#Twisted #̵̍͑$̶̄͝%̶̲̕@̶͆̅$̸̑́#̵͂̈́%̵̾@ feedback thread
1 messages · Page 3 of 1
Fun is subjective
What about 2 scouts :3
i did a duo and yeah I guess that sounds about right?
I feel like a competent comp could do the same
Competent comp gonna take longer
I beat the boss with So-Cat carrying my ass as rogue and it took around 8-12 mins
Especially two scouts lol
that sounds not very competent then
I died around half way through the fight
That sounds not tcleric more like
afaik buff bot hiero bers is like 6 minutes
what does that even mean
that sounds less overpowered... what
However you want to look at bers
I died half way through…
They were rogue…
potions
Idk it is up to boss creators if they are gonna do something with facetank or they are ok with that
a Heart of the Jungle, Forgeflame, or Godbrew and a Fruit of Life or Mountain's Dew
thorns cleric
Tcleric was always an issue i feel
So thorns cleric or thorns cleric
oh I thought you were talking about bers
I think someone run infusion service by afking some bugged mobs spawners on tcleric
Gallery afk farm still most likely works
Not bugged, they afk portal creepers
Peak
comical
A bunch of them will definitely see use
The epic cleric charms seems questionable but maybe cool how are we feeling about
Apti helm is cool
it's funny
Cleric charm seems questionable rn but thats mostly just bcuz of r3 design imo
It’s just you lose all burst healing that makes boon useful to pacing for me
bers really felt like a step above literally every other class after i used every spec lol
its designed for a situation currently not applicable to r3
except alch i guess but i feel like it'd just be as good as mage
In some future content i think it could be useful
Alch does really well in rift phases (expected by nature, Alch excels in crowd control) but lower raw DPS might get fucked by Screamroom
ohh yeah didnt think abt that
You can outrun screamroom -ish
idk didnt try it
If you’re fast enough you can just run away until the debuff expires
Nothing can catch up to you anyway
Its just a long duration debuff
which will gone after like 30-50 sec
oh really? i thought it like actually did true damage
The Bodkin charms very interesting
that's why i don't think it deserve skull emoji
after i got fucked by it the first time i just killed the scream room dude everytime 😭
i think it one shots if you leave but gives a debuff if it expires?
It has an instakill mechanic separately from the debuff
which is leave room?
Yes
i see
I thought if it ran out you died on the spot
mhm
i tried walking away the first time lol
same
I was very quickly taught that that is a terrible idea
LI it
paladin has fuckoff high ability dmg in its kit even with no gear dmg
this boss was the first encounter i had with any tormented mobs because i never ran the modifier
uh. funny story. you don't
fire
if you have a duo, mooch off them and have them help you kill it
wait why do you not have build contributer role
it's possible to kill it solo tcleric
oh my god
anyways, uh
if you have max stack LI + all your abilities + some buffs, you can probably do it.
but there's not much point when you can just wait it out
if you fail it it should give increasing debuffs every time you fail imo
wtf GREEN Dumplingsushi
if you fuck it up......let's say 3 times it just kills you

rule of threes
real
It is intended to be failable repeatedly
It has an advancement tied to it
Would need to rework the advancement i think
there's an advancement for that???
Failing screamroom is kinda insane
it unfortunately isn't like abhorrent and has no damage hitbox
probably for the best
It honestly is more common to die by getting KBed out of the screamroom
As DoT Apoth: "Uhhhhhhh"
Screamroom kinds sucks when getting chased by swords
You kinda just die sometimes with no warning if your ehp isn’t there
nerf the blue mini and purple while we are at it and boss is good
On that note, it feels really annoying that so few mobs seem to actually respect KBR when using their abilities
Kbr and slow resist suck I don’t wanna have to have tons of speed so I can kite a boss imo
It’s understandable though
i think being able to tank the bosses default melee and melee ability slash is fine its just stuff like his pronged attacks are just too easily tankable
and most other abilities
in my expereince they'll just stop attack
Wdym they stop they followed me into the room
its just sustain ehp barely matters
Swinging!
intersting
not happen to me for my 2hr failed solo + 2 other duo run
I litearlly just stop walking, eat some food when screamroom happen
sustain = tankable
yeah but ehp shohld matter
That's pretty much what I do. Though sometimes there is a random mob that makes things really annoying
yeah i wished it mattered a little more
This tbh
Those still hurt
I kinda wish the slash didn’t do kb
but they should hurt a bit more
But that’s a non issue
Maybe apply some debuffs
honestly kb is an interesting way of getting the player off the boss without making it unsurvivable as melee, like that one punch bow elite is annoying as melee but non issue with range
unfortunately warrior also has kbr for free
Me when they ignore KBR (it seems)
I know that from the fact that a 90% KBR set I used still had me getting constantly flung around by stuff
idk at kbr10 i didnt feel knocked around that much, without it and yeah the slash pushed me off
could be placebo i guess i didnt pay that much attention
Funnily enough, it still does at 10 KBR 💀
yeah bers has gb to counter it anyway
Doesn't really work either. You have to aim it away from the enemy
tanking is a problem again? lets slap on another pseudo hp bar 
GB just sets your KBR to 100%
no i just gb at the boss anytime im getting hit off and it works out
If they didn't want pure tank to exist why didn't they have a galactic collider spawn every thirty seconds
I think galactic colliders is anti everything
they stop when you're in screamroom
they will follow but not attack
in general swords follow you really closely but it's not hard to dodge their attack
Me encountering Galactic Collider for the first time: What if I igno -- dies
LIVE GALACTIC COLLIDER [💀] REACTION
It's actually not particularly clear what you have to do with galactic collider the first time you see it lol
Galactic Collider is quite the annoying ability...it's really hard to beat as an AoE class
I think this is like, the first time that we've had a stationary "kill me or you explode 100% no dodging" enemy
and the particle clutter doesn't help in a delve
It doesn't have a clear indicator as nuclear amalgam or prismatic distortion (harb & arcanist)
Well, you can run 33 blocks away from the collider
Arena design wise what’s the point of the end prongs
It looks cool and lowkey it gives little extra space if u get pinned
this is already the case (sort of, the DR seems to be like 99% instead)
unless SA is cheating through the DR
Doesn't Sanctified Armor not work on bosses?
oh gg then
idk SA does... things
they don't make sense but it is functional?
untapped limitless supply of true damage definitely something
i thought it was just capped?
Capped at 200
Does the pink glass sometimes go completely invisible for anyone else? I also sometimes don't get knocked back into the arena from some angles
What what
Level 1: Whenever you are damaged by melee or projectile hits from an undead enemy, deal true damage to the undead based on its max health. For every 1% health the Cleric has above 70% max health, deal 1% of the undead's max health, up to a maximum of 15%. Damage is capped based on current region (R1 30/R2 60/R3 120 damage). This can only affect each mob once every 3 seconds.
Level 2: The Cleric's health threshold is reduced to 60%, and up to 25% of the undead's max health can be dealt (Capped at R1 50/R2 100/R3 200 damage). The undead enemy is also afflicted with 20% slowness for 3 seconds. This can only affect each mob once every 2 seconds.
Enhancement: If the most recently affected mob is killed by any means other than Sanctified Armor or Thorns damage, regain half the health lost from the last damage taken.
Bruh
Sanctified armor damage % charms should also proportionately increase the cap
Should or do?
You said should, but I can't tell if you actually mean should or not
Fun fact, even the smallest proc of sanctified armor at 61% deals at least 200 to a 25k health boss
It should but I don't think it does
...
why is this a stunned silence
it's kinda bad ngl
the only use charms really have is on elites and regular mobs
SA dealing true damage but having strange drawbacks and parameters to achieve it that are arguably not fit on a class like Cleric certainly is something
I will make a class all about retribution damage next
Maybe other ability?
it’s an issue with Entity Culling being overzealous
One of boss ability have strong knockback too
There isn't truly anything that mismatches with cleric
I mean, if it could reliably heal itself at least...
But
Want to be high HP
Does not really mind getting hit by mobs
Undead mob
Those all sound like cleric
Cleric does not care about being high HP, in fact it provides you ways to recover from low HP and it randomly deals True damage instead of Magic
only other source of true damage is Coup which makes sense because it's supposed to kill targets
Well, I can't imagine allowing repeated % health damage to scale being a good idea, so that sorta makes sense
though Coup is hardcoded 9000 damage so making it melee wouldn't change anything so idk
well % health also just feels weird
once again Assassin uses it because well that kinda makes sense for efficient 1v1 killer
sure
why does the ability become useless if I lose 40% of my health
imagine if coup threshold increased with % damage
I am getting hit why is my onhit insurance ability losing value
true
INB4 the Coup de Grace fails to kill a mob
ah yes, the 45001 health normal enemy
does he know
some R3 mobs just sort of forget that Coup kills them
Which ones?
frequently mobs with totems of undying
which is weird because those mobs are no issue in r2
boss is 10/10
very healing pilled
lb boss is annoying to hit
i crash after every run
yeah very healing pilled
yeah as a hunter I had to switch from eating fol+forgeflame to steak+forgeflame just because every hit made me half hp and i needed the saturation
honestly very fun, i had t juggle killing mobs and healing, had to focus on looking for opportunities to max saturation inside the fight while getting chased by the boss, swords and mobs
in this case the scream room helped a lot, with my dps I had enough time to eat twice while inside and still kill it
build issue
i mean
it made my damage good
and i didnt die as long as I didnt take 3 hits in a row or more with PI
so i'd recommend
(pretty sure I was just playing armor bis with csiege so its not like ym build was novel)
so whats the deal with pi being on cooldown after the first use
pi has like a 5s cd iirc anywhere, might be bugged in this boss to be longer
nothing indicates intended pi disablement in this boss
unless devs forgor to disable ii
and only disabled pi
my ii was definitely not working for a set of runs one time
i swapped shards to run with someone else and it was working there
not the shard-based bugs
yeah ive been fighting the boss in ring 11, and after the first use i cant use it again, just get hit with the cd
thats funny cuz i think i was also in ring 11 where it didnt work
they're doing silent A/B pi nerf testing
Coincidentally (well, probably not), I remember the Star Point bell in ring11 being broken
And it was specifically ring11
r11 on its last legs...
Brown rare trader randomly died on rings 1-7
oh yeah
Probably realized that people just are not in the mood to play Brown (it is too long)
Then the trader retired
drinking a Veilwalker’s Vial (60min regen) grants 67 mins 20 seconds regen in Twisted Jeremy
That sounds like you had a piece of equipment with Quench
Quench increases potion duration
Gotta do it each time I drink speed potions for lootrunning 🙂
Those elites should never instantly kill you in any set, they always give you time to react because their damage is split into partial typed (magic/melee) and partial %hp
So they hit tankier and normal builds about the same since tankier builds would feel the % more and normal builds would feel the flat more
I think not all of them do this rn but I’m planning to move more of them to do this sort of thing to hit most builds the same
I think using too much % damage would make tankier builds less viable than they should be no?
Sustain builds are the best 🥺
the boss is just bis dmg + lifedrain soothing regen pot
spaming % dmg in general is stupid.
Tanky builds are supposed to take more beating, sure I get it that situational stacking is way too fucking good, but if your solution is to spam % dmg on most attacks then the developer in question should definetly rethink the "solution"
i think spamming it defeats the point of running something tankier but there definitely can be specific tank-buster type stuff
It still makes you much tankier to run a set with more EHP, it just is overall less effective against those key threats
It wouldn’t be an issue for tankier sets to deal with the boss attacks or main mob spawns
since their larger health pool can sponge it
I don't get the point of nerfing tankier builds though
the simplest counter to tankier builds is having the boss spawn mobs
% hp true damage really just promotes damage builds with sustain
No % HP true damage means there's a balance of EHP and enough damage to kill the spawned mobs in time for those that want to play effectively ( without optimizing time )
Then they can opt in to high damage builds if they want to complete the boss faster while upping the risk of death
and tankier builds that are too tanky are still punished by the fact that they might kill the spawned mobs too slow and get overwhelmed
all 3 existing sounds fairly healthy to me
then thorns cleric appears
It'd be a balance of true + base damage though so it's not like it's just a giga punish for building tanky, it just brings an extreme closer to the average
the extreme is extreme because it doesn't achieve anything without it being extreme
I’m not really trying to target the extreme here, mostly trying to up the damage on tanky sustain builds like those found on warrior specs or some arcanists without hurting the lower bracket
Not crazy sustain but enough to make the fight easier if most attacks can be ignored
I do hear you though that if there’s too much true damage it starts to feel awful
that’s why it’s not used in a ton of circumstances here
Personally I think that's a balance issue with those 2 playstyles in particular
and the lack of challenging DPS phases
Maybe, but it would also be unwise to leave them both unchecked entirely in my opinion
It’s not a flawless solution and there are holes in it
ye It's a fair point
I'm just saying that I think largely it favors the high damage playstyles because of it
I am very open to changes on elites if some don’t feel threatening or if some feel overbearing
I tend to disagree because of the sheer amount of stuff being thrown at you in the fight
I don't really have much of an issue with any part of the boss
There’s a lot of stuff that just dodging won’t solve, and you can view it as a soft EHP check
But I think there’s a lower and upper bound, which is a good thing
I think that's exactly why it favors lower ehp builds
The EHP check favors lower damage builds because of the true damage, so if something does 35 dmg + 10% hp, we can imagine without the true damage it dealing just a flat 60 damage
So in this case, the build with 150 EHP takes 40 damage and the tank build with 400 EHP takes 75
and if tank sustain builds would be an issue, I think a better prevention would be having just a single healing mob
or maybe if there's a lot of mobs in the arena, they gain a damage buff
you can make it % + raw
it already is
what
see above
you can run a 170 ehp build if you play well.
and that is 130 + warrior toughness
As someone who runs a tankier set nothing is threatening besides everything at once and tantrum.
so turns out just run bers and a glass build and you can do the boss although u cant facetank the actual boss
kill tantrum before it procs once
but oh wow theres a build also for that!
and you win
yeah true
Quite silly tantrum more threatening than Jeremy
most classes have a nuke button so just have to keep that
also true dmg spam means healing is really important
and it just so happens we have a healing problem on bers
bers should not have an healing ability methinks
it should just not to the degree where you run out of hunger and dont notice
you can basically chug pomes and facetank all attacks except minis on any sort of build
like if you have regen pot soothing rampage and a full satu bar you just cant die regardless of ehp
and honestly running agaric in an agil build might just make it tankier than using other items
also doesnt help that life drain and pauldron exists
Maybe apply more healing reduction effects?
@polar narwhal since the waves became pink instead of red could malevolent conduit become any other color than black? it's sometimes hard to see since the particles blend in
i'd run away from the boss but too bad the boss looks identical to the other 20 mobs in the arena 
planned
op thanks
the war on Life Drain next balance patch is gonna go crazy
🔥

when does this actually happen
unless you're tearin' through pomes otherwise, which at that point is not a Bers-specific issue
I can have all of these and still die fairly easily, especially to Jeremy, but sure
okay so
nerf herald of the secret starts
pls ty
dude does an immense amount of dmg for 0 reason
what's your magic ehp
I think the first elite of first hallucination is kinda obnoxious
It just combos you with almost zero counter play for some classes
I think shortening the attack's duration and increasing overall dmg would probably fix the issue
agree
currently does 15 swings but all of them do like no damage
...and I'm like at least 70% certain it doesn't respect KBR but that also might just be me bein' convinced KBR is a placebo stat
could probably be shortened to, like, 7-10 swings so the damage is a bit more concentrated while the combo potential if you can't disengage isn't as obnoxious
what does the second elite, the evoker, even do?
I have 10kbr and it still does this
It doesn't respect it because if it did you would just die with even less counterplay
The counterplay is to turn around
🔥
it summon a red circle, start from its food, move toward player, when red circle success hit u, it summon weapon from sky hit that red circle spot
and so is pretty easy to dodge becuase player usually leave that spot already
"pretty easy to dodge" never once did I see that attack
...yeah, fair enough
I do think there's a lot of cool tech opened up by the static knockback many things in the fight do when you have a sufficiently tanky build
like surfin' the mini blight walls to get out of danger at the cost of a bit of health
-# god I love the fact that this boss actually respects tanky builds. I love this boss so much
-# I can't wait for him to immediately be made into the next Hexfall boss with the first major balance update so I never want to fight him again
it's a really cool concept that I wish I could mess with in more fights
"The illusion of choice"—give us the option to build tank then MURDER us for it.
You WILL build damage slop and you WILL love it!
I finally get to see a fight where I'm justified in buildin' primarily for survivability
and immediately thereafter see talks of potential upcomin' nerfs to my class and buffs to the boss
what a time to be a Warrior main
Gonna try to get to the point where I can solo without any Pomes or potions so I can freak the devs out and force a nerf to my class. 
I could probably do that if I locked in, as they say
I've been takin' close note of how all the attacks work since I need to know how they work to write the Jeremy page
and I've gotten to a point where I can reasonably intuit what attacks I can and can't live based on what health I'm at
i wish getting hit off the platform tp'd you to the middle instead of launching you
I wish there were barrier blocks under the platform so you don't get accidentally stuck there and take hundreds of damage.
I doubt we'll change much about the boss beyond QoL at this point, the beta testing got it into a really solid state that I'm mostly happy with
I wish Jeffrey + Parasomnic wasn't based partially on luck. (#gameplay-discussion message)
I wish Jeffrey couldn't hit you while Jeremy monologues before the final phase.
I wish Screamroom didn't cast before you picked a boon.
better question why is Screamroom able to cast while a cube is up
I wish boon hitbox was a little larger.
-# if this wasn't Discord you would be :o'd so hard right now
video :o
gg
is orange tesseract supposed to be disabled for this fight
not really
ok well it resets to 20m cd whenever u die
I also wish Willows miniboss had a slightly longer grace period because getting mauled while still blinded was not fun.
that is weird.
what happens if you phase transition interloper without having killed the hallucination
correction: it never leaves cd
i dont know because we didn't think anyone would try
let me know what happens i think it'd be funny
the elite is just your average combo duel player 😭
you cant
it might be conduit
he has 100% dr during it
I have been having some issues where if i fall into the water it doesnt knock me all the way into the arena
tcleric pierces 100% DR
what
it respects KBR allegedly
thats a bug
dumplingsushi completed twisted intruder with all three hallucinations alive
welp ill just make him invulnerable
like i fall into the water , it knocks me into the edge of the arena and back into the water i go
end result: I made it to mist but died
I got to to the mist phase and 10 kbr wasn't enough to keep me in the circle while stuff is constantly hitting me
probably should do this
conduit?
what does that have to do with the cd being reset
does the ex-yellow boss dont glow? is that a bug
It doesn't, no - its quite annoying
I don't think so? I haven't seen it nor mention of it
lowkey
it should do that during hard mode
@polar narwhal @spark radish
well if it isnt, i think tm should add glowing effect
'cause i cant differentiate the boss from the elite 1st time roll the bos
what if hard mode went thru all of them
hard mode idea: parasomnic mist circle is bigger but now it throws knockback projectiles at you
What if hard mode has all of them at once
Going through 7 is just as easy as going through 3 tho it just takes longer
540s of time, six bosses surrounding you
the EX Yellow generals don't glow, no
all 4 ex yellw generals
so you spend half the uptime just findin' the bastards
9 bossess

on the yellow void part
spleef boss when
finally, veilripper meta
peak
i think the boss is like kinda fine as is
The entire boss fight
yeah the EX Yellow generals fight rn is a game of Where's Waldo until you can thin the herd of mobs enough to find the general in question
it always spawns in the same place though
unless you mean the wandering to the side because it cant aggro
to be honest i dont think it should spawn as far anyways
I agree yellow is the hardest to tell
it's zombie which blends in
and also ex yellow has so many mobs that only appears once or twice in the actual dungeon so even if you played it a couple times you might not remember
vs magenta for example you have seen the elites many more times so you don't get confused as much
I mostly end up just killing the adds and whatever left is the boss probably
The boss spawns away from adds further down from where the adds are but yeah it should have glowing
Speaking of yellow though it feels really weak im not sure what it’s supposed to do, same with light blue besides the floating gimmick
I find the Herald of Secret Stars really weak
however:
I also have Magic Prot 7 and, when accountin' for Toughness' health increase, about 300ish magic ehp as a result
the Herald is entirely magic-oriented. as such, the fucker cannot hurt me in any way that matters
so take my word with a grain of salt
Im pretty sure it also attacks like a total of one time with a knock back attack
yeah he also just
kinda
doesn't do anything
so on top of me havin' stupidly high magic health makin' it safe for me to just freely wallop him
he doesn't attack nearly enough to make me appreciate havin' built that much magic health

Willows meanwhile just ambushes you with mobs and a big worm bodyslam from all sides. 
Blindness included.
I feel like that is more of a Winged Titan (EX Orange boss) thingy
I remember getting randomly flung around and not knowing what was happening 💀
Winged Titan is polite enough to wait for the blindness to wear off before slamming you.
The Willows boss does have some funny KB though
Veiltorn Helminth just goes for the kill the moment you spawn.
You know what's the worst?
Them when they meet my Second Wind 7 and Regeneration 4:
The elite that swaps places with you.
Guh. That one...
Nowadays, I use some tankier setups, so it is not as bad
its easy to lose track since the mobs look the same
Make it glow in gray instead of black
Or other noticeable color that matches the theme
ngl -80% seems too much as a sideeffect 💀
Could we make the boss have less particles, and then make specific skills more visible instead of relying on looking at the bossbar. e.g. Malevoent Conduit, and then reduce the number of particles it sweeps with.
When I first finished it, I was using the arcanists and I had to turn off my skill particles to watch the boss's skills. Then I realized it wasn't even enough, the excessive amount of particles made me sick while not making any sense. For example, some of the red particles (I didn't really know what they did, I wasn't taking damage or getting debuffed)
I think malevolent conduit is just weirdly telegraphed atm
It's just some weird black particles that are then usually covered by the boss's other skill particles
It took me a while to even notice the telegraph
The mist ring being red in a field of red pisses me off
thats the gimmick if anything other stats dont justify it being -80%
+80% res, turn it into annilys 🧌
There's just no reason to use it ever but its budget is ok
if there was a +50% crain dura charm then i could see people using it with malignant neuron
but the downside is uncancellable
Welp that's never gonna happen now because of malignant 💀
Too busted
worst part is that you need crain 2 for it to work screw this skill
Making it 2-3 cp , lowering the resistance by 10%-15% and increase the duration to -40 to -50
For the charm's name essentially being a brain expansion, it does not seem to be quite "big brain" to use the charm...
50% dr for 3 second 💀
Not "yeah about double"
Even if you max build aptit it will only be 25% uptime 
"gotk but crain"
The "big brain" charm is very "small brain"
We can say that both financially and in regards to its actual performance
Ngl 60% dr isnt even that high 💀
The performance is
Not satisfying
the more i look at ssage epic the more i doubt its worth
The Twisted Intruder's real attack all along was that to our purses
real
The helmet is way more superior
2.5x ehp is not high...?
It doesn't do anything new though
eh
Aptit 5 build …
So I'd just vote for less cost
its like silverthread raiment but in r3
Bro it got max budget
Actual w protection type + regicide 2
Not the "big brain" charm? 😦
It would get more mw too
Make it melee prot 3 and increase the price to 48 mat

( ppl who purchased it b4)
The last item which got such treatment is grace
chimera disgrace reference
And we all know how it went wrong
Every r3 epic has a unique enchantment
Just because one was meh doesn't mean it should be discontinued
Also I think with aptit 5 and dew , you can gain gotk c blessing for 15 second straight without downtime

With epoch 5
creating a new enchant for every epic sounds like too much work imo
Okay, then it shouldn't be epic and the price should be cut
also locking enchants to epic reduces potential item variety
Rend :
Tho multiload exist for way too long( it is a thing since r3 release 
multiload being on a single epic is kinda sad
no u can full apti stack
and its perma gotk cbless
with boon + cdr pot
oh wait nvm its 35s now
u need apti 14 for full uptime 😭
or 13 ig with wind ichor
ah, very achievable
the cbless u in question
can we get an aptitude 50 piece with -30 max health
doesnt it apply to only you
real
ywah
also, technically BIS thurible set
well if your teammate does the ritual too
wdym
you can't drop below 60% hp if you can't drop below 100% hp
(without popping like a grape)
but the helmet is too costly yeah
is it melee / proj / magic or melee / proj / abil rn
melee proj abil
idk if bf counts
well since i alr bought i think we should raise the price some more
is it good
give it regi 3 while at it
on arca felt a bit better than sentinel
and it is on paper bis steel dps
but you lose speed
i think i like raw dmg on arc
i like having spells off cd faster idk
but its bis helmet anyways
and on elites you only lose 10%
why would 60% res have high uptime
lowering res for more duration just changes the gimmick entirely
kind of a shame that we will never get another + duration cbless charm because it's not locked
+dura%
it's already +duration%
I find it incredibly likely that certain existin' charms will be retrofitted with stat locks in the near future
(see also: relevantly, the Gears of the King, which are why we haven't gotten a Celestial Blessing +Duration% charm ever)
it's like bloodhound crest making every dmg% charm instantly better because the cooldown was reduced
speaking of that could have probably gotten locked and like -3 stars lmao
oh well
is fine and balance now leave it alone 
where is my recoil charm 
erm mr epic...
+2 recoil shots -90% cooldown -100% damage locked
chat will bers get nerf due to jeremy
not specifically because of jeremy but it's had it coming for a while
this just kind of reinforced the motive to go and change something
RIIP
no
i triggered it as hunter in uamiel once
got message saying cbless extended
it should? rampage or bf counts as an ability
why is the enhancement not just... 5s of extra duration?
do we hate people who are out of combat
does it stack or something?
a few months ago I talked with Aristotle about that enhancement
the idea is that it's playing off Cleric's ability to utilize multiple weapon types
Nope
it's a unique type of buff extension though
It's not affected by -duration charms
So you can use it with gotk and get a massive uptime boost
I guess that's something...
but it sounds like it's made for gotk and nothing else then?
the trigger condition is, whatever
"Play the game"
just feels a tad boring + made for one charm in particular mostly
you need both melee, proj and ability damage though
idk there's way more boring cleric enhancements
Oh you need all three
Yes
... that's kinda annoying then.
not really
Mainly as a buff cleric
If your teammates need to extend it personally then they need to spell + melee + proj? Or you need to, which is less bad but still odd
for melee classes you just need to have screwdriver in your hotbar
everyone has to do it themselves
i really do think that the extension should count all players under its effect instead of having it be per person

then it has MORE team synergy instead of LESS
it would be nice
except its like probably bugged
this.
its just a nerf to clerics buffs
also cbless dmg buff is awful
because additive
twisted boss has gameplay therefore it is gameplay discussion channel

cbless u would be more useful in jeremy if it counted all players
please make the blades less annoying. i that 75% to 50% hp phase is so annoying not only bc they chip u (rarely even hit on hunter) but also make those sounds constantly. id rather have them be attacking less but harder
my ears sing hymns of joy when they end
arent they slimes
No that would be cancer
those blades are invisible slimes
The actual sword is a display entity
No hitbox?
yeah i think
idk why autocorrect thinks that's a word
maybe make the mist circle start at middle because if it spawns opposite of me its instant death
and remove the slowness effect on leaving the strider area
isn’t that only if you fail
@spark radish
or it could start at a fixed distance from where the boss was so it isnt too far
I feel that the location of the circle during the deadly floor phase is also not great. It often spawns way too far (30+ blocks) to reach before the surrounding ground becomes deadly
I feel like it's way too easy during and the only challenge is actually reaching it
like, you can only die if youre already low.or.theres mobs
what is your build's walk speed
Well, yes, but when the circle does spawn too far, it feels pretty unfair. This is considering a build that has ~140% of the normal movement speed -- and you can only imagine if you have the default movement speed...
best option would to make the circle spawn where the boss was when casting it
150
maybe it's good ping privilege but I've got a 135 speed pala and that's never struggled to get to the circle
don’t you have cbless illu and allat
that's with both skills taken into consideration
105 base, plus 30 from skills
boss was fun
cleared with ssage and dot apoth
the harb apoth run died before second liminal shadows sadly
@polar narwhal how tall is the sinking nightmares attack
uh
as in can i just jump up to avoid it
like 4 blocks?
(jump boost 5 baby)
you see i can still jump over this 
Making Cerebral a 2 star but letting it get to more of a poise 2 level of DR might be nice
Or making the cloud huge for those 3 seconds, making it a strong ally utility
the reason why cerebral sucks is because cleric has literally no skill points to spare
it could give me 60% DR and I would not use it because the opportunity cost is too high
crusade has to be removed from Cleric
it is imperative
you cannot afford to stay competitive while also investing in rain2 and the charm point
paladin also has basically no charm points to spare because LI is bad without pulsar
😊
there are a mountain of bigger issues that should be tackled before awkwardly chucking duration or res at cerebral until it finds a place in some niche support kit
(this is also the boss feedback thread....)
True true I can’t deny that
🥀
time to place my bets on if the impendin' nerf actually gets at the heart of the issue or just guts a part of normal Bers play for no reason again
i think that it's entirely possible to nerf the top end of bers without obliterating "regular builds"
we will have to see though
I already know what the problem point is
(Brute Force stackin' is entirely too potent. seriously, it's actually kind of absurd, and I will concede that that probably does need a nerf)
I just hope the nerf isn't made to the base skill and instead addresses
the charms that make it a problem
*concede
thank you
my word choice probably sucks right now, I'm still wakin' up a bit
but you get what I'm tryin' to say, I think
if I'm to be honest
I think a lot of the power comes from Pressure Gauntlet
look at this thing
that’s not… that significant?
isn’t it Deepslate Chunk and Morel’s Bracers
like sure the -70% wave delay is cool but it doesn’t affect sustained DPS
second wave is 75% of the first (85% with gauntlet)?
yeah
goes from 75% to 85% with Gauntlet
i.e. the damage falloff is considerably less steep
combine that with -70% wave delay and it turns enhanced Brute Force into a burst damage monster
with Morel’s it’s 1 + 0.75 + 0.5625 =2.313
with Gauntlet only it’s 1 + 0.85 =1.85
with Morel’s and Gauntlet both it’s 1 + 0.85 + 0.7225 =2.573
that’s a difference 26% of base… for 3cp
Morel's Bracer is also
certainly a charm
Morel’s has more effect
gimmickless +1 wave is probably
Deepslate has FAR more effect
not the best idea
normal bers is also a problem
not just dps bers
WHAT DID I DO ;c;
that and r3 is just more forgiving with general ehp-mob dmg ratios
and I'm gonna be really upset if- no, when I get nerfed in the Valley and/or Isles unnecessarily for something that has nothing to do with them
i'm kind of already resigned to the fact that r1 and r2 warrior are definitely going to be rendered unplayable next balance patch
the war on Warrior next balance patch is gonna go crazy 🔥
war roar
i will believe TM is capable of doing this when they can go more than 1 balance patch in a row without massive collateral damage
if it makes you feel better, you already got buffed in the valley
-# I wonder if it's worth makin' a feedback post about Brute Force and its obscene charm stackin'
ehhhh
might be?
i think it is
but write out all the math
twisted omencallers earth domain expansion should not have a 90 block vertical hitbox
how was it sniping me from like 30 blocks below
i hate this
Yeah
throw this dude into the trash can and please make the trash can explode
agree!
ire of the gods
for one hit
this boss is just jank
yes
nothing more to say
repeat 30 times
Why would I touch R1 warrior for a bers change though

hyegg
the skills
which are in r2
on another note
if i wanted to solo
are there some classes that are just not usable
so are we murdering rampag
I mean just an outright nerf doesnt solve anything and just hurts r2 more
we’ll need to test stuff more
remove chausses
wtf good philosophy in my monumenta balance??
it's more likely than you think
Is it really that commonly used?
common or not it's kinda odd how a charm is practically necessary for a skill to exist
oh boy I can't wait to get a stack in this bossfight every eight seconds
Am I like one of the few people who prefer the non-Chausses builds?
You can GB up...
With level 2
With chausses you can gb down and crit at the same time and repeat for alotta dps
And it’s also decent for consistent aoe
I mean clearing wise if chausses is removed you’d just switch to brute force stuff and it’ll be pretty similar
it's still more convoluted
I feel it is not necessary, though, and you seem to do just as well without it
cause of this
it's not necessary but it practically turns berserker into a different class
I hate the 5⭐ cost to it
It removes the variety
you have to take the 5 charm power hit to play this archetype have fun!
You definitely don’t need it becuase berserker is just strong but it’s very strong
Though, perhaps I am being a bit of a hypocrit when I am a meteor slam stacker
cursed solution: pull a bloodpact and give -70% glorious battle damage on chausses to turn it into a 1* charm
Then we get a Urn of Perpetuity
locked
im a genious
🔒
Making hydraulic unusable wouldn’t even do that much
good point we should just replace meteor slam
hmm, I wonder what previous skill people would like to see on berserker
Please, no. I love meteor slam 😦
It can be a bit powerful, but
i have this cool idea called meteor slam where you summon a meteor where you're looking that falls from the sky that sets enemies on fire nearby where it lands
make mist a fair attack day 1
Why is mist unfair
problem solved day 0
because its allowed to spawn across the entire arena from you
at random as well, it's not predictable
there are edge cases where it's physically impossible to get to it in time
it either has to have a set max distance from you it can spawn or have a set spawn location e.g. always mid or always boss
imo it should be done solely because the actual hard part should not be finding the damn ring
It should be near the boss 100%
i do not mind spotting the ring being a part of the challenge
nor do i mind it being the majority of it, even if it makes little sense
what i do mind however is edge cases being possible
a mechanic that can softlock you from beating the boss at random is as good as a bug and needs fixing
wouldnt increasing the timer also be a solution
i think its quite fast
*the windup for the circle
Something something build issue about not building enough speed or something
Clearly the solution is to bring a speedset lockbox with you or something
We will conveniently ignore the combo of ring is difficult to spot + spawns on the opposite end of the arena
Or if you really want to compromise: increase the timer dynamically if it’s farther away and make the indicator for where it is clearer
Maybe 2 rings instead of 1 . Would also help with player collision
Or slightly increase the diameter of the ring.
Though that probably wouldn't help with Jeffrey having some unfunny interactions with the skill.
#12676 [misc - N/A] awesome118 ⚪
Add "Twisted Fragments" which can be crafted into Tormented Fragments. To keep it balanced it should require a large amount, or just have Tormented Fragments be a rare drop from T1's. That way you don't have to grind out Tormented with other players if you want to play the new boss.
Closed: You are not forced to run tormented to buy keys (week 2)
errrr
correct me if I'm wrong but doesn't this just mean that you can still run around for x seconds to remove the debuff, but for longer
not sure this really means anything to any player with more than 80% speed
@spark radish Next week right ?
week (x+1)

i was gonna just make a har cost but your wallet will explode i will assure you that
do your tormenteds!
so how much
Ngl why not 2 har per frag
There were literally ppl buying them for 1.5 surely 2 is reasonable 
??
thats not reasonable
please just do 32ar per
its not even worth outside of daily rn
no
Then that’s not my problem 
just do [mildly inconvenient thing] instead of paying [price I set exorbitantly high on purpose]
Make the tormented Spawned in the boss drop fragment but increase their stat back to 18 pt

Btw @spark radish Is the 500 damage cap for hallucination intentional
yes
Glad it is a thing so it won’t spawn all 3 elite at the same time 
it would actually forget to spawn some of them
uh
yeah
I can try to make like a real silly debuff
like you see illusions of mobs on ur screen
or something
if running the debuff timer down isnt intended why not just make it last the whole fight?
maybe nerf it a bit if it needs one, but like its either too harsh and you have to run it down or its playable and you could go the whole fight with it
screamroom is already, like, a complete-non issue for any class that plays the game - but yeah having it incrementally stack up if you keep failing it is a good idea
we have 1 advancement is failed screamroom + win, so it'll affect that
if we gonna change to something last whole run
Make the effect permanent + stacking but significantly less dangerous per stack maybe?
yeah
+10% per is good I think?
it doesn't have a cap on # of casts afaik
Its on a timer yeah
but again it is like not threatening in the slightest unless you are underlevelled or are tcleric
so the actual skill itself should probably be changed not the debuff
oh and your teammate can even assist you
so even if you're low dps if you have [literally any damaging class] as a partner, they can just kill your cube for you in about two seconds
Have it semi rapidly apply very low effect but permanent stacks of a debuff the longer its up with a cap per cast
Something like -1% max hp every 1-2s until you kill it
that's still not really a problem? dps classes will just win harder
clearly the solution is to kill any class with less than 250 ehp in any stat instantly when screamroom is cast
Is that really an issue though
I think it is if they're worried about balancing it which I think the changelog shows they are
or at least, the debuff aspect
Ppl have been complaining about the fight being unreasonably advantageous to tanky builds
even the tankiest warrior can kill screamroom in the allotted time
Which doesnt matter in this scenario?
if this is the case making it harder to kill will nerf those types of builds, no?
what?
The design of twisted intruder is “death by a thousand cuts”, this is an effect that scales dangerousness based on your performance and kills you slowly via a thousand debuffs, and punishes you for dragging the fight out long enough
Not what I’m talking about
A reasonably tanky build with some sustain can full facetank, eg ethereal thorns
yeah the actual non-ability damage (and even most of the abilities) is ridiculously low
Personally i dont care but a vocal group do
combined with no dps checks it's almost a free win which is 
honestly even I'm a little offput by how comedically easy it is if you know the attacks
the only threat is actual rng rolling lb boss
This is like a 5-in-1 response to a bunch of things ppl complain about
I guess I am slightly biased but the danger is really low if you have even a slight amount of healing
which things?
I can see pure tank builds
Wow, a fight becomes easy once you learn its attacks.
Let's throw random rng elements in
comedically being the key point here
I can walk into the boss and it dies with no struggle
that should almost never be the case
i sat through solo final phase with sustain apoth and didnt have to move except for scars
i think being able to clear the boss in tanky set is fine because it takes forever, using a damage set will be more worth it
- thematic to the fight design of “death by a thousand cuts”
- rewards being able to nuke it without also being rendered entirely irrelevant, because stacks are unavoidable, it becomes a matter of mitigating stack gain rate
- punishes excessively tanky builds for dragging the fight out
- cannot be waited out by running around
- does not render the advancement too unreasonable to do
If you can come up with any alternative that solves or helps with a similar amount of issues, go for it
Making certain debuffs permenent probably wouldn't be entirely an issue if only black tall guys room wasn't ass sometimes to get out of solo
This is purely about scream room to clarify
this is only about screamroom rn
Is it? Alright then, no complaints.
Cognitive is a different can of worms
cognitive's main problem is a disparity in solo vs duo I think
completely different attack
well, not really a problem I guess
kb mobs:
What about them
?
"Death by a thousand cuts" imagine the boss dealt minuscule but permanent damage 
they kb you outside of screamroom and sometimes u fail
welcome back eclipse 8 risk of rain 2
The idea is to make part of the fight more difficult due to debuffs
the way I see it, the boss.is meant to be played on a semi tanky build, rewarding tank playstyles with more leeway in taking damage, dps playstyles are actively discouraged by this boss. (And yet some people still decide to full dps set)
I think an issue is that screamroom had changed roles in the fight midway
perhaps I should reevaluate the different parts of the spell
My current idea of it is to punish not properly killing adds when given the chance, with a minor punishment for failing the dps check of it
Is not picking a boon on time also meant to be punished? 
full dps set is only viable if you are either god or use consumables
yes
And was the boons' ass hitboxes fixed or at least made easier to pick them?
@polar narwhal can u make gates and minis not go on the gray terracotta floor
i literally cant do anything if im melee
first of all what does -w- even mean here
also thats just bad design
because its literally rng
and its not like you need to instakill the jumper elite
honestly it's whatever if it goes onto grey
I wouldn't exactly mind Screamroom punishing the player for not picking a boon in time if sometimes clicking on a boon didn't just do nothing.
just wait
just make it not tp to it
the elites have attacks that you cant just wait out so like
have you seen how some of them are
you cant hit them on melee after the first few seconds
My favourite elite is the very last one
Adrenaline Rush Guy
On a good day I let my fox do it and maybe land a PStrike and Volley into its face
fixed this update
On a bad day the fox kills the cube
(they have 0.1 health instead of 1 now)
Sustain fox build go
Fixed Nightmarish Carvings not being able to be claimed while spam clicking
I wasn't exactly always spam clicking whenever picking them failed but ok
i don't really know what make u failed but at least that's some improvement
you could probably replace the gray terracotta with light blocks or something
how do you know this
it was revealed to me by the Dream
(i was playing intruder with jade and i punched it and it didn’t work and she said “yeah it doesn’t work cause it has 1 health and if you spam click you deal less than 1 damage. i’ll probably just change it to 0.1 health”)
or just make a punch event
wait can you just shoot it
i suspect it’s RangeImmune 3 blocks and SkillImmune
just make it on melee
MeleeImmune
and i’m guessing HVMetal’s issue is that the RangeImmune checks for centre of mass but the punch range of a player is a bit more than that
so it should be RangeImmune 5
@polar narwhal
i dont even know if this is a thing
but
u can do it on melee hit
instead of weird mechanics
Increase the intensity of debuffs
For example screamroom
To permanent-40% hp and -30% damage
Conduit providing stackable 25% vulnerability
But allowing an option during carving that removes all debuff
not sure any boss tag comes to mind that does that already/allows that kind of selection by default
would probably take plugin changes to do
( omen is so useless fr fr )

