#Feedback for the August 2025 Balance Patch

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upbeat fog
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my point was that its stupid to describe a situational in a way that acts like you wont end up in an "oh shit my ehp is gone" scenario but thats a good one too

granite river
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well im not saying it doesnt have downtime

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im saying you can minimize downtime if you can manage well

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its downsides are obviously still there

upbeat fog
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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

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"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?

granite river
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i see it but i think you might be reading a bit too much as well

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its a nice bonus and not the sole encouraging factor

hearty torrent
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its kind of just extra leniency to builds that have less EHP

granite coral
slate pasture
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yeah honestly it's much more fit for magic classes

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it is very doodoo with melee

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and i only beta tested it with magic...

upbeat fog
slate pasture
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(especially arcanist and it hits 4000 times per second)

hearty torrent
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soo in any delve that 30 base damage mob would then proc the secondary

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or in a more realistic scenario

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most mage that you fail to block would proc the secondary

upbeat fog
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sorry my brain is melted
A mob that hits you for 30 damage*

hearty torrent
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do you really expect them to lower the theshold that low?

upbeat fog
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im in a call with 3 friends watching happy gilmore bite me for saying something a bit wrong

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anyways here let me get the exact value for a 120ehp build (which is actually a bit generous for a guard build imo)

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42 give or take some since it wont be exactly 120

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42 is the rough minimum damage needed to proc the secondary effect if you have 120 ehp across the board before guard

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40 damage, which wouldnt proc it, 5-taps a player who has 200 ehp across the board. It is not some absurdly low number.

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just for you, I'll tap the sign

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a hit that significantly hurts but isnt 35% of your health, even in delved content, is not some once in a blue moon occurrence

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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

wary reef
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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

hearty torrent
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MR mobs deal 40-50 dmg at base

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same for magic attacks

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most mobs have 30 base damage, so delved that can easily reach higher than 42

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and the standard should not be it activating on 50% of hits

upbeat fog
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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"

hearty torrent
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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?

upbeat fog
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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

upbeat fog
hearty torrent
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any buff to the threshold would encourage guard usage

upbeat fog
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oh wait thats right damage scales the hardest

hearty torrent
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don't forget any vengful, arcanic and or mob with carapace

upbeat fog
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its what, 1.75x on 25pt vs the health and speed being 1.5 and 1.25

granite coral
upbeat fog
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wait no the health is only 1.3 and the speed is 1.1

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damage just gets scaled to hell????

granite coral
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pack it up gng

upbeat fog
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actually wait LMAO that still means the average joe who runs 12pt wouldnt be getting the secondary

granite river
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also less magic to block so probably fine in that case

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or not block

upbeat fog
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true but really my point was never centered around the magic stuff

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like i did bring it up

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but my bigger point was that a stray hit could just bite off a quarter of your health

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i honestly just think that 30%, being just below a 3rd rather than above, would be better

agile basalt
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25 base

upbeat fog
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LMAO

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Is it really that high?

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I remember it being like 20, is it actually 25?

agile basalt
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regulated cogblade + emerald ascension?

upbeat fog
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Cogblade is NOT r3 lotd
It is not a sleeper pick

agile basalt
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iirc

upbeat fog
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Wild

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Anyways its 3:30 am im gonna go pass out

thorny jolt
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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 !)

peak tangle
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honestly on steadfast, guard's secondary effect is a nice and fairly consistent proc on high health which is cute

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neat little thing

agile basalt
dense reef
agile basalt
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oh

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wonderful

dense reef
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They use the same combo counter

agile basalt
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so the indicator is just that

dense reef
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So there are both audio and visual cues

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Well cosmeticless only has audio

green mortar
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can yall make collosal brute force actually work with extra bf waves

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rn it just does tree slashes on one side

ivory mantle
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Cleric works very nicely in intruder

forest flicker
dense reef
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I will add that for next week

agile basalt
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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

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although i might be Wrong

agile basalt
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  • 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
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does warrior have any more damage skills (other than BF cause BF isn't sweepin)

bitter pine
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negative defense guard item ๐Ÿ—ฃ๏ธ

ivory mantle
hearty torrent
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any dev going to explain the reason behind situational stacking change?

upbeat fog
upbeat fog
bitter pine
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casual 330% ehp

upbeat fog
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stacking eth, poise, and in cases like bosses, cloaked
Would make you borderline immortal

bitter pine
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for the cost of [getting hit once] or [taking the same type of damage]

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or [taking enough damage]

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it is not hard to do several situationals and the rewards are stupid

upbeat fog
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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

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3 with the BiS agi boots, Lstorm

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which was just a given

bitter pine
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casual uhhhh yeah

wary reef
hearty torrent
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Hoping the devs who thought of this change didn't have as simple of an analysis as you guys

wary reef
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I'll be honest its not that deep

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these changes were kinda necessary at some point

bitter pine
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exponential scaling on ehp is stupid

upbeat fog
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BiS proj for r3? evasion 2, tempo 1 reflexes 1

upbeat fog
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it really isnt deep

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it absolutely was just "stacking situationals is bad for balance overall"

wary reef
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you can still very much stack situationals but you won't be immortal doing so

upbeat fog
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it choked build diversity because in 99% of cases, just pumping your ehp with a few situs was the best option

granite eagle
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Now I stack raw armor and prot so I become immortal again !

upbeat fog
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its not like you cant stack them, you just wont see such godless results

granite eagle
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WHATD I DO

hearty torrent
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where do I even start to address any of these points

bitter pine
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just explain why you think it is healthy first

hearty torrent
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wouldn't exactly say its healthy, but I feel that the way its been changed was horrible

hearty torrent
wary reef
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unintended changes like?

hearty torrent
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well for one

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using at least 1 situational is now better relative to no situational

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depending on the item you've used before, it might even be a lot better

peak tangle
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tbh on guardian the situational stacking imo helped give it a bit more identity and purpose for r3

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it's not like it's gone suddenly, but i find myself pigeonholed a bit now

hearty torrent
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let me just address the most common and dumbest point people make

hearty torrent
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just pointing at the 334.75% number means nothing

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and if someone who's in charge of balance makes balance decisions based on that, then I really want to hear their reasoning

peak tangle
hearty torrent
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its just people pointing at the very high ehp increase

peak tangle
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oh

hearty torrent
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I mean you see it all the time

bitter pine
peak tangle
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i think in some sense i sorta agree but idk i'm not sure how to feel

bitter pine
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so it still depends on build

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and how you play

peak tangle
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the ehp increase could potentially be stupid, and there were several strong builds that used that as leverage

hearty torrent
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ill probably go in to it deeper on why I think it doesnt deserve this type of change and how theres better alternative changes

peak tangle
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but i think a lot of stuff didn't as well

hearty torrent
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but I don't want to be typing it all out in to nothing

bitter pine
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alr

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I still think being able to get that high of ehp for something as simple as getting hit is stupid though

upbeat fog
hearty torrent
peak tangle
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for me i sorta lean on the argument of "what inherent benefit was being that tanky was there for most cases?"

granite eagle
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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)

upbeat fog
bitter pine
granite eagle
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Probably what they meant by unintended changes

bitter pine
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it used to be 20/30/30 cap right?

peak tangle
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yea

bitter pine
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or 24

upbeat fog
bitter pine
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I forgor

peak tangle
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20

bitter pine
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Now it's 20/30/36

upbeat fog
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20/30/30 now 20/30/36 yeah

granite eagle
bitter pine
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r2 was not made higher but r3 was

wary reef
peak tangle
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i suppose now that i think about it

hearty torrent
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the standalone number means nothing

peak tangle
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the berserker slop build kinda did have like uh

bitter pine
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i think it means quite a bit?

peak tangle
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at least 4 situationals

bitter pine
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not The number but the scaling

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how it exponentially gives more and more

hearty torrent
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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

bitter pine
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pretty sure you can hit poise 7 now?

peak tangle
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i think uh

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cat you should prob continue when you have other points to address

upbeat fog
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yeah saying "that number means nothing" is fundamentally just incorrect, it does mean something, for example, in stuff like hunts:
Monumenta Builder

wary reef
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even at 4 situationals the scaling starts getting out of hand imo

peak tangle
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bc realistically i think most people understand the difference between pointing out a big number vs the impact that number had on the game

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like i don't think there's people silly enough that actually wanna have this discussion being like "hur dur big number bad"

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idk

upbeat fog
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also see poise guardian in intruder where there isnt much to just break through your hp

peak tangle
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yea poise and steadfast guardian got kinda smacked by the change

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which tbh i don't think is really warranted because these were never insanely performative in clear

wary reef
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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.

peak tangle
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my steadfast 10 build in question

granite fjord
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Could Blighted Path get its Tempo back now, then? withering

peak tangle
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i get the future proofing moreso for wanting to make taking damage more impactful and valuable of a trait down the line

wary reef
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that too

pine kettle
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still waiting to see any sort of constructive suggestions for improvements or justification for the previous iteration of situationals

hearty torrent
peak tangle
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so i think it's honestly for the best, even if it does negatively impact something i liked to play a lot

bitter pine
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like, here is a build that I made in two minutes

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this is poise guardian with zero absorption

wary reef
hearty torrent
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when we have the 334% ehp increase, what do you see as the alternative where you don't build those situationals?

peak tangle
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or at least

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understand the logic

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maybe not entirely defend

hearty torrent
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like what EHP amount relative to the 334%

bitter pine
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im just pointing out that exponential scaling gets very out of hand

granite eagle
wary reef
peak tangle
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showing a bunch of out of context numbers doesn't really convince me

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and it never has.

hearty torrent
bitter pine
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??

wary reef
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I don't really understand your point

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I'm gonna be real

bitter pine
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to the base ehp...?

thorny jolt
bitter pine
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this is with old

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i assume

thorny jolt
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DAMN

bitter pine
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idk what otm is using rn but it feels like old

peak tangle
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yea you could just get really fat if you wanted to neuter your damage

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but even more balanced builds were able to get fairly chonky

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and dmg infusions exist to help with that anyway

hearty torrent
# wary reef I don't really understand your point

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?

peak tangle
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are you trying to get at something out of the scope of this hypothetical "you have 6 situationals at once active"?

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like maybe opportunity cost?

hearty torrent
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no I'm trying to understand his way of thinking regarding that image

peak tangle
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tbh i'm not sure how relevant focusing on the image is

bitter pine
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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

wary reef
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the image just kinda shows how broken the scaling can get, I don't think about it too much

hearty torrent
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its not all that relavant in the grand scheme of things

bitter pine
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at four it is already wild

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at six it is near lunacy

peak tangle
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i suppose we can move on then

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if it isn't important

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like you said

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or implied anyway

hearty torrent
wary reef
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situational stacking itself kinda has proofed to be broken for a long time, making it not scale exponentially makes it less problematic

hearty torrent
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the 334.75% EHP is more similar to a ~100% increase

wary reef
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you've been talking about there being better solutions for this problem, but you haven't mentioned any shrug
if you have any ideas just share them

hearty torrent
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because you're always looking at relative to what EHP you would have if you didn't use all your budget on situational EHP

peak tangle
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okay so

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it is opportunity cost

hearty torrent
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regarding what I was asking uurik yes

bitter pine
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okay I made a build with zero situationals and the highest tankiness I could find, pretty much

peak tangle
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yeah i feel like you coulda started with that

hearty torrent
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becuase I feel like that should be obvious to him if hes even talking about this

hearty torrent
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my main point being that I think the way to balance situational stacking could have been done way better

peak tangle
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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

hearty torrent
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by adding caveats to easily abusable situationals

peak tangle
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and success in this game isn't really measured by having 1000ehp

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usually..

hearty torrent
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I mean even if we go by example

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even if

thorny jolt
hearty torrent
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why does literally every class not use situationals then?

peak tangle
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hm?

hearty torrent
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the only class where people exclaimed situational stacking to be broken on was bers

thorny jolt
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what

peak tangle
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i've seen a lot of cases outside of warrior tbf

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i can think of it on pretty much everything

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maybe not like harb>

bitter pine
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scout, cloakflexes, ethereal, steadfast,

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poise

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tempthereal

peak tangle
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even scout i saw a pretty solid stack build

wary reef
peak tangle
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though i don't think it had the absolute best clear

hearty torrent
bitter pine
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????????

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ok the mixes are less so but still

hearty torrent
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ok I guess I should specifiy then that building 2 opposite situationals isn't situational stacking

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because they literally cant both be active at once

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I mean where you only stack 1 situational

bitter pine
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people were building multiple levels of non-conflicting situationals all the time

peak tangle
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i think it can be seen under the lens of being an issue that was intended to be addressed all the same however

bitter pine
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not just warrior

hearty torrent
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stuff like ethereal stacking, which is only a thing on tcleric ( easily could be given extra steps to fix that being an issues )

bitter pine
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warrior is maybe the standout

peak tangle
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i think warrior does it best

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and has since the item rework released

bitter pine
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ethereal is not just a problem on tcleric sob

hearty torrent
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steadfast stacking in CZ rush builds ( also easily fixable throught a different approach )

wary reef
bitter pine
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literally any class that gets hit often

pallid ravine
wary reef
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we aren't looking for bandaid solutions here

pallid ravine
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Why? Yes

hearty torrent
bitter pine
wary reef
hearty torrent
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to me this looks worse than a bandaid fix because it creates other issues

bitter pine
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i think it pretty neatly cut out the problem, cauterization can come later

hearty torrent
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I don't think I want to focus on that point right now

peak tangle
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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"

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personally i'm for the former usually

bitter pine
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okay then what do you want to talk about if it is not the issue we are discussing

hearty torrent
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anyways what classes were situational stacking consistently

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only common example I know is warrior

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everything else was niche builds

upbeat fog
bitter pine
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scout runs various situationals including tempo and evasion
ethereal is on any bruiser including warrior, pala, and reaper

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poise on any absorption class

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steadfast for cz in general

hearty torrent
bitter pine
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second wind + steadfast for just straight up any class to become a wall

wary reef
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mage, scout (in r2 atleast), lootrunning in general just to name a few

upbeat fog
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basically every bruiser class ran ethereal, poise alch was pretty violent in the past, tempo/evasion scout had a chokehold on things

bitter pine
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pairs better with tankier classes sure, but its still a thing

hearty torrent
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I'm asking stacking

upbeat fog
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like dumplig said steadwind is just there

bitter pine
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reflexes, which was changed in a different way but was still blatantly overpowered in almost any content

hearty torrent
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not what situationals might work better with certain classes/specs

bitter pine
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particularly any content with mobs such as ROD

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i am telling you classes that i know to use these situationals

peak tangle
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idk how common it was to stack 4+ non mutually exclusive situationals on anything that wasn't warrior or like reaper

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or like you said- weird niche builds

wary reef
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swordsage

hearty torrent
upbeat fog
hearty torrent
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where was there an obvious increase in performance when doing so

upbeat fog
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oh yeah reflexes tene

wary reef
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even if there is not right now, it could be in the future, hence I've been keep mentioning future proofing

hearty torrent
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no need to focus on that right now

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we can go 1 question at a time

peak tangle
upbeat fog
peak tangle
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of course

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your question is kinda hard to answer anyways

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because define "performance"

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something this entire community struggles with

bitter pine
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what do you mean by performance yeah

peak tangle
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it's not easy for anyone to answer

bitter pine
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speed? lifespan?

upbeat fog
bitter pine
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clearing speed?

hearty torrent
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ok so far I've seen:
-berserker stacking some number of random situationals,
-reflexes in ROD
-steadwind in CZ
anything else?

bitter pine
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scout
ethereal stack
poise

hearty torrent
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I mean where it is objectively better

peak tangle
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i think guardian was at it's best with it too

bitter pine
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...

peak tangle
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outside of like boss dps

upbeat fog
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poise guard up there too

bitter pine
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scout, ethereal stack, poise.

wary reef
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the whole existance of thorns cleric ๐Ÿ‘ฝ

hearty torrent
bitter pine
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you cannot just say objectively better because if a build is objectively better in region 3 something is pretty wrong I would say

peak tangle
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i think we need to first try to define "objectively better"

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before throwing out examples

bitter pine
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objectively better by a SIGNIFICANT margin may I add

upbeat fog
bitter pine
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the nefarious -85% cdr

pallid ravine
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i'm pretty sure you could get 100% uptime

wary reef
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poise shaman was also a thing... might still be

peak tangle
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ugh

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shaman..

bitter pine
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i think it still is

pallid ravine
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hell for poise guardian, 3 poise is effulgent, and knucklebones

bitter pine
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stupid good healing + infrequent hits

hearty torrent
upbeat fog
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poise was so gross that I was able to make a build abusing knucklebones that also stacked up ethereal, steadfast, and swind 2

bitter pine
upbeat fog
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granted it kinda fell off after the attack speed changes

bitter pine
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is that stupider? yeah, probably, but you'll never die either

peak tangle
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i think i'd define something being "objectively better" as having at least the fastest consistent clear speed of given content (where applicable)

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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

bitter pine
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Okay
so the fastest clear is BIS, argument solved RondoApproved1

pallid ravine
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@bitter pine not even sure it works but its funny Monumenta Builder

wary reef
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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 ๐Ÿซƒ

peak tangle
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in most cases

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my metric can be flawed as well, because stuff like movement speed is a large factor

peak tangle
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at the same time, there are lots of cases where defensive leverage causes you to waste less time performing a task

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so even then, this metric is hard to see clearly

bitter pine
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correct

upbeat fog
bitter pine
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objectively better is an impossible statement

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in r3, at least (I hope.)

hearty torrent
bitter pine
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???????

upbeat fog
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?

bitter pine
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w h a t

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this is the second ??? statement so far

peak tangle
bitter pine
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sure

upbeat fog
peak tangle
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even going by the gist of it though, i wonder how often "situational stacking" builds really cleared that line

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or at least

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cat is wondering

hearty torrent
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you'd mainly just focus on building speed, and the tank items you built because of it already make you tanky enough

upbeat fog
pallid ravine
upbeat fog
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by (id like to think) the wider portion of the community

pallid ravine
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considering situ stacked items made you that tanky

hearty torrent
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why would you not build speed for lootrunning

pallid ravine
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you didn't have to build nearly that much speed

hearty torrent
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you're not struggling in lootrunning because you're not tanky enough

peak tangle
bitter pine
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you do, but you do not need to if that makes sense

thorny jolt
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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?

bitter pine
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socat can you at least agree that, for the intent of surviving in a piece of content, situational stacking was a problem

pallid ravine
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these for instance

thorny jolt
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ah aight tyvm

bitter pine
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and it is better to situational stack 99% of the time instead of something else

upbeat fog
# peak tangle i'm not really sure personally

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

wary reef
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rod is kinda cooked with reflexes rework

hearty torrent
upbeat fog
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yeahhh

bitter pine
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i think we are just waiting on lb reset + rod rework

peak tangle
pallid ravine
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ok for the not building speed argument

bitter pine
pallid ravine
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this only made you only really need 1, maybe 2 pieces with speed

peak tangle
#

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

wary reef
hearty torrent
#

won't be going through that yet because I feel like there's other stuff I'd want to get through first

peak tangle
#

mkay so where are we at?

hearty torrent
#

like there's scenarios where situationals are objectively better

upbeat fog
#

also i disagree that it "could've been done better" for 2 reasons

  1. the change gives players more mileage out of lower levels of situationals, while punishing using too many, which i feel is healthy if anything
  2. 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
hearty torrent
#

but as far as I see it, stacking situationals outside of that isn't effective in general gameplay

bitter pine
#

okay, well, so there's no problem then?

upbeat fog
bitter pine
#

because that was barely changed?

upbeat fog
#

the whole idea of situationals
is that they make you objectively stronger when played to their strengths

bitter pine
#

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

pallid ravine
#

only started being a big impact on 4 or higher active

bitter pine
#

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

hearty torrent
#

no you'd see that most r3 items with situationals got an EHP increase of 2.25%-10%

bitter pine
#

okay... is that a problem? the situationals are weaker now?

hearty torrent
#

situational stacking is weaker

bitter pine
#

this nerf is targetting situational stacking

upbeat fog
bitter pine
#

yes...?

thorny jolt
hearty torrent
#

but because of that, the situationals individually got buffed

bitter pine
#

is that a problem.

upbeat fog
#

and that is a problem why??

bitter pine
#

the point is to discourage high highs

granite fjord
#

Except Inure. Because fuck Inure.

bitter pine
#

it does not matter if the lows get higher

#

that is not the point of the rework

hearty torrent
upbeat fog
wary reef
upbeat fog
#

inure was lowk inoffensive and just got shot

bitter pine
hearty torrent
#

still rather focus on different points for now

bitter pine
#

Then don't bring up that it "could have been fixed without this buff to everything else situational related"

hearty torrent
#

because we likely don't even agree on that

#

so why move on to the next thing

bitter pine
peak tangle
#

let him cook?

bitter pine
#

but alright.

#

what do you want to discuss then

peak tangle
#

tbh i'm curious about seeing this whole vision of yours laid out

hearty torrent
peak tangle
#

i think that isn't a good way to look at arguments

hearty torrent
#

ill probably just do it in a seperate feedback post so I have a lot of room to think how to word stuff

peak tangle
#

and it doesn't look great either..

bitter pine
#

Okay, fine
what do you want to discuss then

wary reef
#

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

upbeat fog
hearty torrent
#

its moving to the solution before agreeing on the issues....

peak tangle
hearty torrent
#

why do you think that would get anything done

peak tangle
#

which are literally band-aid fixes

upbeat fog
#

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

peak tangle
#

i don't think the "solution" counts as a point

upbeat fog
wary reef
# peak tangle which are literally band-aid fixes

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

thorny jolt
# hearty torrent its moving to the solution before agreeing on the issues....

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

hearty torrent
#

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

bitter pine
#

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

peak tangle
#

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

bitter pine
#

Alright
I think it is patently very stupid how each level of situationals gives exponentially more EHP than the last for the same drawback

peak tangle
#

but maybe focusing a bit more on it could help?

upbeat fog
bitter pine
#

aka, it being "situational"

peak tangle
#

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

hearty torrent
peak tangle
#

we gotta see more points

hearty torrent
#

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

peak tangle
#

because so far they haven't agreed on any presented so far

bitter pine
#

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

wary reef
#

๐Ÿฟ

bitter pine
peak tangle
#

it really, really just boils down to convincing people why stacking wasn't a problem

upbeat fog
peak tangle
#

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

upbeat fog
oak jacinth
upbeat fog
#

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.

bitter pine
#

i mean, a few are a bit withering to get sweeping, but true

#

me when 3 block radius fire aspect 5 inferno 5

upbeat fog
#

thinking about it maybe quake items should be excluded given they have a way to spread aspects

dire sedge
#

is reflexes usable on slow melee weapons?

upbeat fog
#

i've heard bad things

bitter pine
#

i highly doubt it

dire sedge
#

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

bitter pine
#

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

upbeat fog
#

that actually sounds like a good idea ngl

#

lot better than "if you dont bhop, you dont get uptime"

dire sedge
#

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

wary reef
#

I think reflexes are cool

dire sedge
#

its so dope, it feels like a match made for swordsage

bitter pine
#

i like new reflexes I just think it is too inconsistent

upbeat fog
#

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

wary reef
#

rogue is kinda eating good with cloaked too

#

I think I would rate this monthly patch 8.65/10 ๐Ÿ‘ฝ

upbeat fog
#

yeah cloaked got just a sick buff tbh

green mortar
#

cloaked could replace reflexes on some items with no issue

bitter pine
#

ignited could be a replaced because ah yes inferno reflexes

#

i always want to get into crit range when using inferno

upbeat fog
# upbeat fog Anyways i figure this is an infinitely better place to put it than suggestions ...

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

granite fjord
#

(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)

bitter pine
#

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?

upbeat fog
#

as in duration?

bitter pine
#

duration would be good i suppose

upbeat fog
#

cause i dont see why that would be bad

bitter pine
#

it's not really, i suppose I'm just thinking of "wow that is like, a lot more targets than before"

upbeat fog
#

id actually say thats better

granite fjord
#

Does Sweeping Edge transfer Knockback, btw?

upbeat fog
upbeat fog
bitter pine
#

yes

#

which is why extinction got it

granite fjord
#

awesome

upbeat fog
#

thats pretty cool

bitter pine
#

and why it was "reworked" (now custom)

granite fjord
#

might try Thundering Legacy

#

and melee mage

bitter pine
#

now that knockback is custom, i wonder if astrike transfers it

hearty torrent
opaque zenith
#

can we kill potion injector next

opaque zenith
upbeat fog
# bitter pine it's not really, i suppose I'm just thinking of "wow that is like, a lot more ta...

but to elaborate on this, I have a some astral dummies on my plot, right?
โฌœโฌœ๐ŸŸงโฌœโฌœ
๐ŸŸฅ
roughly arranged like that?
if i swing and hit the red square dummy
โฌœโœ…โœ…โœ…โฌœ
๐ŸŸฅ
thats what a sweep was hitting
If im standing to the right of the red dummy, and swing at the orange one
โฌœโœ…๐ŸŸงโœ…โฌœ
โœ…
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

bitter pine
#

gotcha

upbeat fog
#

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

opaque zenith
#

it is kind of tragic inferno got shot before 3rd enhance so i never got to use arcane u with it sadmouse

agile basalt
#

itโ€™s (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 enemyโ€™s hitbox must intersect with EITHER a 3 block radius sphere around the playerโ€™s head OR feet)

agile basalt
upbeat fog
#

to hell with monu reading comprehension, maid reading comprehension moment

agile basalt
#

mb i just woke up and stared at individual messages without reading the whole thing

upbeat fog
granite eagle
#

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

bitter pine
#

So does punch work with explosive now

tiny peak
#

how bad is shielding 3 now

placid iron
#

~18% less in r3
~33% less in r2

granite eagle
#

Ok but ur foolish to run shielding 3

#

Eggs in one basket ahh build

placid iron
#

Yeah build some raw and prots instead and maybe go for 1 or 2 levels instead of 3

bitter pine
tiny peak
snow sun
#

you'd think this was a pvp centered game considering how often balancing changes are made

frank falcon
#

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

granite river
#

i think in a way it helps keep things interesting

#

even if thats not the goal

snow sun
#

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

granite river
#

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

wary reef
#

the power level for players still feels quite high

#

people out here breezing through 65 pts like its nothing

snow sun
#

relative to what it used to be I think it's night and day

granite river
#

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

snow sun
#

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

ruby chasm
granite fjord
#

(Urn got -65% locked Blizzard damage tho)

opaque zenith
#

54 damage inferno ticks deserved getting shot down to like 30

wary reef
#

I would like to comment on lootrunning but I will not comment on it...

snow sun
#

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

tiny peak
#

does hunting companion trigger reflexes

pine kettle
#

๐Ÿง 

agile basalt
#

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

bitter pine
#

make it giant wind bomb that shoots mobs 30 blocks up

agile basalt
#

perhaps something like

  • base dura 3s -> 5s
  • base pull +50%
    roar becomes
  • +70% radius
  • +20% Aeromancy passive
granite fjord
#

4 charm cost
๐Ÿ”’ -95% Wind Bomb Height
๐Ÿ”’ +200% Wind Bomb Vortex Radius
+150% Wind Bomb Vortex Pull
+25% Wind Bomb Cooldown

withering

#

A mini black hole

bitter pine
#

+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

pine kettle
#

sludge

bitter pine
#

funny

pine kettle
#

wind bomb rocket jump

bitter pine
#

one may hope

#

If only mojank velocity code wasn't so cursed

#

arrow goes straight into the ground pretty much

green mortar
#

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

bitter pine
#

i don't think people were really situ stacking outside of steadfast sw that much though

#

maybe a little shielding too

green mortar
#

bilionth time this has been posted here

regal scaffold
#

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

green mortar
#

used mwake before

#

4 situs

green mortar
regal scaffold
#

previously the advancements were just as vague

#

i could find no mention of the 20/30/30 cap anywhere in game

green mortar
#

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

regal scaffold
#

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.

green mortar
#

that makes sense. thanks

gusty gyro
#

no lightbringer is r1 cleric weapon kinda

upbeat fog
#

stiletto is not the "premier cleric weapon" what

#

that title i think still goes to cwatchers but honestly its just most stuff with smite

neon pasture
#

its supposed t be the premier cleric weapon

#

it is the sole magic damage sword in the region, those weapons are made for cleric.

upbeat fog
#

bro there is nothing premier about this in the first place ๐Ÿ˜ญ

#

if you want magic damage use c'axtals

neon pasture
#

also lightbringer got nerfed out of viability as a melee weapon, please bring it back ๐Ÿฅบ

upbeat fog
#

granted shooting yourself over 8% in the first place is a choice

neon pasture
#

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.

upbeat fog
neon pasture
#

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.

upbeat fog
#

literally tied for 4th highest base dmg with a 0.9

#

basically 3rd given velara crusher is a meme

neon pasture
#

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

upbeat fog
#

yes
that doesnt change the fact that c'axtals is a rather viable weapon

neon pasture
#

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

upbeat fog
#

then uh.. dont! ๐Ÿ™ƒ
we arent in the dark ages anymore. If an item sucks ass, it will be buffed to be more competitive

pine kettle
#

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

copper sparrow
#

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

frank falcon
#

Well cleric could use it if it had reasonable melee stats

cerulean rapids
#

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

dense reef
#

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

bitter pine
#

DonThumbs take some time off you cooked

#

(i think what was changed is pretty good so far anyways)

ruby chasm
#

That also means no nerfs gonna happen pepega

bitter pine
#

does anything about the kit really need to be nerfed though

narrow furnace
upbeat fog
#

Inoffensive situ shot dead in the street

peak tangle
#

i feel like it was pretty well agreed upon that inure was more than "inoffensive"

upbeat fog
#

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

oblique trail
#

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

narrow furnace
oblique trail
#

why do you think so?

green mortar
narrow furnace
bitter pine
#

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?

green mortar
bitter pine
#

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

pine kettle
#

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

peak tangle
#

idk i also didn't really find the secondary clause too strong, but it just felt sorta free

peak tangle
#

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

neon pasture
#

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!

upbeat fog
#

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

peak tangle
#

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

main vine
#

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

agile basalt
#

EX Ironscale was a good contender i think

main vine
#

oh yea cz rush set pants

peak tangle
#

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

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maybe inure should get smth back

mild moss
#

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

green mortar
#

there was?

mild moss
#

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

mild moss
oblique trail
#

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

wary reef
mild moss
mild moss
wary reef
#

I feel like inure was hit too hard, it could've just give 33% effectiveness instead of 50%

oblique trail
#

whar

mild moss
#

you were joking but I just mean reflexes was mainly used "situationally" ie lring/rod

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and it was way too strong but it's in no way "situational" now

frank falcon
#

I agree inure would feel a lot better with the fallback mechanic

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Esp in R3

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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

wary reef
#

reflexes was reworked to be usable without having to run legionary or content with high mob density

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or lootrunning wha

green mortar
#

i use crown of chains no problem in 12pt delves still, but i fear any arcanic would screw me up

wary reef
#

why would you choose arcanic then

green mortar
#

i dont

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but challenge delves exist

wary reef
green mortar
#

and random points in edd

mild moss
#

Situational

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...

wary reef
#

it was too good at its job

green mortar
#

reflexes was probably the most consistent situational

main vine
#

it was not situational in certain situations !

wary reef
#

it also became less of a situational when you slapped cloaked with it

green mortar
#

consistenational

wary reef
#

I personally like the new reflexes

mild moss
wary reef
#

its awesome

green mortar
wary reef
#

it wouldn't really fix anything really

wary reef
#

its nice for melee classes

green mortar
#

enough

main vine
#

reflexes trigger on abil dmg right

mild moss
#

sorry am I missing something, why do we not like situationals being good in the situation they were designed for

wary reef
#

it should yeah

main vine
#

do they trigger on sidearm perchance

green mortar
#

direct dmg

#

so i assume most non dot

wary reef
#

idk

main vine
#

this was kinda both anti lr change and making reflexes more "situational"

#

atleast imo

mild moss
#

yeah no amount of mob count increase would fix lr

wary reef
#

reflexes doesn't feel like situational but it is in a sense

main vine
#

disappearance of all situs from the game will not fix lr

wary reef
#

you could argue tempo isn't really a situational since it passively gives damage reduction

mild moss
#

either way I feel similarly about inure where it just happens sometimes and there's no "situation" you put yourself in where it excels

main vine
#

inure situation is delveless r1

wary reef
#

inure was still a situational with the secondary effect but it was maybe bit overpeforming

mild moss
#

mindblown

main vine
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the strats

#

yea nwarden deserved that nerf it was so op

#

it had uhhh

#

uhhhhhhhh

mild moss
#

do we have too many r3 items we might have too many r3 items I forgot ts existed

main vine
#

yea thanks it had aura

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i infused magenta on it

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i personally think reflexes change is fine

#

now make a proj item with it pls

mild moss
#

sidearm abuse?

main vine
#

stop leaking my strats

mild moss
#

gng you said it first

main vine
#

is it abuse if you are the one suffering from carpal tunnel

wary reef
#

you take irl damage ๐Ÿ‘ฝ

cerulean rapids
#

sug add projectile fragil melee dmg armor piece (this is totally not because i use infinite shield wall totally not)

cerulean rapids
#

agility i think

green mortar
#

run agility then

#

do it

wary reef
green mortar
#

ok wth

#

there is 0 armor items here

wary reef
#

guh since when was ribcage proj frag and not melee frag

oblique trail
#

it what

agile basalt
#

it what

wary reef
#

ok I might be dripping

#

was it always proj frag

fleet lava
#

i thought it was melee

wary reef
#

theres seems to be no change log mention of it

fleet lava
#

it is in Situational Changes.txt

wary reef
#

oh ok

upbeat fog
# frank falcon My opinion is in no way connected to the fact I used crown of chains in r2 and n...

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

frank falcon
#

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

frank falcon
#

Even if coc got like 1.5 armor I think

upbeat fog
#

Yeah

#

R2 got hit harder because r3 got a cap increase

bitter pine
green mortar
#

what if r2 got 30 per situ

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and r3 35 or 40

mild moss
bitter pine
#

did you actively think about inure though or did you just play normally

#

is what I'm getting at

mild moss
#

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

bitter pine
#

taking reflexes as an example - you cannot do anything really to trigger it
What are you going to do, spawn more mobs?

bitter pine
mild moss
#

I gave you 3 pretty clear example...

bitter pine
#

I do not know why it was nerfed in that way, but I think it does need changes

bitter pine
#

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?

mild moss
neon pasture
#

you also could opt to spawn more mobs thats a very valid thing to do

mild moss
granite fjord
#

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.

bitter pine
#

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

green mortar
#

Imo buffing r2 situs to 30% ehp per situ and r3 to 35 or 40% would make situational reliant builds more usable

wary reef
#

r3 situational scaling is fine

green mortar
#

my hunter lost like half its hp

#

maybe not half

main vine
#

press s and spacebar and win

#

who needs ehp

green mortar
green mortar
main vine
#

you are probably not dying to evasion reduced damage anyway

granite fjord
#

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

main vine
#

thats just changing the build

granite fjord
#

well, partially yes

#

I'm still a little bitter about Blighted Path losing Tempo

main vine
#

idk bad item to mid item

green mortar
main vine
#

personally i swapped from armor scout to telos realms

green mortar
#

cloaked is quite similar to evasion

#

both reward keeping distance

granite fjord
#

But you can also now snipe an elite and get its bonus for 6s regardless of enemy numbers

green mortar
#

ye

#

also breeches is fun bc regicide 2

#

actual synergy withim the item

#

and speed

ruby chasm
#

Delve damage multi change feels tough with situ changes ๐Ÿ˜”

dire sedge
#

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

ruby chasm
#

Because only r3 changed damage scaling i was talking about r3

narrow furnace
#

those axe rats in chittering gutter ๐Ÿ˜ญ

#

i think i'll just play 18pt from now on

frank falcon
#

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

pine kettle
#

September

frank falcon
#

Oh wait I read the change-logs wrong, hierophant is coming in September anyway

#

Rip ๐Ÿ˜ญ

#

On another hand

pine kettle
#

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

frank falcon
#

I just cannot see a use for serebrian lineage nor the enhancement

#

After playing like several delves with them

ivory mantle
#

??? Itโ€™s so cool

#

(I have not played with them yet)

frank falcon
#

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

frank falcon
#

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)

pine kettle
frank falcon
#

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

green mortar
#

most powerful hits are not melee dmg anyways

frank falcon
#

Like, 3 blanked hits but only for others

#

Embrace the supportive aspect of guardian

frank falcon
#

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

upbeat fog
#

I found it pretty neat on a telum sweeper build

#

The free damage negations + dr and pull helps sweeping really clear stuff out

cerulean rapids
#

sug add earthen wrath skill

upbeat fog
#

Sug add delete ewrath i hate it

cerulean rapids
#

ewrath gotta stop showing up whenever i mutate as steel

frank falcon
#

literally the only skill that carries the "pure tank" fantasy in monumenta

cerulean rapids
frank falcon
#

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

upbeat fog
cerulean rapids
#

everyone is cooked

upbeat fog
#

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

frank falcon
#

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
๐Ÿ”’ -100% defensive line damage resistance

  • 5 defensive line enhancement blocked attacks
    ๐Ÿ”’ -50% defensive line enhancement resistance against blocked attacks
    -20% defensive line cooldown
    (the stats that make it pull)

The "support" serebrian lineage
๐Ÿ”’ -100% defensive line self resistance
๐Ÿ”’ -100% defensive line enhancement self resistance
๐Ÿ”’ -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)

frank falcon
#

can you share the buyild in #gameplay-discussion if you dont mind?

#

i wanted to try it out but didnt hear anything

cerulean rapids
frank falcon
#

for the sake of balance it needs to be done, im sorry

cerulean rapids
#

eprayer is so dogshit it doesnt even matter ๐Ÿฅ€

frank falcon
#

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!

frank falcon
#

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

peak tangle
#

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.