi related note
it already sort of has something similar with safezones, adventure zones, survival zones, and instances i guess
what do you mean by that?
So like as an example, judgement of the outer worldâs proximity check for enemies and bosses
The original item sounds cool, but constantly having no food and having to keep eating every minute just from existing sucked
So the solution was to cludge together a âcombat stateâ check approximation by checking for nearby enemies
I feel like a more âofficialâ implementation of that with better gradient would be a useful lever to have
For example one of the reasons for the pickaxe nerf given this patch is that they were being too effective with their in-combat effects
but like youâve also accidentally nerfed r3 spawner mining speeds universally while nerfing combat spawner mining?
If Iâve torched all the spawners nearby resulting in x10 spawner cd i feel like i maybe shouldnt be punished for pickaxes being too powerful in combat
Haste nuke a year ago resulted in a similar issue trying to curb cz speedclears
Yea, having some form of "know if someone is in combat" system has been an idea seeked for a while, it's generally been more a challenge of identifying what that means
While a comprehensive solution is probably a bit too difficult to easily solve
Something like time since dmg taken or dealt, and proximity to an enemy seem like good stats to be be tracking and have universally available for use maybe
yea, just a question of finding what is a set of states we would want to track as well as what each state "means" for different tooling
and it becomes a point of high contention when used in enchants/skills/tech in general once made
since it becomes a form of "arbitrarily" defining the state a player is in/nerfing things the player can do in that state, i know there's certainly been questions around some of the existing town/adventure mode limitations on a regular basis, although usually less ferverous a topic since most aren't balance impacting disabled things
I dont think u need to necessarily define the values immediately
Just having the options properly codified would probably help
As a relatively recent example that came up
codifying how it works without setting up the tooling just ends up in a bunch of technical attempts/separated solutions imo, with something like this development into a util call to do the check for them is probably a "first step" to it's use anywhere
Twisteds recently had a check added to control twisted spawning behavior depending on players and twisteds present
oh, that kind of thing's existed forever
after enough deaths they go back and hide in a spawner until the next event goes off
Lemme finish
The original plan was to have the modifier run a check on how many players were within a 50 block range of a spawner whenever a spawner tripped
I was thinking about this, think there's 2 different "states" of danger here, like "in combat" and "suffering from incoming damage". Judgement works better for the first while something speculative like "healing when not taking damage (instead of having to eat and using saturation)" works better for the second
Except uh that code for checking players in range already exists in the lootbox handling but the devs involved werent aware until i brought it up
So they were about to prepare to rewrite a similar thing a 2nd time if it hadnt been brought up
The lootbox tech there is also somewhat limited in that it's mostly around ensuring activity around it, as well as consuming it's own checks in the process, so it can't really be used for a second system since it's storing/consuming credits for chest opens, and an outside system wouldn't be able to accurately use it if someone isn't interacting with the chests/consuming credits
I mightâve used the wrong term here maybe
I meant as in having some generic functions to call for useful values that frequently pop up so devs arent writing the same functions multiple times
In this situation, i believe they reused the lootscaling players check to determinate how many players there are for the twisted boss cap
Fair, the common tooling for lootboxes is in chest utils, which is probably not the most logical place for it if you look at that tooling as anything more than a lootbox tool
The method is playersInLootScalingRange I believe it is called
Yea
It's good tooling, wouldn't fit this "combat state" usage tech but it's the right idea
building that tooling around providing the state from just calling like PlayerUtils.getCombatState(player)
In this case it's not really "is the player in combat" but more so "does the player have more twisteds to deal with already"
It was less of a âcombat stateâ specific thing and more of âthis sounds like something pretty useful that from my external perspective seems to be tucked awayâ
Lets everyone use the same checks, the only problem being building the likely memory/decaying system that would be needed for a combat state, and the balance impacts/feedback around such a system
Yea, it was a bit dug in to be used in a wider context, but as with a lot of tech it tends to start existing for a single purpose, since that's what it's used for initially
trick would be to be move those around/re-reference those to the new places if we want to reuse them for more than the initial purpose
beyond major reworks you rarely see people just build utility tech without an initial purpose in mind
To be honest, I personally like the weapon and offensive toolkit nerfs due to personal preference. I would much rather most normal mobs be in the 3-4 shot range for things. I canât give my opinion on what the alch bag changes did, I havenât tested it. Mage W of course. I do agree that pureshard adze needed to be rebalanced, although I would like to have seen a more interesting allocation than removed some mining speed. I personally hate that we got so many defensive skill nerfs though. The way mobs hit in r3
Is especially punishing, even for the tankier classes. I donât want to go face tank minibosses, but I do think that extra half a point of defense, added up is most likely going to mean I can take one less hit before dying. After reading the rest of this thread, I understand why these changes could have been made. I disagree that any one class has been nuked, aside from mscout (which I have said I do not like. Why does the singular projectile class have melee abilities? It makes no sense)
I feel like most of the offensive nerfs were done to make the overall maximum damage you can do not as drastic as we saw with hexfall (you can kill hyceana [a savage tier boss] without even seeing The hard enrage, for gods sake)
3-4 shot normal mobs 
Defensive, however, I fully disagree. Every single âbalancedâ build I have run, regardless of class, has still been fairly glassy. And by fairly glassy I mean max defensive buff warrior is 4-5shot
I mean with normal attacks, not abilities. Obviously there are exceptions like warrior crits and rogue, things like that.
this is still rather vague
Do you think a scout should have to shoot every mob 3-4 times to kill it
Scout is good with 2-3
Can't wait to crit a mob 3-4 times on assassin and then... the other 1000 mobs
Point is, nothing should be MELTING quite like they were (and possibly still are) to normal attacks
Assassin is quite literally designed around beeg damage, itâs fine
So it is quite a bit more nuanced than I managed to get across
I dont hate the mere idea of giving mobs more health but it would require nothing less then a complete server rework to be pulled off without breaking the game
I didnât say give mobs more hp
mobs more hp and attacks weaker are more or less the same thing balance wise
I said I can see why the nerfs to offense gear were put in place
due to the nature of r3's fast paced combat I disagree
Thatâs true, I have my own qualms about r3 stuff though, and Iâm not getting into that here
Also why I disagree with the defensive nerfs. Itâs already way too easy to get nuked by basic attacks in a balanced or tanky build, and 0.5 might not sound like a lot, but in other games that add up FAST, and can be the difference between 5 hits and 6 hits you can take
r3 builds are relatively tanky compared to r2

