#Indigo Feedback Thread
1 messages · Page 2 of 1
I don't have a Firmament xD
some shards don't have the full config list protections, only the top half
Started the dungeon Week 2 as well
If that issue was fixed post week 1
oh, this was week 1 only, week 2 no issue?
All of my experiences are from Week 2, I didn't do the dungeon Week 1, Week 2 was my first and only experience
The screenshotted lists are the config and the codebase from today
Tbf, I'm writing up after I finished a day ago, I started it like 5 days ago
Tho, the "Can’t place blocks" and me having to Hook to spawners floating in the sky, pray I land on them, mining downwards, and then falling into the void with nothing I couldn't do because I can't place blocks, that was also 5 days ago when I started
Oh, btw, fun fact that I hope this doesn't get patched out since it's a really neat way to cheese if you think outside the box
For the Lava/Hook Parkour for the secret mat, despite it being patched to deal true damage
If you use your Record Player and use the Fire Immunity charge, it makes you immune to the lava for the duration, making you able to go up it (tho you still have to navigate it carefully since Knockback from enemies sends you out of it anyways)
unfortunately looks like the file changed around update and i don't have the version history, but we'll improve the error/remove netherite from the list, but in the future if it happens feel free to report it when you see it/keep track of what block it was and we can take a look, if it was in that list of 3 blocks it sounds like a more core problem somewhere but hard to confirm that as it stands
I'm pretty sure I wouldn't use any of those 3 listed blocks and I don't even think you can get Diamond Blocks, but yeye :>
how ;-;
wait actually are you swimming on the edge
of the lava
for that
i just do execute if block ~ ~ ~ lava run damage @s
😭
It was the only way I could do the parkour anyways since idk if setting it to 1 charge only, not 2 was intended and I can't reset the charge when left clicking anyways qwq
sure that works? i had more than a few bouts of lava swimming and didn't seem to burn any faster than my normal lava swimming
walked through like 2 blocks of lava at one point
Like, just swimming in the whole block, as if it were my pool >:3
Does it go through Fire Exhustier pots? :O
Yea, my only guess is that you may have accidentally been using netherite blocks instead, since those aren't typically seen as valuable but were marked as such, but idk.
Or if you have the R2 Hat that has Fire Resist X?
Tbf, I forgot, do Fire Pots also give you the Fire Immunity vanilla buff?
Since Record Player gives you the vanilla and server plugin buff
Well for one, you've already been told it's a bug BUT
Doing indigo challenge delve without blocks was actually hella fun
You may have had issues cause you've not had as much grappling experience but not placing blocks in indigo makes it more fun imo
Oh, is that the secret achievement? Unfortunately there were parts where you can place blocks where I was allowed, and it was around the start and Locus Tower xD
You don't have to go the parkout nor cross the bridge by foot; you can just grapple to things
One of, yeah
No placing blocks and no falling in the void
I did both at the same time in a challenge delve
And might I say it's not even an unfair challenge
I meannnn, I pretty much had too, I had to use the hook to land on spawners floating over the void qwq
I will say that ye, it was fun and made me appreciate the hook more
Well snipers are also hate close range classes apparently
Having range to clear those is so much nicer
I told you that was definitely a bug 😭
Fuck the flying mobs that spawn in packs of 20 gorillion and refuse to die
Specifically on the bridge
I didn't know just how big the area would be for where I can’t place
Qwq
They counter literally half my classes cause they fly over whirling blades and on rogue as soon as you enter stealth they zoom away from you straight into the stratosphere for whatever reason
For me, the Meteor Crashing enemies, Star Crasher and Gravity Manipulator were the scariest on Warrior
This is the one dungeon where I felt the strongest with Guardian Stun and it's really nice -w-
as bers i didnt have much issue with star stompers bc id kill them before they do their attack (true dmg btw), spacetime manipulators were also easy if you just focus asap. damn those quasar slime elites that do bilion hits in 2s
arxon runes were tolerable
Yeaaa, I got eviscerated by those Outworld Slimes since I built myself around Poise and Life Drain qwq
Those Evokers that shoot out the multihit Rays also suck
i got reflex ethereal tempo steadwind shielding
i could survive one attack from them if i used a pot
where
I remember the sheer fear I had when I got hit by it, and I tried to open my inventory to get Crimson Contract but I was too late qwq
Around the end of Outerworld at the temple parts
uhh all i remember at bridge end is big snake and flying swords
OH RIGHT, THE GOD SNAKES
Those just suck, I like the Shulker and Phantom Snakes but using Giants sucks since I couldn't even see my screen :/
btw for the giants in locus tower that like to stay out of melee: you can pull them with grappling hook i think
any mob
can be pulled i think
exept cc immune
Don't it pull you towards them if it's larger foes?
if you shift left click
I remember it pulling me towards them instead for the giant Alberts in Outerworld
And ah :O
enchantment description says if u sneak while grappling a mob it pulls
it and not u
I just assumed it depended on the enemy, like from what I heard from Ultrakill grapple, ngl xD
I even remember it saying the alternative firing mode but I remember it's alt mode only being to not do any knockback to enemies qwq
Can Starstompers use another sound for their attack? the one they use currently is mostly used for the attack where blocks explode beneath you and it really threw me off
ill make a sug
how do ya check world number again?
I'm not exactly sure if you were actually using a block that would cause that message or not, but regardless, for next week I tweaked that specific message to not be nearly as vague, so players will know what exactly the problem is instead of it just saying a general statement
Really unfortunate that this happened to you though :c
Gravity suppression mechanisms do true damage by the way they are SCARY
come on and SLAM
if there are 2 in the same area and you are playing guardian you are cooked (legionary 5)
i have not tried but wouldn't the grappling hook reduce fall damage
it does true damage -w-
i asked mscr because it 2 tapped me on poise shaman
idk it felt pretty harsh as tcleric so maybe it's flat + %
like the ionic phasers do a grand total of zero damage to me on poise shaman
but the gravity suppression mechanisms smoke me on all classes
Decided to sleep on it a bit before making my feedback post about Indigo.
Overall, it's fine. I find the dungeon itself to be way too linear (layout and how one explores a dungeon for the first time is VERY important, so it heavily biases my score as a result) and designed too heavily around the Grapple, which while fun, has a tendency to fail me because of a mistimed jump + a bit of latency. I got significantly more value out of my 40-block Tstep than the Grapple, but I did use both quite heavily.
Length: Good
Mobs: Good (except for the Outworld Elites, I did not enjoy any of the three of them)
Visuals: Excellent
Mechanics: Acceptable
Boss: Acceptable
Layout: Awful
Overall: 5/10
That is not to say I hated it though, I am just being critical, I'll definitely play more.
I disagree a bit with the linearity, indigo is linear the same way white is linear to me. There is a set direction you're shown to go in, but along the way there's huge side parts that make up a good proportion of the clearing time, the entire part before checkpoint 2, the gallery area, you could even say the top of locus tower
While I get where you're coming from, I actually did an EX White for my weekly, so I can do a direct comparison here.
The first part of White (3 Levers) is very non-linear, offering you multiple pathways around the place to each of the floors and letting you explore it more or less how you want.
Then you get to the lesser snake room which forks the path and just gives you a nice sizable room to explore before closing in for Cave of Wind, which is a simple 2 linear paths (which is also optional and there's even stuff to clear if you choose to climb up through the walls instead).
Then you get to the Blessings (boons? I forget the term) area and can either go right to the finale or do a short jaunt through some linear bonus areas.
White starts expansive and becomes linear over its progression, which is fine because oftentimes, people get a bit worn down in the 2nd half of a Dungeon.
Brown is similar in that regard, giving you a big open space to explore and then having a linear blast to the end.
Funnily enough I enjoy indigo being linear because the other 2 wool dungeons are quite non linear
blue is nonlinear?
Some sections more than others
Ok actually blue is more linear the more I think about it
Whereas Indigo, it's a straight shot with a few very-linear side paths. There are shortcuts you can do all over the place with the grapple, but all in all, I never found myself going off the beaten path or stumbling across something "in my own way" except for one part in the middle where I grappled up to the 2nd Seal and then had to figure out where the intended path was.
Blue is an interesting one cause it's all over the place which breaks up any monotony one might otherwise experience.
Air is a mix of a linear path with buildings to explore and that one big circular section in the middle.
Water is very open by giving you a tool that lets you approach each island from any angle.
Fire is very linear with a few little side areas that ends in a spacious manor to explore.
Earth is much the same, very linear with a few side areas that ends in a sizable castle to explore.
It has the added effect of making you think about the order in which you do them on subsequent playthroughs.
I find Blue to be a fantastic dungeon.
i find blue to be waaay too long
I think a good way to describe it might be that Indigo's layout is much closer to a Strike than a Dungeon, just a really long one.
also flying dolphins
This in particular is a case where we're simply not going to be able to appease everyone's tastes. The primary criticism we received for Brown was that it was too non-linear, and that those people saying as such wanted a more linear experience
That's totally fine. I'm trying my best here to not just say "it sucks, change it." There are some aspects of it I enjoy, like the moment to moment combat.
As always, thanks for all the free content.
Oh I know, just commenting on the linearity bit - appreciate all the thoughts
I am very curious what on earth happened that led to the creation of those Outworld Elites though. Cause they are particularly.. rough.
Especially the gravity slime.
shrug
monumenta kinda needed some stronger elites for some time i think
I'll do a chall again after rs and see how they feel again
I like the outworld elites
the snake is really annoying when lootrunning
but thats cool
fathomless quasar is very deadly on melee classes
matter aglomerator is just ability spam but didnt have much issue on bers
consider not lootrunning 🙂
I personally usually enjoy more strict and linear layouts 
with my god-awful navigation skills I always get lost on more non-linear dungeons
man I got fucking lost in cyan on my first playthrough, I was searching my way to the 2nd part for a good hour 😭
fathomless quasar when it does enough durability damage to break uriddan’s legacy
maybe because there were 2 there
but i enter the encounter on full durability
“your uriddan’s legacy broke and became shatter 3!”
can we change wordly protection to make any hit lower than 2.5% or 5 of your max hp deal nothing instead so it completely counters arxon runes and fathomless quasar
so real
new gallery meta
Fatherless quasar is like #1 shitty elite in the game rn
Excluding cz cause that's its own balance thing
i still believe magenta is like insane to throw to people as a third dungeon
not from the mobs but that layout is diabolical
Magenta's layout is fantastic, spiraling in on itself regularly, providing easy ways of returning to the "main path" and making you actually scour all of a densely-packed temple.
I spent too much time navigating magenta on my playthrough that I resorted for wiki
I mean. it's fantastic if you have the patience and time of more than the average player
magenta was NOT a fun first run through I had to look up a speedrun three times
I have a confession to make... I enjoyed yellow more than magenta on first playthrough
It is funny how many of my opinions are practically the opposite of a normal player.
i enjoy more non-linear layouts like teal and brown cuz u get so many ways to choose where to go and so it doesn't ever feel too repetitive for me when i go run them cuz i can choose new ways to go each time
Magenta hooked me into monumenta ngl
Not to say that white and orange weren't promising too
White very nearly made me quit if it werent for me trying to catch up to looni while he was streaming lol
Magenta best
Magenta actually grew on me the longer i played
i dug around to beat magenta and got someone to help me with water
i walked to the first area, got exploded by poison and kinda gave up lol
good dungeon
This is for a different purple shaded dungeon
I’m the opposite in that if I’m running it week in week out I don’t care to have to think about pathfinding every single week
good dungeon i liked how linear it was
the mobs were fine other than that one outworld elite that spawned a bajillion particles
the bossfight was pretty good other than when he pulls you and you have to just tank the damage
When I was chain farming Browns week after week for a while, it was very fun optimizing down a route to hit every chest and key location.
I figured out what was stacked on top of what/adjacent to what and proceeded to Tstep and Veilrip my way through the city like butter.
Veilrip a hole in the descent tube and you can use the slow fall to go literally anywhere.
yeah same for me, a lot of the fun for me is figuring out my own routes.
Since much of r3 is so linear (especially poi), i've been pretty starved of this kind of thing
I've always viewed it as Strikes being the super streamlined content while Dungeons are the non/semi-linear beasts for people to sink their teeth into.
I'll pass a judgement on replayability of Indigo and how it slots into the bigger picture after I play it a 2nd time.
I think both types of dungeon can play extremely well, my favourite dungeons are magenta (quite non-linear) and blue (almost strictly linear except water branch). The last dungeon was a non-linear one in brown so I think having another relatively linear one is good, although as mentioned before I don't think indigo is as linear as blue, or at least the side paths in indigo are quite extensive
I mean we do have quite many linear dungeons, I don't think they are suppose to only be "non-linear or semi-linear"
indigo also allows high freedom with the hook, did a chall this week where 3 of us cleared the usual way while i went to western temple alone. one of us rushed all grapple upgrades at the very start also
so you can get your own path at least in the main part
my one piece of feedback on indigo now that i've played it a couple times is that the berry bushes are frustrating sometimes
indigo is one of the dungeons with the most "running a little off the path into 'decoration' stuff" because of grappling, and the berry bushes just make that frustrating a lot of the time
whether you're landing in it, or you're running in a direction about to grapple towards something but you walk into a berry bush without looking
yeah the berry bushes are pretty annoying
they're not deadly but they're annoying
i think most of the other foliage is fine although sometimes it's annoying when you break a spawner and suddenly get jumpscared by the sound of 30 flowers exploding
me when carrot bomb spawner
guys its a ctm, terrain must be annoying... we got spoiled by brown and blue having kinda tame terrain (well they got some lava and stuff but not white level)
smh there should've been space-mines
berry bushes are unique in their appearance it's sad they're so fucking annoying in everything they exist in (unless it's an intentional trap)
the first thing I do in R'Kitxet in VR is going around and break the 3-4 berry bushes in the immediate area lol
at least you practically instabreak them unlike cobwebs which also needs sword or shears
EX King's Dolabra (Multitool 2 with Shears as the last tool) when?
I fucking love the carrot jumpscares
its not that bad
idk the void is annoying
This week I still do a solo delve but with dpact less reaper this time, thing I found that annoy me are
-
When I use Jchain pull shulker mob, sometime they stuck inside the block, or u can say that take same space with block, normally it won't annoy me that much as sometime other mob will meet that fate, but that Silvergate mob is different because how it work, and because they share same space with block now (in my case is its spawner), I can't hit it nor dig that spawner which is quite annoy.
-
Another Case with shulker mob is when I jchain them, sometime they force me go crouch because they took the space where my up half at, which is also annoy
-
Also notice when I Jchain worm enemy or stack enemy, they tend to end up in weird position, 4 of 5 Colossal while end up at a bit right side of my screen, and Worm enemy like ??? of Loamskattar (that black shulker worm) while get pull, then return to its orignal location, accroding to glow I see, I think is because I only pull part of it. Is it possible for TM to do something ?
https://discord.com/channels/313066655494438922/1398747815403982939
Build I use for refernce
the curse of playing reaper 🫃
every time tm adds a new worm mob they add two new bugs with worm mobs 
While I waiting Hearthstone upgrade, I forgot mention 1 thing
When I player Reaper this week, I notice fighting that dark purple color elite that launch player up isn't fun. The reason here are
-
It seems when it start cast skill, melee it feel like hitting air, It doesn't feel like it take dmg at all (it does), compare to other mob I would like it get more feedback.
-
Apprently Silence doesn't work if it start channel it's skill, which suck cause as Reaper use silence from lament 2 to cancel skill is main sell point for me, also a large part to survive a elite encounter / save enough resource for future combat like dread or other mob.
I disagree with the paths not being clear
Ivr never had any problems After looking around for more than 15 second
And it was usually quite obvious
there are a few sections where I went ??? near the second beacon but it is relatively intuitive
I agree with them on that
but overall I think it's fine yeah
how does one forward to a thread
i had to backtrack a bit but no path is obscure besides i think, the lava path to serceel gauntlet can be easily missed and the northen towers i missed on my first run, only got them when doing the legendary discovery
indigo is that type of dungeon where i was discovering new areas on my third clear 🥲
also, is it me or are the minibosses more KOTH than actual fights? i swear they just despawn when im just like 5 blocks out of the center
there is a clear particle ring
wait there is?
clearly not clear enough if ive never seen it
100% enemy and boss stuff
like let me fight the boss without it constantly despawning 3 times per boss arena
no disabled particles
ah I see it fades out after a few seconds
taken from sugvon vid
so that could probably be changed to have a permanent ring
shrug
i just want it to be larger.
cuz like i said, it feels more like KOTH trying your best to stay in the tiny af arena than actually fighting a miniboss.
i have to think more about my own position in the arena than about the actual attacks of the boss.
It does feel a bit cramped I agree, especially when creepers/protection golems spawn
not to mention 2 or 3 of these have spawners above the arena
so mobs drop down on you
i mean you csn just clear those spawners
yeah but first time i guarantee no one is checking above before stepping in the activation zone if even checking the place after
iirc sugo only accidently found the 3rd arena above chests
from what i see in the vid
probably missed 1st one entirely
ok but where is the issue with that
like
if you notice theres an area above you can clear it and if you dont, you dont
if its actually raining mobs from those spawners (which has never happened to me so tbh idk how high you are jumping lol) you will eventually notice that
yeah its just a nitpick from me
Finished my 2nd run.
Indigo is fine. Overall, I like it and I'd say it doesn't need changing.
i kinda like having powerful elites but gravity supression mechanism really feel like a slog sometimes cuz their agility either makes you run away or imobilizes you, stalling out the fight either way
they're the sigma overwatches, yeah?
you can stop their slam by placing blocks above or below you
so loom floor mode shuts them down completely
yeah but they still take forever to finish their attack
as a bers they just mslam for me
but they take their sweet time
doing it
Would you guys prefer the airtime to be decreased?
and he'd do the attack faster as a result
Unless you're a class with range I feel like you can't do much while in the air. I think it'd be better staying longer though for those classes, since it places the aoe on you and not surrounding it, melee classes should be backing off to trigger it then rushing in to kill it before it procs
personally I think you should be able to fully cancel it with the hook
you can do that right now with good timing but you have to wait
i can never seem to stun them to cancel that ability
idk if its skill issue or if im getting trolled by invisible armor stands
@shrewd sandal For the enemies with multihit, those are black holes that follow you ans can be stopped with blocks iirc
can we heavily nerf the damage of the thermonuclear runes in locus tower
shits way too broken and has been since day 1
why is a single rune able to kill me through like 220 magic ehp and pris shield
over the span of less than a second

same goes for fatherless quasar btw ^
frankly it's not as bad because it does less damage than thermonuclear runes (despite being an elite?)
but it's still too much to be fair considering how many spawners of it there are
I think the runes would be fine if their hitbox wasn't a baby zombie
And maybe feeling like only the bottom one takes damage
or dies
Make them slimes maybe
remember the last time we made an explode on hit slime mob
(((((NADIR CREEPERS)))))

The runes are essentially creepers, they just fly
id rather have them be harder to hit but have less damage
i don't like the "20 quadrillion damage but piss easy to avoid" approach
since it either a. does absolutely nothing to impact your gameplay because u avoid it without noticing or b. nukes you out of fucking nowhere
one of which is neutral and the other is negative so it nets to being bad
Fatherless Quasar is insane work

What'd it do...
if my child was fathomless quasar that shit's going straight to the orphanage
its such a shitty mob i sincerely doubt even its father would want it
what do you mean 5 entities spawn on me and instantly stunlock me indefinitely until i die because i cant even escape
runes just 1 shot you out of nowhere, this motherfucker will take it slow and enjoy your agony
another thing ive been meaning to ask, are the giant flying helmet elites in locus tower meant to shoot you through leaves?
there is a room which is somewhat of a leaf maze with those elites at the center of it
and they just shoot you do death through the walls when you may not even be able to see them if you don't have transparent leaves
i suspect that might be the intention for that room but it doesn't look 100% intended to me
I think it goes through all walls, but in my experience you have to get really close to the centre to spawn them so
You should know if they spawn
This is how all attacks work
did this guy even read what i said
Nope, I just made a random message and hoped it was relevant
It really is the ultimate "accidental lfg griefer"s dream enemy
I encountered them in much different circumstances when I joined a group
inure check mob fr
i can tank multiple of them at once so
the real reason inure was shot
eh i can still tank them at 25pts thats fine
or multiple at once
the real one that pisses me off is the slime quasar elites in final outworld
because they can just break my helmet from full durability
I mean in this situation they are both active yea
I just dont know why would ppl go out of their way to build inure in r3
Yeah i just have inure on sporebound husk
Feels like there are stuff that just insta kill you outta nowhere
i have a slight suspicion that if runes just dealt all their damage in a single hit there wouldnt be as many complaints
because they would feel more like creepers
besides that i think the flight and small hitbox makes them much better at hitting players then most creepers, even instabooms
im not saying runes should do a consolidated hit of damage
because in reality that would not matter
whether you die instantly or near instantly doesn't matter if it's still way less time than you need to react and run
their damage just needs to get nuked to the ground
i guess that allows you to know its the thermonuclear rune that killed you but thats about it
i can agree that their fuse time needs to be longer
if anything else is not changed
i dont even know if its about fuse time
i dont get hit by them that often
but when i let them attack even for a split second there is no going back
you die. 100% of the time. period
bers i survive
but my hunter would die
like 230 or so magic ehp dies
did you say magic?
oh ethereal
situ slop brah
they do half my hp usually
if ive got guard up they deal 60% of mine
havent ran indigo past situ changes yet
but the closer you are to the center the more they hit you
well you'll usually be in the middle if you do get hit
at least i am
cause i get hit if im backstabbed
im not probably
so maybe its about noise
and when the attack starts you cant really move
and not having a good indicator of presence
i mean if the noise is like a whole ass 2 seconds prior maybe yeah
because the explosion is honest to god still more lenient than most creepers
bc i try to melee and miss im still ~2 blocks away at least
but their range is pretty considerable as well, you need time to react AND time to choose where to run among, most likely, hoards of mobs
and they disable shields iirc
they shouldnt
uh
i think they just hit through them
it would shred your shield dura like the quasar elite does to armor
you know actually the damage on the thing might be bugged
shield dura when it has mending
https://odetomisery.vercel.app/builder/m=Fading Horizon-4&o=Remnants of Isharist-4&h=Uriddan's Legacy-4&c=Sporebound Husk-4&l=Belt of the Tyrant-4&b=Agaric Abhorrence-4&charm=Arc-_Aegis-4-W,Ast-d_Belt-1-W,Due-_Sigil-2-W,Run-minion-1-W,Wil-Ganzir-2-W,Eve-nation-2-W
i run this one, can still tank 2 at once in 25pt after situ changes
thats still inure
inure 2 mind you
i'd be very surprised if you couldnt tank it after investing so much budget into an otherwise completely useless situational
i love shooting star. i love the way it makes me feel like a slowly advancing tank
i am a mobile mortar emplacement
how does explosive interact with piercing arrows?
it seems every target it hit will trigger explosive
thats what i saw in my testing too
Speaking of Explosive, how did it actually interact with Elemental Arrows prior to the fix?
Like was the explosion inheriting the Magic damage transformation, which was making it do more damage than intended?
Was it really necessary for the outworld ranged skeletons to have true knockback?
Here I am getting 10 KBR to not get knocked down the islands and these fuckers waltz in and ignore it whatsoever.
Sure, it's a lot more manageable than without any KBR, no doubt. But it's really just the sentiment behind it that sucks.
The way knockback+ works in MC is weird and doesn't make any sense, but bottom line is it was either them knocking you back or knocking you straight up so I went with pushforce on the mob ¯_(ツ)_/¯

this aint it chief

i somehow created an invincible imperfect golem
its only visible characteristic aside from being completely invulnarable is that its the mob that makes a cage or something around it? and has a ring following it when it walks before the cage appears
I managed to pacify a smiler too
just sits there
only launches its ranged attack
nah it like
does not move
was it near a protector spawner?
no idea
it definitely came out of one
but i broke all spawners from where it appeared
I had a similar thing happen a few weeks ago wherein I made an immortal sniper by destroying the protector spawner on the same frame he spawned (I think a creeper blew it up, but can't remember exactly)
I do remember pulling a phaser out of range from its protected spawn and it seemed to have invulnerable?
oh yeah the interaction between the Silver Visor flying melee mobs and wind aspect is very sad
they rocket up one million blocks which is quite annoying
Is it only me
but the more I play indigo the more I dislike it
delve indigo is basically being comboed by some random unpredictable ability and die
the individual mobs are well done but they are combined in the worst way possible
indigo is a weird case, last week I had a very rough time with it, this week it was smooth sailing
Maybe just don't choose legionary for indigo 
dont think its legionary
also because of dungeon structure its somewhat hard to avoid abilities
it’s very open. loom or firm can help you block los
but it’s not really a skill players are used to using
Not just you but all delve mobs got a fucking 30% damage buff last week so that's prolly what causes it
r2 hog rider titanslash did about 50 damage to me earlier lol
all their damage is rediculous rn
you dont wanna know what terror did to my healthbar
Don't care, ✨ challenging ✨ game
According to like 20 people in screenshots that is perfectly normal and criticizing it means you want an easy game
Go play wynncraft or something idk
clearly being ping ponged by ravager rider is a fun and challenging mechanic
hey man
i dont make the rules
you are now a shit player who cant deal with challenging content
nothing i can do abt it
crystal behemoth is such a magical boss
That sounds like a delve issue
I can't imagine "random unpredictable abilities" from base indigo mobs
The elites are high threat so I focus on them first always so they're not unexpected even if their attacks are like combos
And the only other mob I can imagine you talking about is the sniper, which yeah it killed me a bunch but I don't feel like it's something you can't build around
Indigo is my favourite R3 dungeon precisely because the mobs are simple.
Sword indicator guy,
Crossbow guy,
Golem guy,
Spider guy,
Healer guy (not a threat at all)
And two types of dangerous elites
And the sniper
Compared to other dungeons where every mob has a gimmick it's really relaxing to just... Kite crossbowmen and the vindicators most of the time
Well the poison spiders are annoying but they're also not that threatening to me
"indigo mobs simple" 
Do the 2 most common mobs, the vindicators and the pillagers have any special abilities?
no but everything else has some nonsense
Ok maybe I'm biased because I play offhand shield guardian
So most of the mobs can be reduced to "block then crit"
i dont like antimatter aglomerators. if they cast their black hole thing that follows infinitely and goes trough blocks you are just screwed the moment you stop moving. its undodgable
compare indigo to brown and you'll see that the mobs in indigo are not simple
Including the flying ones
heck even star point mobs aren't this bloated with abilities
Ok fair enough now that I've thought about it
Still I like indigo for how relaxing it feels regardless? Idk where that impression comes from
But still makes it my fav wool dungeon in r3
I think it feels relaxing because there is a sense of progress as things are cleared and you can see visibly from afar
Maybe
Hmm maybe it's cuz the mobs are not that fast
Teal also feels a bit relaxing but not as much
And i feel like that could be due to the fast skeletons and the like
those flying mfs zoom to you if you're too far from them
Shield
Crit
Shield
Crit
also I don't like the phantom train clipping through walls
Since they're flying they don't reposition to the sides
phantom worm is just weird
chat rogue, scout and mage don't use shields
it dies like instantly
My perspective might be really skewed...
Can't say for the other two since I don't play them but scout snipes the flying mobs quite easily
Theyre also grouped up so split arrow usually destroys them
I run glasscanon on scout so the snipers 2-tap me 
and also those fucking cave spiders
I have a burning hatred for them
something something intended game design
glassbuster
their blackhole needs to hit blocks otherwise the design just doesn't work
it has always worked that way
wdym needs to hit blocks?
like is it suppost to stop when hitting blocks or no?
It does, I think its hitbox is just a little questionable
Let me see what the leniency is
It got blocked by a pillar line
I let it shoot then placed 3 blocks in a pillar and stood behind it
obviously this is not like
every instance of it spawning you are able to do this
but there's sufficient cover around where they spawn
Bruh I run a 200 ehp build and they two shot me
I get free guard off the snipers so they're not really a threat to me
Usually get killed in 4 shots
but if i am letting that happen my saturation has to run out first
The loom wall in question:
Hog rider my beloved
Even with my moderately tanky build I still took half of my HP bar in R3 from its Titanslash
another strategy that came in handy as a melee class is pulling the snipers with the silverhook and killing them
i can then silver hook to their spawner
that's me!
where is this bro antikythera supercomputer
brown was pretty bad on release
but yeah if you want to keep the fancy effects in indigo tone down the numbers lol
The Mechanical Spider Incident