#Feedback for the August 2025 Balance Patch
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well im not saying it doesnt have downtime
im saying you can minimize downtime if you can manage well
its downsides are obviously still there
but im just gonna say this again, I dont want guard to have any absurd uptime or anything, i just feel like 35% as a threshold both discourages using it if you're not always the most situationally aware, and encourgaes stacking a lot of guard, which is only an issue because this update was supposed to discourage situ stacking
"hey guys, this update is supposed to push you away from stacking situtionals, the best way to play guard is to stack it as much as possible to have terrible non-guard ehp so almost any hit will proc it's secondary effect, which applies retroactively"
like, do you see what i mean?
i see it but i think you might be reading a bit too much as well
its a nice bonus and not the sole encouraging factor
its kind of just extra leniency to builds that have less EHP
Insane buildcrafting right here
yeah honestly it's much more fit for magic classes
it is very doodoo with melee
and i only beta tested it with magic...
the average guard build nets like 120 ehp across the board without guard
an enemy with 30 base damage will do a quarter of that without proccing the secondary
(especially arcanist and it hits 4000 times per second)
soo in any delve that 30 base damage mob would then proc the secondary
or in a more realistic scenario
most mage that you fail to block would proc the secondary
sorry my brain is melted
A mob that hits you for 30 damage*
do you really expect them to lower the theshold that low?
im in a call with 3 friends watching happy gilmore bite me for saying something a bit wrong
anyways here let me get the exact value for a 120ehp build (which is actually a bit generous for a guard build imo)
42 give or take some since it wont be exactly 120
42 is the rough minimum damage needed to proc the secondary effect if you have 120 ehp across the board before guard
40 damage, which wouldnt proc it, 5-taps a player who has 200 ehp across the board. It is not some absurdly low number.
just for you, I'll tap the sign
a hit that significantly hurts but isnt 35% of your health, even in delved content, is not some once in a blue moon occurrence
maybe im the idiot for seeing the secondary effect as just as much of a "your shield is broken mid fight but you can still proc guard" as it is a safety net for something like a stray spectre or even shade hound bitch-slapping you when you're off guard and/or outside of heavy combat
I think the health threshold thing wasn't meant to be a giga buff to guard just a nice addition, I think its fine as is
MR mobs deal 40-50 dmg at base
same for magic attacks
most mobs have 30 base damage, so delved that can easily reach higher than 42
and the standard should not be it activating on 50% of hits
yeah but mr is upside down and spinning
i cant remember by who but that place was looked at and the dev had to ask "who the hell upscaled these guys to olympus"
ok but then you agree that the 35% would be sufficient to give lower EHP builds with guard in MR some leniency in what attacks they fail to react to?
also last I checked you'd need to be doing some seriously high delve points for a 30 damage enemy to be scaled the 40% needed to be doing 42 damage
no, i literally said that somewhere more like 30% would be more effective at actually encouraging guard usage
any buff to the threshold would encourage guard usage
14pt
oh wait thats right damage scales the hardest
don't forget any vengful, arcanic and or mob with carapace
its what, 1.75x on 25pt vs the health and speed being 1.5 and 1.25
LMFAOO
wait no the health is only 1.3 and the speed is 1.1
damage just gets scaled to hell????
pack it up gng
actually wait LMAO that still means the average joe who runs 12pt wouldnt be getting the secondary
true but really my point was never centered around the magic stuff
like i did bring it up
but my bigger point was that a stray hit could just bite off a quarter of your health
i honestly just think that 30%, being just below a 3rd rather than above, would be better
25 base
regulated cogblade + emerald ascension?
Gratz
Thats significantly worse than a 1.6 sword and wastes charm power as a result ๐ญ
Cogblade is NOT r3 lotd
It is not a sleeper pick
it was 20 with sturdy 4/5
iirc
tried out a bit of the new r3 paladin! love the javelin mobility
i have played with the new dj(u) and imo its nicer than the last one. but, idk if it's just me being stupid but it feels like counting my crits to optimise when i should do dmg skills is a bit hard to do when i'm already thinking about other things, it would be nice if there was some kind of visual or audio cue for at least when it triggers (or if there is already one, would love for it to be more a bit more obvious pls !)
honestly on steadfast, guard's secondary effect is a nice and fairly consistent proc on high health which is cute
neat little thing
@dense reef can we force sync the DJ third hit cosmetic to DJ u
This is already the case actually
They use the same combo counter
so the indicator is just that
can yall make collosal brute force actually work with extra bf waves
rn it just does tree slashes on one side
Cleric works very nicely in intruder
can we have active max stack luminous infusion trigger
I will add that for next week
i have a sneaking mathematical suspicion that you're better off building for attack damage and neglecting magic if you just want to max out your solo DPS
although i might be Wrong
- Frenzy (u) uses the PercentDamageDealtSingle effect, might be able to change that to take the EnumSet of MELEE and MELEE_ENCH, but not sure if the effect lasts the whole tick or kills itself immediately
- Counter Strikes are only popped by MELEE damage, change to MELEE and MELEE_ENCH?
- Weapon Mastery adds its damage as flat unmodifiable damage, could code together a jank specification within the WM calc itself, or could rework WM
- Challenge is probably just correct as-is
- Riposte 2 (Sword) needs to be modified to pop on MELEE and MELEE_ENCH and delay its cancellation to the next tick
does warrior have any more damage skills (other than BF cause BF isn't sweepin)
negative defense guard item ๐ฃ๏ธ
I believe this is true (hexfall heiro gear #trading-and-offers message)
any dev going to explain the reason behind situational stacking change?
no, cs, frenzy(e), wm, rip2, and challenge should be the only ones. none of berserker's kit buffs damage, wall and bg dont, and toughness/bash/dline/bf arent applicable
It was broken. Fundamentally. Situational stacking was the root of most broken builds.
stacking eth, poise, and in cases like bosses, cloaked
Would make you borderline immortal
for the cost of [getting hit once] or [taking the same type of damage]
or [taking enough damage]
it is not hard to do several situationals and the rewards are stupid
this too. It was rather easy to stack up like 3 situs and just have cracked ehp in most scenarios
armor wasnt the best for r2 scout before, but its also just a lie to not admit that vehemence had a chokehold because just 2 levels of evasion is that strong
3 with the BiS agi boots, Lstorm
which was just a given
casual uhhhh yeah

Hoping the devs who thought of this change didn't have as simple of an analysis as you guys
the analysis is simple because the problem is simple
exponential scaling on ehp is stupid
BiS proj for r3? evasion 2, tempo 1 reflexes 1
also yeah this
it really isnt deep
it absolutely was just "stacking situationals is bad for balance overall"
you can still very much stack situationals but you won't be immortal doing so
it choked build diversity because in 99% of cases, just pumping your ehp with a few situs was the best option
also, this
its not like you cant stack them, you just wont see such godless results
where do I even start to address any of these points
just explain why you think it is healthy first
wouldn't exactly say its healthy, but I feel that the way its been changed was horrible
like if you're going to solve it in such a simple way, it'll just cause a bunch unintended changes
unintended changes like?
well for one
using at least 1 situational is now better relative to no situational
depending on the item you've used before, it might even be a lot better
tbh on guardian the situational stacking imo helped give it a bit more identity and purpose for r3
it's not like it's gone suddenly, but i find myself pigeonholed a bit now
let me just address the most common and dumbest point people make
this means nothing
just pointing at the 334.75% number means nothing
and if someone who's in charge of balance makes balance decisions based on that, then I really want to hear their reasoning
so what's this point?
its just people pointing at the very high ehp increase
oh
I mean you see it all the time
wdym?
a situational is not always active
i think in some sense i sorta agree but idk i'm not sure how to feel
the ehp increase could potentially be stupid, and there were several strong builds that used that as leverage
ill probably go in to it deeper on why I think it doesnt deserve this type of change and how theres better alternative changes
but i think a lot of stuff didn't as well
but I don't want to be typing it all out in to nothing
alr
I still think being able to get that high of ehp for something as simple as getting hit is stupid though
so wait
stacking situationals being worse while individual/lower levels of situs giving you more mileage when they are active
is bad
I agree, my point is that theres better ways to balance that
for me i sorta lean on the argument of "what inherent benefit was being that tanky was there for most cases?"
The ehp increase is pretty silly when stacking but my question is why did R2 get hit more than R3 if its the main source of the situ stacking (imo, atleast)
yeah that did kinda confuse me too
I think mostly because region scaling was added
Probably what they meant by unintended changes
it used to be 20/30/30 cap right?
yea
or 24
actually this makes sense, r3 situs have a higher ceiling now
I forgor
20
Now it's 20/30/36
20/30/30 now 20/30/36 yeah
I'm judging based on the full image of this but I could be very wrong so who snows
r2 was not made higher but r3 was
just wanna point out that this number does mean something, its to prevent extreme cases and possible future proofing. Furthermore reduce the strength of situational stacking builds as they tend to overpeform in many cases
i suppose now that i think about it
the standalone number means nothing
the berserker slop build kinda did have like uh
i think it means quite a bit?
at least 4 situationals
sure it shows you how much of an ehp increase you can get, but if you base everything around just that number, you shouldn't even be discussing balance
pretty sure you can hit poise 7 now?
yeah saying "that number means nothing" is fundamentally just incorrect, it does mean something, for example, in stuff like hunts:
Monumenta Builder
even at 4 situationals the scaling starts getting out of hand imo
bc realistically i think most people understand the difference between pointing out a big number vs the impact that number had on the game
like i don't think there's people silly enough that actually wanna have this discussion being like "hur dur big number bad"
idk
also see poise guardian in intruder where there isnt much to just break through your hp
yea poise and steadfast guardian got kinda smacked by the change
which tbh i don't think is really warranted because these were never insanely performative in clear
also I mentioned "future proofing" by this I mean, at some point we probably would hit a wall where we couldn't really add more items with situationals due to exponential scaling, now that it doesn't scaling exponentially, we don't have to worry about it as much.
my steadfast 10 build in question
Could Blighted Path get its Tempo back now, then? 
i get the future proofing moreso for wanting to make taking damage more impactful and valuable of a trait down the line
that too
still waiting to see any sort of constructive suggestions for improvements or justification for the previous iteration of situationals
@wary reef question as to what you see in that image
so i think it's honestly for the best, even if it does negatively impact something i liked to play a lot
like, here is a build that I made in two minutes
this is poise guardian with zero absorption
how much your ehp can scale with situationals?
when we have the 334% ehp increase, what do you see as the alternative where you don't build those situationals?
okay tbf this is exactly what cat is talking about and i'm trying to defend him ๐ญ
or at least
understand the logic
maybe not entirely defend
like what EHP amount relative to the 334%
im just pointing out that exponential scaling gets very out of hand
GET WITHERED GET WITHERED

I'm not only talking about that 334% boost, it already gets bit out of hand at 4 situationals
showing a bunch of out of context numbers doesn't really convince me
and it never has.
yes but I'm asking if you get 6 situationals and increase your EHP by 335%, what is that relative to
??
to the base ehp...?
wtf r these with old situs
DAMN
idk what otm is using rn but it feels like old
yea you could just get really fat if you wanted to neuter your damage
but even more balanced builds were able to get fairly chonky
and dmg infusions exist to help with that anyway
ok so situational stacking is supposedly super broken because of this type of exponential increase, and what I'm asking is, do you actually register 6 situationals being active as a 334% EHP increase or something else?
are you trying to get at something out of the scope of this hypothetical "you have 6 situationals at once active"?
like maybe opportunity cost?
no I'm trying to understand his way of thinking regarding that image
tbh i'm not sure how relevant focusing on the image is
to be honest I think you are the one focusing too much on a single data value
i posted it to show the scalings with each situational
the image just kinda shows how broken the scaling can get, I don't think about it too much
its not all that relavant in the grand scheme of things
i suppose we can move on then
if it isn't important
like you said
or implied anyway
ok ill just stop being cryptic
situational stacking itself kinda has proofed to be broken for a long time, making it not scale exponentially makes it less problematic
the 334.75% EHP is more similar to a ~100% increase
you've been talking about there being better solutions for this problem, but you haven't mentioned any 
if you have any ideas just share them
because you're always looking at relative to what EHP you would have if you didn't use all your budget on situational EHP
regarding what I was asking uurik yes
okay I made a build with zero situationals and the highest tankiness I could find, pretty much
yeah i feel like you coulda started with that
becuase I feel like that should be obvious to him if hes even talking about this
hard to know where I should start because in all honestly I have to first argue for things that aren't even related to my main point
my main point being that I think the way to balance situational stacking could have been done way better
i mean yea i think situational stacking has always felt more appealing to me personally, but even still getting like 4+ felt like there was significant opportunity costs
by adding caveats to easily abusable situationals
but doesnt this show that it's not just a ~100% ehp increase though? it's reaching absurd numbers by focusing on poise
why does literally every class not use situationals then?
hm?
the only class where people exclaimed situational stacking to be broken on was bers
what
what
no????
i've seen a lot of cases outside of warrior tbf
i can think of it on pretty much everything
maybe not like harb>
even scout i saw a pretty solid stack build
what..? far from it, theres a lot more classes its broken or itching that
though i don't think it had the absolute best clear
those aren't really situational stacking
ok I guess I should specifiy then that building 2 opposite situationals isn't situational stacking
because they literally cant both be active at once
I mean where you only stack 1 situational
people were building multiple levels of non-conflicting situationals all the time
i think it can be seen under the lens of being an issue that was intended to be addressed all the same however
not just warrior
stuff like ethereal stacking, which is only a thing on tcleric ( easily could be given extra steps to fix that being an issues )
warrior is maybe the standout
ethereal is not just a problem on tcleric sob
steadfast stacking in CZ rush builds ( also easily fixable throught a different approach )
thats like just bandaiding the whole issue 
literally any class that gets hit often
gut tcleric
we aren't looking for bandaid solutions here
Why? Yes
literallly everything is
ominous bell in four weeks
ok but if everything else is, then why should this be too?
to me this looks worse than a bandaid fix because it creates other issues
is the recent update a "bandaid" do you think
i think it pretty neatly cut out the problem, cauterization can come later
I don't think I want to focus on that point right now
the classic dilemma of "make a change that makes the future balance for this game healthier" versus "this decision in this exact moment in time has unintended negative consequences, and i do not desire the direction of balance to change"
personally i'm for the former usually
okay then what do you want to talk about if it is not the issue we are discussing
anyways what classes were situational stacking consistently
only common example I know is warrior
everything else was niche builds
this is do agree with tbh, it just has to kit to profit from situs. Bg for poise, toughness enhance and/or rampage for inure, steadwind and ethereal
scout runs various situationals including tempo and evasion
ethereal is on any bruiser including warrior, pala, and reaper
poise on any absorption class
steadfast for cz in general
should specifify, to achieve greater than normal performance
second wind + steadfast for just straight up any class to become a wall
mage, scout (in r2 atleast), lootrunning in general just to name a few
basically every bruiser class ran ethereal, poise alch was pretty violent in the past, tempo/evasion scout had a chokehold on things
pairs better with tankier classes sure, but its still a thing
I'm asking stacking
like dumplig said steadwind is just there
reflexes, which was changed in a different way but was still blatantly overpowered in almost any content
not what situationals might work better with certain classes/specs
particularly any content with mobs such as ROD
i am telling you classes that i know to use these situationals
idk how common it was to stack 4+ non mutually exclusive situationals on anything that wasn't warrior or like reaper
or like you said- weird niche builds
swordsage
yes I want example like this
so you're asking what situs were op in a classless vacuum that was never seen?
you cant ask "what situ builds were used to better effect than generic builds" and then ignore the class side of things, its fundamentally the classes that enable the situs to shine
where was there an obvious increase in performance when doing so
oh yeah reflexes tene
even if there is not right now, it could be in the future, hence I've been keep mentioning future proofing
this is the main thing for me
also yeah uurik's future proofing point has been something I feel like people have overlooked a lot here
of course
your question is kinda hard to answer anyways
because define "performance"
something this entire community struggles with
what do you mean by performance yeah
it's not easy for anyone to answer
speed? lifespan?
also yeah, this
the cloaked build i sent earlier wasnt overall better than other builds, but it still was exceedingly powerful in hunts
clearing speed?
ok so far I've seen:
-berserker stacking some number of random situationals,
-reflexes in ROD
-steadwind in CZ
anything else?
...
scout
ethereal stack
poise
I mean where it is objectively better
i think guardian was at it's best with it too
...
outside of like boss dps
poise guard up there too
scout, ethereal stack, poise.
the whole existance of thorns cleric ๐ฝ
as in its way better that way or its a niche build that exists?
you cannot just say objectively better because if a build is objectively better in region 3 something is pretty wrong I would say
i think we need to first try to define "objectively better"
before throwing out examples
objectively better by a SIGNIFICANT margin may I add
it was a disgusting build that could absolutely eat even high-pt pois without a care because you have near-permanent uptime of poise with bodyguard
the nefarious -85% cdr
i'm pretty sure you could get 100% uptime
poise shaman was also a thing... might still be
i think it still is
hell for poise guardian, 3 poise is effulgent, and knucklebones
stupid good healing + infrequent hits
for afking or general clear?
poise was so gross that I was able to make a build abusing knucklebones that also stacked up ethereal, steadfast, and swind 2
if you were comitting to the bit you could pretty easily get 6-7 poise
granted it kinda fell off after the attack speed changes
is that stupider? yeah, probably, but you'll never die either
i think i'd define something being "objectively better" as having at least the fastest consistent clear speed of given content (where applicable)
because at the end of the day, the rate at which you can complete content is the end all be all when speaking obectively i feel
Okay
so the fastest clear is BIS, argument solved 
@bitter pine not even sure it works but its funny Monumenta Builder
I also wanna note that making situationals not stack exponentially, is one of the easiest ways to nerf lootrunning and thorns cleric without completely screwing over others ๐ซ
i don't think this is necessarily true
in most cases
my metric can be flawed as well, because stuff like movement speed is a large factor
hm
at the same time, there are lots of cases where defensive leverage causes you to waste less time performing a task
so even then, this metric is hard to see clearly
correct
i feel like its more mesaured by how fast you can comfortably clear (i.e a Ratio(i guess?) of clear speed to "oh shit" moments where you need to run away and heal, or die.
running situationals for lootrunning isn't that effective
???????
?
i'd maybe say practically impossible/unrealistic if i'm being semantic
sure
outside of obvious cases (i.e upgraded items) i agree with this
even going by the gist of it though, i wonder how often "situational stacking" builds really cleared that line
or at least
cat is wondering
you'd mainly just focus on building speed, and the tank items you built because of it already make you tanky enough
often enough for them to recognized as a problem
you didn't even need to build speed
by (id like to think) the wider portion of the community
considering situ stacked items made you that tanky
why would you not build speed for lootrunning
you didn't have to build nearly that much speed
you're not struggling in lootrunning because you're not tanky enough
i'm not really sure personally
you do, but you do not need to if that makes sense
Havent been following the discussion much but i remember seeing mentions of other alternative approaches to the current changes to situs - what has been proposed so far?
socat can you at least agree that, for the intent of surviving in a piece of content, situational stacking was a problem
these for instance
haven't quite got there yet
ah aight tyvm
and it is better to situational stack 99% of the time instead of something else
idk, reflexes tene was just accepted as "rod becomes a joke", ethereal bers/cleric were known to basically be walls, same for poise guardian, poise alch was a bit of a menace in it's prime and it was nerfs to alch that hurt it, steadwind is steadwind, BiS agi had a chokehold in both r2 and r3 because just building evasion alone made scout immortal with positioning
rod is kinda cooked with reflexes rework
I agree for a certain pieces of content
yeahhh
i think we are just waiting on lb reset + rod rework
i'll probably kinda trust it since even i've always leaned toward it
by the way what is your suggestion to make it better
this only made you only really need 1, maybe 2 pieces with speed
and tbh a lot of devs i'd notice playing tend to run some odd builds someimes, that came off weak?
surprise- almost never situationals
HEY I make my own builds, not running buzzlight year ๐ซ
won't be going through that yet because I feel like there's other stuff I'd want to get through first
mkay so where are we at?
like there's scenarios where situationals are objectively better
also i disagree that it "could've been done better" for 2 reasons
- the change gives players more mileage out of lower levels of situationals, while punishing using too many, which i feel is healthy if anything
- the update just dropped two days ago. Like Dumpling said, "its pretty neatly cut out the problem, cauterization can come later". Tweaks can be made in the coming weeks to stabilize things
but as far as I see it, stacking situationals outside of that isn't effective in general gameplay
okay, well, so there's no problem then?
this is just "situationals are good in situations" what
because that was barely changed?
the whole idea of situationals
is that they make you objectively stronger when played to their strengths
if you actually look at the graph instead of focusing on the big number you will see that level 1-2 of situationals were barely changed
only started being a big impact on 4 or higher active
the biggest change is r2, with like ~8% ehp loss
at level 2
with 3 situs? ~18%
and this is all assuming ZERO item changes were made... which we are pretty much waiting on anyways
no you'd see that most r3 items with situationals got an EHP increase of 2.25%-10%
okay... is that a problem? the situationals are weaker now?
situational stacking is weaker
this nerf is targetting situational stacking
yes the idea is not to make situationals worse, its to discourage stacking them
yes...?
r u saying the issue is more about the item balance than the situs themselves then?
but because of that, the situationals individually got buffed
is that a problem.
and that is a problem why??
the point is to discourage high highs
Except Inure. Because fuck Inure.
if I were to maybe think situational stacking could have been fixed without this buff to everything else situational related, then yes it would be a problem ( for me )
#FreeInure
give my boy his 50% clause back ๐ญ
I think inure was kinda gutted too hard
inure was lowk inoffensive and just got shot
Okay, then I think we're at a good point - how would you have fixed it in a different way so that nothing else changes?
still rather focus on different points for now
Then don't bring up that it "could have been fixed without this buff to everything else situational related"
I don't know if we do or not, because I don't know your idea!
let him cook?
tbh i'm curious about seeing this whole vision of yours laid out
no point in me selling you the idea, if you don't even believe in the issues I believe
i think that isn't a good way to look at arguments
ill probably just do it in a seperate feedback post so I have a lot of room to think how to word stuff
and it doesn't look great either..
Okay, fine
what do you want to discuss then
I'm not really sure how you would go about solving situational stacking any other way than the way it was done without fucking over other builds
this is just avoiding the issue dawg, a literal logical fallacy
its moving to the solution before agreeing on the issues....
i think it could have been more narrowed in scope with far more specific and targetted fixes
why do you think that would get anything done
which are literally band-aid fixes
you argue that there are better ways to have changed situs, but any time someone asks you to elaborate on even one of those better ways, you sidestep
i don't think the "solution" counts as a point
what "other issues" are left then? we've gone off on just about every tangentially related topic and come back to 'what would've been a better way'
those would mostly likely just fuck over more things than this did, I haven't really seen any issues with the changes. It did what it was suppose to do, nerf situational stacking without fucking over other builds
give us your idea. Then back it up afterwards pls
Watching the discussion unfold is like waiting for the next episode of a telenovela thats just edging you on when the mcs are gonna kiss dude, I would personally appreciate it more if you presented your point first then explained it afterwards instead of trudging through separate aspects of the issue via the spaced out messages here
because if the fix involves keeping situational stacking intact, the person who thinks situational stacking is the most broken thing in the world, won't give it any thought
Okay, what is the fix that involves keeping the problem intact
that sounds like a very good fix to the problem if the problem is still there after
pr much
so i think we need to back it up a bit
and discuss and argue about why the stacking Wasn't an issue to begin with
because that's where this is heading
and i think there's been already talk of that before
Alright
I think it is patently very stupid how each level of situationals gives exponentially more EHP than the last for the same drawback
but maybe focusing a bit more on it could help?
This is just poisoning the well, you're just saying that someone is incapable of looking over your argument and seeing your point of view
aka, it being "situational"
if i'm being honest, the more i read everything being discussed here and think about it myself, the more i feel comfortable with this change than i initially did
why are you constantly stating debate stuff, its as simple as, "we first need to agree on the smaller points to begin to talk about the bigger picture"
we gotta see more points
ye if someone thinks something isn't an issue and you propose stuff that solve that in the context of that being an issue, then we dont get anywhere
because so far they haven't agreed on any presented so far
You are the one constantly stating that you have a big solution that would both solve the issue of situational stacking while also not touching anything else except that
But fine,
for the third time, what do you want to discuss
i do think we've already went over most of it though
๐ฟ
it really, really just boils down to convincing people why stacking wasn't a problem
because, simple as, this is, or at least has evolved into a debate? Just about everyone else's stance is "the update was a healthy step towards fixing the problem that was situational stacking" whereas you're saying "the update could've handled it better (while sidestepping whenever someone asks you to present a better way to have gone about it), and also situ stacking wasnt a problem"
and i think if the game was to remain stagnant in regards to balance for the forseeable future
like yeah you could make some great points on why it wasn't a big issue
at least a few
like this wasnt the kindest way for me to say it
but i had no less blunt of a way to word it
I know you just came up with this number off the top of your head, but dude that's still double and it's not like situ items don't also come with damage/speed stats
Anyways i figure this is an infinitely better place to put it than suggestions
Given the fact that sweeping edge can now apply aspects and works on non-swords, maybe add 1-2 levels (or more in some cases tbh) to a handful of items that dedicate a large chunk of budget to aspects to give them a proper way to capitalize on those stats.
i mean, a few are a bit
to get sweeping, but true
me when 3 block radius fire aspect 5 inferno 5
thinking about it maybe quake items should be excluded given they have a way to spread aspects
is reflexes usable on slow melee weapons?
probably not really
i've heard bad things
i highly doubt it
I wonder if the duration of reflexes could be affected by some "attack speed modifier" so that if reflexes working on slower melee is a goal, that it wouldn't come at the cost of making fast melee overwhelmingly good with reflexes
bhop crit speed is just about reflexes
yeah I was thinking something similar
but honestly, I think its just better to be decaying dr over time
so that it's not melee only
that actually sounds like a good idea ngl
lot better than "if you dont bhop, you dont get uptime"
for bhop melee reflexes seems to pair pretty well with tempo if you want a "just in case" idk
I like the new agility situational scenario on paper
I think reflexes are cool
its so dope, it feels like a match made for swordsage
i like new reflexes I just think it is too inconsistent
i dont hate the idea of dr on hit, its just that 0.67s makes it a really closed-off situ that not nearly as many classes can take advantage of
rogue is kinda eating good with cloaked too
I think I would rate this monthly patch 8.65/10 ๐ฝ
yeah cloaked got just a sick buff tbh
cloaked could replace reflexes on some items with no issue
ignited could be a replaced because ah yes inferno reflexes
i always want to get into crit range when using inferno
going back to this, a few things
harmonic could seriously benefit from this, right now it kinda just get dropped for the first rare sword after pink... or not used in favor of a pre-pink sword, given that its inability to spread those aspects in a crowd makes it essentially a 10.5/1.6- barely better than the a t5, the brutal longsword.
phlog (and other quake items) probably should be excluded given as, like I said before, they have a way to spread aspects
anyways, while some of these are a bit iffy and more just spitballing, here are some other items from all 3 regions I feel like could seriously benefit from getting at least 1 level of sweeping edge
oh i never pasted it but uhh
add r1 prismatic blade to that list
really I guess it boils down to
If a melee weapon is just "solid stats, aspect for a bit of budget and flavor", i feel like it should have the ability to spread that aspect
-# this is doubly the case for items like amaranth blade, which is quite literally centered around fire aspect as a core stat
(in Molldyer's case you got Arcane Strike U, although it'd be funny to interpret Sweeping Edge on it as you just swinging that huge blazing stick around in wide arcs)
im wondering if it would be more balanced if sweeping transfered effects at a reduced ratio (like, 50+10% per level)
its 3 block radius around target yeah?
as in duration?
duration would be good i suppose
cause i dont see why that would be bad
it's not really, i suppose I'm just thinking of "wow that is like, a lot more targets than before"
id actually say thats better
Does Sweeping Edge transfer Knockback, btw?
i dont think its that big but idk
actually
idk
awesome
thats pretty cool
now that knockback is custom, i wonder if astrike transfers it
Ok yes, the actual number is 108.5% EHP increase, which is when they're all active, and you can also have non of them active, resulting in the build with no situationals having 108.5% more EHP. And we're talking about opportunity cost so any other stats like damage/speed would be accounted/irrelevant to the actual numbers.
can we kill potion injector next
it is kind of a stun machine if you just swing it
but to elaborate on this, I have a some astral dummies on my plot, right?
โฌโฌ๐งโฌโฌ
๐ฅ
roughly arranged like that?
if i swing and hit the red square dummy
โฌโ
โ
โ
โฌ
๐ฅ
thats what a sweep was hitting
If im standing to the right of the red dummy, and swing at the orange one
โฌโ
๐งโ
โฌ
โ
that was what I was hitting
at least thats what I remember from when I was just screwing around with telum yesterday
so overall, the aoe isnt absurd
like i dont know how exascerbated it gets in packed crowds, but in my "testing" you really only hit mobs on the blocks directly adjacent to your target
gotcha
i still do agree that the (50+10*level)% duration isnt a bad idea
if anything it would pre-emptively help balance both existing and future aspect + sweeping edge items
it is kind of tragic inferno got shot before 3rd enhance so i never got to use arcane u with it 
HELLL nah
itโs (hitbox is the hitbox of target, expanded by 1 block in every X and Z direction and 0.25 blocks in every Y direction) AND (swept enemyโs hitbox must intersect with EITHER a 3 block radius sphere around the playerโs head OR feet)
disagree on phlog since it already has the Quake but the others are a good point
ash I said that phlog and other quake items should be excluded.
twice.
to hell with monu reading comprehension, maid reading comprehension moment
mb i just woke up and stared at individual messages without reading the whole thing
the first time was right below the original message ๐ญ
Just because something has an aspect doesnt mean it should be a potential candidate for sweeping edge (Particularly in the spitballing section, except for Smouldering I think)
Amaranth and Harmonic I do see the vision
So does punch work with explosive now
how bad is shielding 3 now
Yeah build some raw and prots instead and maybe go for 1 or 2 levels instead of 3
since it is ehp increase it's more like 18% r2 9% r3
im not trying too,, just a byproduct of other things i want on the armor pieces,,
you'd think this was a pvp centered game considering how often balancing changes are made
It's honestly a big positive that monumenta is so dynamic in this way
I think its exceptional how many of these changes get implemented over time
The game changed a lot since i started playing and I can honestly say that it was for the better even if the changes were not always good at first
really? for me it's the complete opposite, it's frustrating getting weaker every balance update even if I understand the reasons behind the changes
and looking back, player power has decreased so much I find monumenta from 2 years ago almost unrecognizable, not from big changes in one update per se, but the constant nerfs adding up over time
generalist charms, additive changes, pot extending, etc
okay using pot extending as a point is sort of silly i cant lie
thats more like bug abuse than anything actually player power related
the power level for players still feels quite high
people out here breezing through 65 pts like its nothing
relative to what it used to be I think it's night and day
I think to be fair only recently have we really been doing more buffs than nerfs so it has been more nerfs overall
especially with this one now to situationals
in particular the quality of life changes are the most jarring to me when I talk about player "power", it's why I mentioned pot extending (I understand how it can be seen as a bug, I thought it was a clever interpretation of the ability desc), like for example the fire resistance changes, scout losing haste, rogue losing haste, or easy to use builds designed solely to clear mobs being gutted such as Blizzard (Urn of Perpetuity -> -200% damage) or spawner rushing with Supernova Mattock (with the removal of generalist charms + inferno nerfs)
other changes (like the removal of haste 2 potions for example, or the changes to axe attack speed) didn't quite kill some builds but made them extremely annoying to use, requiring the use of soulsinger, which limits you to 6 uses a day, or having to use both haste and attack speed potions

(Urn got -65% locked Blizzard damage tho)
54 damage inferno ticks deserved getting shot down to like 30
assuming most of those changes were made to combat lootrunning
similar to cz, most of the changes beat around the bush and don't tackle the actual problem
and it ends up affecting the intended way to play the content
but even after all the changes made to cz, you can certainly still rush through it, it's just slightly slower than it used to be
but it's now more cumbersome to run for regular clear as well, not to mention occasionally getting blocked doors in dd
does hunting companion trigger reflexes
๐ง
tried out new Harrakfar's Roar, it's awesome
i feel like i really got what i paid for with my enhance
i can lock down rooms with only 4s downtime
now that i have a good feel for the current power of the charm, i do wish it wasn't just "make the enhance better: the charm" and some of the power was shifted into the actual enhance while the charm got a stronger identity
make it giant wind bomb that shoots mobs 30 blocks up
perhaps something like
- base dura 3s -> 5s
- base pull +50%
roar becomes - +70% radius
- +20% Aeromancy passive
4 charm cost
๐ -95% Wind Bomb Height
๐ +200% Wind Bomb Vortex Radius
+150% Wind Bomb Vortex Pull
+25% Wind Bomb Cooldown

A mini black hole
+100% Wind Bomb Radius
+200% Wind Bomb Damage
+150% Wind Bomb Launch Height
+200% Wind Bomb Slow Falling Duration
+200% Wind Bomb Weakness Duration
+30% Wind Bomb Damage Boost
sludge
funny
wind bomb rocket jump
one may hope
If only mojank velocity code wasn't so cursed
arrow goes straight into the ground pretty much
i feel like the situational changes made player in r2 even squishier
compared to other regions
kinda related
could r2 situ cap be lowered to 28
so every region is +8
20 28 36
i mean yeah it was hit the hardest
i don't think people were really situ stacking outside of steadfast sw that much though
maybe a little shielding too
bilionth time this has been posted here
almost every r2 situ item should've been buffed at least a lil though so it should be more stable when those situs are down
used mwake before
4 situs
could you say how situationals scale with armor/agi up to the cap now? previously it was obvious but now even advancements just say "up to 20/25/30%"
previously the advancements were just as vague
i could find no mention of the 20/30/30 cap anywhere in game
20% increase to agi/armor is obvious up to the cap and knowing it too
the cap was hidden
how much ehp in agi/armor you get without hitting the cap
is unknown
now
it works as is described in game as providing enough armor/agi to give you 30% * level EHP, but it'll scale linearly up to the cap of 20 / 30 / 36 depending on your region. Having 18 armor in R3 means you would only get 15% * level EHP's worth of effective armor.
that makes sense. thanks
no lightbringer is r1 cleric weapon kinda
stiletto is not the "premier cleric weapon" what
that title i think still goes to cwatchers but honestly its just most stuff with smite
its supposed t be the premier cleric weapon
it is the sole magic damage sword in the region, those weapons are made for cleric.
bro there is nothing premier about this in the first place ๐ญ
if you want magic damage use c'axtals
also lightbringer got nerfed out of viability as a melee weapon, please bring it back ๐ฅบ
granted shooting yourself over 8% in the first place is a choice
C'axtals is also not really usable as a weapon ether, all axes just do sigifgantly more damage then it. The only use would be just to power up your spells slightly and have another weapon to stab the monsters with.
not they do not dawg it is a very respectable weapon
in the other regions, the magic damage melees are just the best choice as cleric in many situations; that just inst really true in r1 where they are very understatted.
literally tied for 4th highest base dmg with a 0.9
basically 3rd given velara crusher is a meme
lunatics respite is just outright better, it does equal damage with its first strike and has better attack speed
you can also gain significant advantages from the spec axes or even C scalawags hatchet
yes
that doesnt change the fact that c'axtals is a rather viable weapon
its a viable weapon.... on shaman
I dont see a great reason to use ether one of these magic weapons on cleric as a primary weapon
then uh.. dont! ๐
we arent in the dark ages anymore. If an item sucks ass, it will be buffed to be more competitive
I think if it got a marginal base damage increase it could be awesome
Even more awesomer if it got Technique in R1
I think pass weapons are difficult enough and lategame enough to be able to get away with it
Hmm
C'Axtal's Crusher could use a bit more, I think
its stats as an axe leave a bit to be desired (many other axes will outperform it for general use), and its magic damage boost while held only sees use for Shaman (which, for the record, is pretty fittin' given it's insinuated to be the weapon of choice for C'Axtal, a Tlaxan Shaman) since any other class that likes magic damage on their mainhand has a different weapon type they need to use anyway
Well cleric could use it if it had reasonable melee stats
okay so dj melee with paladin hits this (56 62) with my build (no bpact pendant), and with the new li i can hit with ~180 single target, let alone the aoe from mourning star (87 43 62)
javelin for me hits 57 damage but the damage on it is not required for me because i use it for launching into fights with an li charge active
this is without the dj enhancement extra magic damage
with it its around 200 damage on an li crit
with fractured warp drive, and malignant neuron means that most encounters only have a few seconds of downtime between them
damage after dj enhance proc
with touch of radiance you can just stop a deflector mage from being able to do shit and you can just melt it
Just letting everyone know that the planned mini balance update will unfortunately not be happening as I have not had enough time to properly assess how cleric performs and all the feedback on it, plus I've got some mild burnout from coding for hours every day in the 2 weeks leading up to the update
If we end up doing one later I will let everyone know
take some time off you cooked
(i think what was changed is pretty good so far anyways)
(It's fine as-is)
That also means no nerfs gonna happen 
does anything about the kit really need to be nerfed though
well can inure at least be reverted 
Fr
Inoffensive situ shot dead in the street
i feel like it was pretty well agreed upon that inure was more than "inoffensive"
no?
it was the only situ to have an item in r2 and r3 with 2 levels that were both good
As opposed to being all but total memes (see drifting scales/piercing steel)
if it was a problem, crown of chains and sporebound wouldnt have gone unchanged for this long
Sporebound was last changed over a YEAR ago, and crown chains was last changed almost TWO YEARS AGO
situational ehp boosting above 2-3 levels getting reduced was enough
inure was not some household name of stacking
because you didnt stack it
you picked an inure piece or two for a decent way of buffing ehp for classes that took hits (or allowing a class thta didnt conventionally get hit become a bit more resilient), accepting that a 3rd damage type will still cause you problems
the 50% clause wasnt op, it was what made inure not all but a strictly worse ethereal outside duration
Situationals are meant to be situational
theyre not just slop you put on for raw ehp
Inure was very much just a slap on without much else honestly
I think, if theres any under powered inure items, that you should just explain how they are under powered
i dont think the old secondary effect is that strong
why do you think so?
it just doesnt feel like so for me
, i used inure like twice before the patch
to be fair inure is not something you really actively think about compared to most situationals I think
it has no duration and if it happens it happens
you cant really choose to get hit by something, unless... you wanted to get hit?? But like, okay, why?
well you try to not get hit by magic and blast even more because they are pretty much guaranteed to brake inure
sure, but in general, if I'm playing without reflection I will try to avoid taking magic and blast damage
especially since those two are far less frequent but higher damaging, usually
inure was situational because it was backloaded EHP that could be completely lost depending on your enemy composition
i think it was fine still even with the secondary clause, although
I would be fine if Inure stayed as-is post-patch but I would like the budget to drop even more
idk i also didn't really find the secondary clause too strong, but it just felt sorta free
like aside from one person in particular, looking at message history tells a story of a lot of people, including you specifically praising it
rating it among the top 3 in the game
putting r3 aside, its consistency in other regions was unapparelled
you did not stack inure because stacking stead is better, because being so tanky automatically fulfilled the build requirement
which is unique to something like steadfast, or to a lesser extent poise
and tbh i don't even find steadfast as arguably the strongest situational egregiously powerful, and it can't really be changed to not be that way tbh
without a fundamental rework at least
i think it's in a fine state
ideally i'd want something back for inure maybe, but i lean towards budget if anything
there are only 26 items (not including skins) with inure, I can say with confidence that 80% of them are bad now
it was good but it was never really something that was stacked since any stack build would just be made out of mostly weak items and not really be strong.
I never really liked inures design since it was not something you really planned around though; it was just an enchant you happened to have since you where using an item like Kauls warden or ex ironscale. Now I still dont plan around it, I just dont use it!
im just gonna clear up two things
- a situ being praised is different than is being called op and in need of a nerf. Nobody to my knowledge wanted inure to get nerfed.
- I called it a top 3 warrior situ. Not top 3 overall. Even before the changes, i didnt think it was top 3 overall, because only bruiser classes could ever make use of it, and you could still get nuked by a 3rd damage type.
I really need to second miracle on this, most inure items weren't even very good before the change but now they're definitively bad items
because their situational that eats a chunk of their budget
is literally just ethereal if it wasnt good
mayb
i don't think the items are "definitively bad" from the change, but i could see them being less appealing than before despite some buffs
the 50% condition felt like weird to me when it got added, cuz it changed how i looked at the situational a lot, and it didn't feel as interesting
i think maybe budget increases can happen on some of the items, but i think inure itself is honestly fine working this way. I've always liked it since it got added
i don't think it is worse than ethereal for general gameplay
ethereal only really shines when you're facetanking a ton of hits, and especially now with the situational changes, playing like that is less effective on a conventional build
i dunno, part of me does also think that the situationals should strive to be roughly the same in item budget- i feel like it's strange to have some that are inherently worth more/less but perhaps it's fine for inure idk
inure in region where every mob has a magic ability while being melee/projectile
honestly i wouldnt count inure as a situational in r3 anymore, its something like a flavor stat now
again there werent really strong items with inure either, strongest there was is probably roots of the fen and its just a generic tank pick that just happened to be decently statted outside inure
EX Ironscale was a good contender i think
oh yea cz rush set pants
i think r3 mobs are kinda exaggerated when people talk about them, but it doesn't change the fact inure will perform worse there due to the prevalence anyways
tbh even ex ironscale, which was a super appealing item to me before, doesn't appeal much to me now so
maybe inure should get smth back
So I'm kind of late to this whole discussion and I still don't even have full opinions on the situ changes, but why (in the changelogs) were justifications not given for the inure/reflexes changes
there was?
it just says the items will be rebalanced
The tempo guard and cloaked changes had explanations but not relexes/inure
Obviously I can assume "they were too strong" but insight as to why reflexes needed to be completely reworked would have been nice to have in the changelog
Also I have a lot of questions about this "situational" idea. Because what about inure or the new reflexes is ever "situational"
I didnt personally make that change, but the way I see it is that reflexes now is trying to get you to consciously damage mobs to be able to have more dr instead of passively granting it with just 4 or more mobs
I believe you should ask mscr or chiinox, Im just stating my views on this
well its only active in the situation when you damage enemies 
easily could have a sentence or two about it in the changelog... yeah I was just curious, it was def too strong but this change is a weird direction
loot running is situational, playing the game normally isn't
I feel like inure was hit too hard, it could've just give 33% effectiveness instead of 50%
whar
you were joking but I just mean reflexes was mainly used "situationally" ie lring/rod
and it was way too strong but it's in no way "situational" now
I agree inure would feel a lot better with the fallback mechanic
Esp in R3
My opinion is in no way connected to the fact I used crown of chains in r2 and nightmares warden in r3
But I'd prefer better inure than extra armor tbh
reflexes was reworked to be usable without having to run legionary or content with high mob density
or lootrunning 
i use crown of chains no problem in 12pt delves still, but i fear any arcanic would screw me up
why would you choose arcanic then

so it was
too
and random points in edd
it was too good at its job
reflexes was probably the most consistent situational
it was not situational in certain situations !
it also became less of a situational when you slapped cloaked with it
consistenational
I personally like the new reflexes
But that's a different problem than what you described, you could up the mob count if that was the issue
its awesome
elaborate
that would just make it even more situational and good at what it was already good at
it wouldn't really fix anything really
enough
reflexes trigger on abil dmg right
sorry am I missing something, why do we not like situationals being good in the situation they were designed for
it should yeah
do they trigger on sidearm perchance
its bit hard to describe but I think situationals should usable in every content you run
idk
we dont like the situation
this was kinda both anti lr change and making reflexes more "situational"
atleast imo
yeah no amount of mob count increase would fix lr
reflexes doesn't feel like situational but it is in a sense
disappearance of all situs from the game will not fix lr
you could argue tempo isn't really a situational since it passively gives damage reduction
either way I feel similarly about inure where it just happens sometimes and there's no "situation" you put yourself in where it excels
inure situation is delveless r1
inure was still a situational with the secondary effect but it was maybe bit overpeforming
mindblown
do we have too many r3 items we might have too many r3 items I forgot ts existed
yea thanks it had aura
i infused magenta on it
i personally think reflexes change is fine
now make a proj item with it pls
sidearm abuse?
stop leaking my strats
gng you said it first
is it abuse if you are the one suffering from carpal tunnel
you take irl damage ๐ฝ
sug add projectile fragil melee dmg armor piece (this is totally not because i use infinite shield wall totally not)
thiefs raiment:
agility i think
Mix it 
guh since when was ribcage proj frag and not melee frag
it what
it what
i thought it was melee
theres seems to be no change log mention of it
it is in Situational Changes.txt
oh ok
Id argue that actually using inure gives you more of a voice because you can see the difference
Crown is probably kinda fine given its only mildly different from fgc, but r3 definitely got hit hard. I used to be able to live 25pt fairly fine with a set that used sporebound husk
I literally just get nuked the second more than 1 damage type is present because if hits are alternating, i have basically no dr
I did feel much squishier in an r2 delve
With inure 2 after the changes
I didnt notice much of a difference in R3, but my build had like 180 melee ehp base so it was plenty and I also used bodyguard and challenge
Iirc situ stack was hit the hardest in r2 right?
Even if coc got like 1.5 armor I think
both are situationals that you do not have to think about, they just "happen" - and are not hard to happen either
what. reflexes was like the only situational where you could intentionally put yourself in situations where it was crazy ie lring/playing rod/legionary+other mob spam
did you actively think about inure though or did you just play normally
is what I'm getting at
then just say inure, but also we just reverted it to old inure which 1. Was literally widely accepted as the worst situational at the time and 2. it isn't now somehow more situational
taking reflexes as an example - you cannot do anything really to trigger it
What are you going to do, spawn more mobs?
the nerf is in the wrong direction I agree
I gave you 3 pretty clear example...
I do not know why it was nerfed in that way, but I think it does need changes
all of those are not active however
they allow you to do better where content IS like that
same with old cloaked, partially
You're encouraged to kill things - but often it's only there in bosses because what will 2 regular mobs do that needs damage resistance
now you are actually encouraged to play with it
old reflexes is just "when there are at least x mobs, you take less damage" - what do you need to change about how you play the game to interact with it?
I see what you're getting at but like at this point "situationals" is a misnomer
you had a fair bit of control over reflexes with smart target priority. Going after the strongest mobs first, left the fodder alive giving you more defense for longer. Simply mowing down all mobs equally made the enchance worse
you also could opt to spawn more mobs thats a very valid thing to do
and you're describing a different design philosophy than what the name "situational" would intuitively imply. Like the enchants being be good in certain situations...
Having more than 4 mobs around you was just another situation.
Not sure if a shittier Ethereal was the way to redesign it.
0.65s is barely anything.
if its design was fine it then it was way too easy to activate
"spawn more mobs" relies on outside sources
"Go after priority targets" is fair, actually - cloaked seems to be filling that niche now though
yeah the redesign is middling it should slowly decrease in potency after the current limit until a certain point where it hits half potency imo
Most of its use cases were places where mobs are spammed and in those places it is bis because you don't need to do anything just exist and not touch enemies
and once you do, it only deactivates with 3 or less alive
Imo buffing r2 situs to 30% ehp per situ and r3 to 35 or 40% would make situational reliant builds more usable
r3 situational scaling is fine
problem is i kinda relied on ehp to position myself for a good volley and now i cant do that without almost dying
you are probably not dying to evasion reduced damage anyway
mfw my Hunter build lost 4 situationals since its first iteration 
Steamgaze Monocle (Evasion 1)
Anti-Acid Apron (Cloaked 1)
Shroud of the Disappeared (Evasion 1) -> EX Ixume's Hunt
Blighted Path (old one, Tempo 1) -> same, without Tempo
Starbound Talon (Tempo 1, Reflexes 1) -> Silvari Coin
thats just changing the build
idk bad item to mid item
steamgaze -> stonewrought -> falling blades
garb of gallows
razorleef breaches
dichen resolve -> blighted path
starbound talon -> silvari coin
personally i swapped from armor scout to telos realms
Razorleaf ๐ฅ
But you can also now snipe an elite and get its bonus for 6s regardless of enemy numbers
Delve damage multi change feels tough with situ changes ๐
I did 32 point delve in r2 with my 3 situ build and didn't really feel lacking in ehp compared to before
reflexes is in it which means that it technically was less online than before too
Because only r3 changed damage scaling i was talking about r3
When is the followup balance update coming? Paladin is in a good spot (and inure isn't but whatever)
But what I really want is some look into the hierophant changes planned
September
Oh wait I read the change-logs wrong, hierophant is coming in September anyway
Rip ๐ญ
On another hand
the week-after balance patch was cancelled because it was meant exclusively to adjust Paladin if it came out undercooked
and there wasn't anything in Paladin that needed adjusting

Serebrian lineage and defensive line enhancement need changes
I just cannot see a use for serebrian lineage nor the enhancement
After playing like several delves with them
It's not that good
Like, you would nullify more damage with the longer Dr
And the base enhancement by itself is basically nothing
As I see it, it'd be good in cases where there are rare but powerful attacks
But that doesn't really happen. Either you're in the crowd of mobs and two hits nullified means nothing cuz you get hit a ton
Or there are few mobs, which usually means its not dangerous
2 hits blanked isn't that much, especially on warrior who has pretty good Dr anyway (toughness, base defensive line, resistance on bears and absorption on guardian)
Even when reaper had a hit blank on a like 5 second cooldown it wasn't considered unholy op
(it was definitely unbalanced but noone played it)
it is true xernial was locked in on cleric
If i had a suggestion on how to change it - instead of blanking hits, make them have 100% resistance. Then, serebrian lineage removes the Dr completely but gives like 50% Dr for 5 hits maybe
That would make an interesting charm, making the resistance stronger but only as long as you don't get hit more than a certain amount of times
That said, the enhancement definitely needs changes too
One hit is just... Not that good if it's on a literal 30 second cooldown
One might say "it's op because it allows you to blank a very powerful hit"
But the thing is, those don't usually come first in an encounter, so you gotta wait for it, taking just straight up more damage cuz you dint have defensive line Dr from the start
Also serebrian lineage removing the support aspect from the enhancement and base dr honestly just sucks.
It's cool in theory, but as I said it's underwhelming in solo play anyway
In fact, I'd rather have it the other way - the enhancement is stronger but ONLY affects allies
most powerful hits are not melee dmg anyways
I know for a fact that the devs thought about something like that since the star point voodoo bonds epic exists
Well this one would be without the damage transfer, so quite a different thing but still
Idk if people notice but guardian is already a great tank in team settings
Challenge basically takes off 90% of the pressure off your team as everything is on you, shield wall can nullify all projectiles and help kite melee mobs for your team if played around, bodyguard is an "oh shit" button for your team, giving them 12 absorption and knocking away and stunning all threats while the guardian can clean the mobs that were a threat
Defensive line also exists
But guardian is great in team settings as a tank and can still contribute with melee damage
Anyway that was my pointless tangent rant on how I like guardian. Circling back to serebrian lineage, it quickly became my favourite charm with the potential it has, and led me to enjoy warrior but it needs changes so that this potential can be realized
I hope my feedback allows the devs to improve it and NOT leave it alone and unchanged for months cuz they forget about it
Oh and a note about the pull from serebrian lineage - cool idea. I have not seen it have much impact but that may be due to solo play and a failure to properly utilize it. It should probably be kept as it fits the gimmicky theme of epic charms
I found it pretty neat on a telum sweeper build
The free damage negations + dr and pull helps sweeping really clear stuff out
sug add earthen wrath skill
Sug add delete ewrath i hate it
trvke
ewrath gotta stop showing up whenever i mutate as steel
i will defend ewrath with my life
literally the only skill that carries the "pure tank" fantasy in monumenta
good i will go jump into vesp attack
and earth is STILL UNVIABLE
i know cuz i asked today and got told by everyone and their mother that its not good and noone plays it and noone needs it and noone loves it
Yeah except at the cost of undoing all progress made towards mainstream bruiser earth
earth lifeline now makes earthquake around you that affects both players and enemies
everyone is cooked
I dont mind the idea of eating damage
The issue is nobody takes damage cause caster/steel sweeps shit with aoe
And even when they do, the explosion happens too late to matter
My suggested changes to Defensive Line and Serebrian Lineage:
Defensive Line New Enhancement:
Additionally, up to 10 affected players gain 100% resistance against the next two attacks that hit them.
(Changes made:
- all affected players changed to 10 max so it cant be absolutely abused in world bosses and similar settings. number is arbitrary and can be changed (both at base and by charms)
- Negation changed to 100% resistance so that this can be modified by charms.
- one attack changed to two because the 30s cooldown really is too long. I dont think cd maxxing with like a mdew, touch of radiance and the like would even be worth it.
- Changed "melee attack" to any attack. I don't think this is too much to ask for. This limitation imo doesnt make much sense, and it should be also affecting magic, which is usually the biggest threat. You can make exceptions like boss attacks to balance it.
New Serebrian Lineage Ideas:
The "more value if you dont take many hits" serebrian lineage
๐ -100% defensive line damage resistance
- 5 defensive line enhancement blocked attacks
๐ -50% defensive line enhancement resistance against blocked attacks
-20% defensive line cooldown
(the stats that make it pull)
The "support" serebrian lineage
๐ -100% defensive line self resistance
๐ -100% defensive line enhancement self resistance
๐ -30% defensive line cooldown
-10% defensive line resistance for others
+1 defensive line blocked hit
(the stats that make it pull)
(obviously its more conceptual ideas, take the numbers with a grain of salt and focus on the idea pls. i think these are cool and would be more unique to fit the epic charm that serebrian lineage is, but in practice these ideas could just suck. I just hope it gives the devs ideas and motivation to work on the charm and enhancement and make something really great instead of forgetting it and making it a trash forgotten charm and placeholder enhancement. the enhancement and charm really have a lot of potential)
where were you when i asked for bruiser earth ๐ญ
can you share the buyild in #gameplay-discussion if you dont mind?
i wanted to try it out but didnt hear anything
up to 10? what about my dreams of eprayer scaling ๐ฅ
precisely what im trying to prevent ๐ญ
for the sake of balance it needs to be done, im sorry
eprayer is so dogshit it doesnt even matter ๐ฅ
that lack of limit might even be holding eprayer back
since its... not good, and not really ever used except in those world bosses if someone wants to bother (they usually dont)
that said, im really excited for hierophant changes. Finally support hiero will be eating good!
also wanna say that while i think a support oriented serebrian lineage would be cool, im fine with keeping it as a more aggro option as long as it becomes somewhat better (im saying it needs a buff)
the proposal for changes in base defensive line enhancement still stands though. imo it would add stats to spice up using charms and generally make it a better standalone enhancement instead of (in my view) relying entirely on serebrian lineage to function
i think the defensive line enhancement is okay, but i'd rather it function to make the base skill more consistent to build into in r3 rather than being another riposte
i had an idea for it and i forgor if i posted it here befor
Defensive Line: Now grants the user 5 Knockback Resistance for the active duration. Skill now can be activated when your shield is disabled. Level 2 Radius increased from 8 -> 10 Blocks. Enhancement reworked to "Half of the Damage Reduction provided from this skill will persist on affected players for an extra 0.5s for each collective instance of damage taken during the initial duration, up to 10s.



