#Delve Changes Feedback Thread
1 messages · Page 2 of 1
sob
are they spawning per mob it almost feels like they are
they spawn per mob capped at 1 yes
so 4x (plus legionary) too common
unrelated I was trying to get the new idol mechanics to work but blundered and made this instead https://youtu.be/HR7rQFGiZ2I
Not to me smh
oh dear
honestly idols seem so tame compared to how I was expecting them to play given the feedback
I almost wouldn't want a spawn rate nerf
its going to be a lot of back and forth over the coming weeks
if anything upcoming changes + bugfix will likely render them too weak but we'll play it by ear
I wonder if this matters, but the idols that spawn after the initial spawner wave do surprise me and sometimes lead me to bad situations that I wasn't ready for. Perhaps I need to always be ready for an idol to appear in a fight or perhaps I spawner rush to prevent more idols
Yeah now that I think of it, idols feel perfect aside from them being introduced into drawn out fights
ewrath idol?
cool
as for r2 delves, what stood out to me was probably tormented killing me the most out of anything, and a general increase in psychic damage done to me. Seeing some r3 slop slapped onto common delve mobs didn't really make them more dangerous but definitely made me feel more deranged. The aquatic trident thrower flying in a straight line at people made me lose it. The infernal meteors "punishing me" by annoying me with magma without any sort of counterplay at all aside from "kill or be annoyed" was one of the things that stood out the most to me.
The difficulty felt pretty good though
The lava creeper is genuinely hilarious please keep it
ghasts can get affected by bloodlust which is pretty peak
In paticular, dread in r2 felt very good. I think decreasing the occurence rate actually makes it feel less like filler for my rogue
it only reveals on range check
that’s why the dev note says “Cloaked 3 is a hilarious experience but unbalanced”
cloaked don’t work on legionary mob’s probably
what the fungus they’re supposed to have the tag that blocks that
well they don't work
idols that fly
wonncraft reference
is there any nerfs or plans for regenerating?
im having a problem where i take too long to kill the mobs cuz of idols so I have to go mine the spawners mid fight before a other wave of mobs spawn and when im doing that the mobs heal like 60%/100% of there hp back 
regenerating honestly seems like a mega nothingburger
this could just be a reaper being bad thing
are you not able to pop choleric flames 2
or just flames 1 and run off the 2 seconds of non healing
i don't run flames 
i'll make a note of it but Regenerating was essentially meant to function this way
would it change if you got 30% atks from dpact
NO
dpact gets me killed
and uh can someone tell me how https://medal.tv/games/minecraft/clips/kU5y29FnJKt7kELuM?invite=cr-MSxiVFQsMzQwNTQwODg0&v=22
Watch how did this spawner spawn a OTHER wave of mobs in 13s????? by SmiGuy8 and millions of other Minecraft videos on Medal. Tags: #minecraft, #openworld
clearly chronology
yup in a POI

bro snuck chronology into r3 overworld
i still think that idols should only spawn in once per spawner
yeah it's bugged
what about the this
how was it only 13s
I wonder if it would be feasible to do the "twisted despawn" mechanic per-spawner to prevent despawn cheesing them
This guy 3hit idol i think reaper needs more nerf
🫃
idk if anyone has said this yet but albert shrinking when it dies makes me sad can we revert this change 
did you know that idols just do not care about projectile damage
i wish it did this instead

this has to be ragebait right
Dont run it in ex orange either
its probably ragebait for people that prefer r3's playstyle
I unironically like being forced to take down a priority target first
seems albert doesn't give u sidearm kill cd reduction rn
reported already
it's kinda weird how Idols behave when there aren't enemies around
they're too slow to actually attack you, but don't do anything, but they're too large of a threat to just leave alive
so, like... they're just this 900 health sponge that sits there while you shoot it
maybe they should die from lack of worship if no entities are around
as a wind bomb (u)ser i really like how Idols encourage CC
it disrupts the usual flow of "CC is useless because the skill you use to apply CC would be better off applying direct damage"
cloaked forgot to return his armor 
okay so um feedback: none of these modifiers were tested
looks awesome to me
Clear top down I think
you could make trans ring last for like a year with that mob density
Maybe not instantly but as a health decay "just in case"
spawn range is definitely a very impactful thing, even like 25% extra range would change a ton in dungeons, I definitely think doubled is wayy too far
for 5pt rotational it could maybe be like 40% idk could be tested at different amounts
now i'm wondering what it's like in willows
In my brief stint as a ctm player and a mapmaker (not trying to use it as street cred lmao) I found the difference between something like 12 and 16 spawn range is insane
12 to 24 would be a fucking menace worthy of like 25pts
first tiered weekly mod
I actually wouldn't mind a real attempt at a bountiful mod balanced as if it could be standard. I feel like r3 spawners are placed such that just a smaller multiplier would cause a shitshow lol
Imagine if it became a base delve modifier i think there would be riots
I could see new antium area being an issue
Either quelled mobs spawning from town, or like silvic/doomed clashing heavily
lore accurate new antium
Skimming by Doomed encampment sounds like trouble
walking by Doomed
evil and intimidating shade hound:
The evil and intimidating... fodder mob?
teleporting mob
Atp I think any sort of friction at all is gonna get a feedback post
also you might be able to trigger submerged/arx spawners from above with the increased range
tbh i have no idea what the y level for those are lmao
i thought they were pretty close to the surface
Imagine stack based LI with this.
really. if you play 111pt forum that’s just on you
Honestly I think idols are a good choice for a standard point. But I think some adjusting still needs to be done.
A standard delve point that incentivizes cc is pretty dope and I think idols do that in an organic way that still allows for other workarounds.
As of trying a solo 20pt forum with idols, I'm thinking that they might be too common.
I also have had occasions where super tight spaces makes the moving idols become an actual enemy threat too which I'm not sure i like. Ill have to think about it more. In paticular, I had a scenario against a forum magi nest where I had an idol come rip down my cover while I was trying to get it down so I could push the magi and attack them. The icing on the cake was that while I was approaching them afterwards, a new idol spawned and screwed me over which ended with me fleeing and deciding to despawn cheese it.
So in conclusion, idols are pretty good to me aside from their spawn rate and their ability to spawn from a non-fresh spawner. Im conflicted on whether them having block break and actually being threatening in tight corridors is a good thing, since the other mobs in a tight corridor are already in a really good spot against me when protected by an idol
idols are currently bugged to spawn per mob instead of per wave so they will be far less common next week
there should be an idol called matryoshka idoll and it recursively spawns smaller idols with less HP and damage transfer on death
charging uv take notes
If it was like 1/50 idols it would be funny
I like the idea of having "lots of content" in a delve modifier that vies for a mainlist appearance
would it be fucked up to have a "Idol of Retalliation" that fires retalliation darts at you if you damage protected enemies?
Special idols that align with the elements
i think i would like a delve point rework where modifiers are split into major and minor mods
difficulty in monumenta has gotten odd because there's an absurd amount of distance between the ceiling and the floor
idol which uses keiki's spell cards as astral patterns
i would rather have delves revolve around two or three highly impactful mods (like idols, torms, etc) rather than 5,000,000 extra mobs on spawner/spawner break/elite kill mods
I wouldn't mind a "major mod" or "influence" or like a suite of related points you have to choose and then pick from that
that sounds good actually
this was 25pts 🤣
pern1 legion5 chrono bountiful and i forget the last 9 points
were you in the forum
no mech said it in a different channel
o
the cloaked was like an extra layer of pain too for like trying to run around the horde
a little offtopic but lowkey maybe chrono should get a nerf
done 22 pt lg with friend today, the ender dread hit so hard for some reason even though is r3 get delve scaling, dreadling that come in group is also nery annoy, could use some stat tone down
dreadling damage skyrocketed
they'll 4 shot you in R2 with ~100 ehp now
all of the dreadfuls need to get massively tuned down now
R3 is starting to look like R2
yeah I just experience that
very not fun
in r3 we at least have some powerful build but r2 item choice is very sad
prefer haivng more rewards for decapitation strikes on the idol
I actually do like the idea of some sort of "reward" for killing the idol
I was thinking about it... and single target players being able to get a little bit of something out of having a beefy priority target could help, since apparently AOE players can just keep bombing like usual and incidentally kill the idol
that or nerf aoe against idols and idol crowds but I am gonna assume that is not a favorable position to take
maybe if the idol takes more damage if it is hit directly
would that be different from lowering idol health and then also decreasing damage transfer?
im not sure actually
cos like you could have it so that idol has melee vuln
and then most aoe is magic id
the issue with that is melee abilities on warrior
double range from spawn in forum was triggering the spawners from to the right up a level in tree room and mobs were flowing from there, and then another set out of main room with like a few 100 mobs
the evil and intimidating TOP HALF OF EX WILLOWS IDOLS
😨
oh shit we should make the ex willows stoneborn immortal equivalents idols

Make the normal willows immortals into idols (all mobs just have a huge dr)
I've been playin' with Idolatry a lot
god damn, this mod is everything Carapace wishes it could be, and it's awesome
I really like the way idols are introduced to the gameplay loop
they introduce a new layer of target priority (and, finally, some real target priority in the Ring) while still allowin' for multiple approaches to how to beat an idol
maybe they're a bit too common right now but iirc that's because they currently check per spawn rather than per round of spawns
dreading has caused too much damage. Request to reduce its speed/damage
The difficulty increase is so staggering that it becomes unserious
It could either be reduced to like 1.3x - 1.5x or have it trigger briefly
If anything it'd have to be on only first spawn of a spawner
was triggering spawners from like 3 corridors away from spawn constantly
bountiful gameplay
🥀
this is actually accurate cos we had like 11-13 people in there for funsies
I like this idea slightly more but it's still an ehhhh thing as you now get this giant wave that probably kills everyone and then it despawns and normal gameplay, repeat
Can we add cars as a delve modifier
it is a joke modifier truly
driving in my twisted
add Scouts from GTFO
3/6/9/12/15% of spawners get cat spawner
modifier
(enemy that if you alert it spawns enemy waves nearby)
cat infestation
I think "enemy that if not taken out quickly begins rallying other spawners" could maybe be cool
new experimental modifier- applies star point spawner types to spawners in the dungeon randomly
so it spawns a cat that runs towards nearby spawners and trips them
bountiful with extra steps
but now you can prevent it, maybe, sorta, oh you got too close trying to stop it and now the spawner triggered
I think it has some merit, same as like chronology, it's just that range has a much bigger effect on gameplay than spawn speed imo, even more so than just inverse square law volume, but how encounters play out are balanced for the range they're at
is this even possible
depends on how plugin is coded
that has been rejected
You have to break the spawner first before it applies the effect 
we aren't doing that
I'd imagine anything to do with addin' new spawner mechs to old dungeons would have to do with actual remasters of those dungeons, if it were to happen at all

torch gaming
delve mod that makes all enemies have a chance to drop random splash potions on death

I still think this is a silly route to take with how extensively these mechanics have been used since the moment Star Point released
but what do I know
precisely
because I think it's a bit silly to suddenly offload like 5 different mainstay spawner mechanics on a player the moment they reach Star Point with zero pretense
and usin' them in moderation throughout earlier content could help alleviate that issue by introducin' the concepts to the player earlier on in more...controlled environments
100% damage transfer. Every 35 damage taken it pulses out heavy slowness onto mobs & players nearby
I haven't seen anyone criticize that we introduce them all in Starpoint
this would be new information to me
I think they're pretty spread out too ngl
I also dont think you can backport a Spawner mechanics without fundamentally changing the encounters
you probably see shields, then alert, then the rarer types
Like imagine 3 random spawners in Vibrant hollow became protectors. that'd just be weird
Lootrunner mod
they're not all at once
Im happy to change spawners that use them in SP and post but I dont think we're interested in back-porting and changing previous (keep, dungeons, etc) encounters
I don't think shield spawners impact clearing beyond being a pickaxe check
Drilling and its consequences or something
well they can I'd say
from memory, Celestial Rampart introduces you to Randomized, Shielded, Earthquake, and Revenge Spawners all in the span of about 30 seconds
You can put shields on a fast spawner (think ex white), or a protector to amplify pre-existing pressure
putting a shield on every elite spawner though doesn't achieve much of anything
the last round of pickaxe changes made a drilling pick also the de-facto BIS choice so I think shield spawners have run aground
did they
make spawners that take longer to break
make fastest pickaxe able to break those even faster
???
Profit
boilerdrill actually
eff 2 Boilerdrill is awesome
yeah hitting adze with a random giganerf 
I think adze is fine where it is
ok ngl I've still been using silverheart
comfortable choice™ is a good spot
but thats on me
go do a solo ex reverie with adze and you'll become radicalized
still waiting on the break-spawner-reduce-debuff-duration enchant
I dont think i will be stepping foot inside ex reverie
adze is slower than eshaker 
its not at all related but I remember seeing in the CTMC server someone made a "drilling" enchant as the coolest thing ever
pickaxe balancing is screwed
i go up a region, and now there's 50% more spawners and worse pickaxes
you threw a trident at a spawner and it drilled over 5 seconds and then broke
interesting
and it completely mogs monumenta's drilling honestly
thats because monumentas drilling is slop
this sounds like we're filling an enchant alignment chart and thats why its suggested
just take rain 1
what is a chaotic evil enchantment
you will survive
oh WHAT
curse of the veil
WHY CAN'T MY BOILERDRILL DO THAT
instability
that sounds SICK
well its nto a trident..
Can i throw my drill
i REFUSE i HATE cleansing rain please merge it with sanctified both skills would benefit
that's chaotic neutral
And maybe cleave through my lower torso
make Drilling throw a trident that drills into spawners to break them
higher levels make the drill faster
finally. Skyblock pickobulus
you'd have to retrieve the trident
no loyalty on it
let me see if I can find the guy's demo
server closes as I throw it and my epic trident is gone forever
I am not giving scout a volley drill
final paradox pickaxoomerang
Pick up your Trident little warrior boy
it would be so awesome
it would be so cool
also unlike HSB Pickobulus I'd much more readily trust that this would actually function correctly

warrior is too dense to let go of tridents and gets flung along with it and starts rapidly spinning while digging into the spawner
that's what paladin does
that is so COOL
to be honest I like how all four of the new delve mods are trying to accentuate the base content instead of adding new things
in 2029 when we have R3 dungeon delve epics we'll get this as brown epic
or, five, I guess
bountiful aint real
Boilerdrill MW7
(this implies that we are ever gettin' MW7)
Bountiful is real
this is the green gimmick like indigo grapple
Developer sanctioned trolling
yeah we realllly dont need more "make mobs" modifiers. The only exception maybe is mob replacement akin to old twisted
what is old twisted I am new-ish
which is actually drafted and called Rapture
If you want your maxpts clears you'll have to earn it
yeah we have more than enough "make more mobs" modifiers I think
mobs suddenly fuckign died and were replaced with super mobs
no dude, that's a chestplate in the isles
I remember reading your thing on that
Would the modern monumenta player survive the Shade of Greed (silencing archers)
alright never mind
we have Infernal, Spectral, Dreadful, Colossal, Chivalrous if you wanna get pedantic, Riftborn, Astral, technically Twisted, and now Idolatry
it was a time to be alive
and was reworked for probably a good reason
I think astral you call a mechanic that uses a mob as an indicator
the modern monumenta player cannot survive 10 minutes fallen forum
I survived ONE WEEK in this ABANDONED BUILDING for ONE HUNDRED HCS
(it's me I'm the modern Monumenta player my ass CANNOT survive Forum for more than 10 minutes at a time)
you know the thing that makes me feel super old
the awesome and helpful guild cleric:
Is there's people on the dev team who joined at marina release
awesome and helpful guild cleric my goat
we should run Forum soon, Ian
gotta make more big bucks
"ah, so a year ago"
You also have the supershine healypants now
true
maybe this build can actually survive Forum without dyin' every few minutes.........
(not likely because it's Forum but it's worth a shot)
Forum archers when I use my super secret shield technique
maybe every monumenta player should do all baseline dungeons solo for the first time
imaginary technique: deathrunning
i did them all in a duo it was awesome
how many pts
delves should be baseline too so more people can love del
absolutely not
the slop spreads
we must seal away the slop
r1 will triumph over the slop
that dog is so orange filtered
non delved OW replability feature coming soon
also i think that would risk many more people quitting at start but not a bad idea
That's right we're amping "it" and by "it" I mean my Wind Shrine
How can you play the game? Theres no delves!
"it's this thing called 'bounties' where you-"
and then they delved those too
you will amp your bounties and you will like it
how soon is "soon"
Chargorange are we getting a new adventurer crystal sink that isn't dummies
i guess you dont need delves when we have charging's amped poi creations
the Valley must battle back the slop with the power of peak
Is Isles the battleground where slop and peak collides
yes
idk next year hopefully
I need to finish the thing I've been showing in #patron-cat first
Yeah you do or I'll put nicknon in the waffle maker
Monu already has awful new player retention rates I think
not sure makin' them even worse would be the best idea
fuuuuuuuuck I gotta wait a whole extra YEAR for more Valley content

me waiting for new endgame r1 items that don't suck :sisyphus:
archmage femur is cool
however
being dripfed one item per year via discoveries is pain
oh I missed this. yes.
go buy out adventurers crystals and cause a market collapse and get me fired for outsider trading
outsider trading is when faimynyw beats magenta and unlocks the player market
New Feedback thread:
Delve Changes
*Looks inside
R1 amping
so guys scout am I right
how much content is the content, though
you've seen the map, thomas
oh yeah that
yeah that's some good content
lookin' forward to that. also lookin' forward to whatever the hell comes after it once it's done
most on-topic feedback thread
Me when the system that encompasses the entire game leads to discussion about the entire game
also is "r1 circus artifacts" planned to ever happen because it was suggested and assigned and then left to rot and then unassigned
There's intersectionality between delves and almost everything
r1 item pool feels kinda sad sometimes but that might just be me being spoiled by r3's options
circus absolutely needs artis I think
or really just any functional items worth a damn other than King's Sabs
everything else is just cosmetic fun plot stuff I think
bunch of animal spawn eggs and the pandas
gof items proclaiming that they are stronger than mw 7 legendaries (they arent, the axes are dogshit and the wands have less spell power than alcyoneus)
i think it would be awesome to normalize adding items even without major content releases to coincidence with them
see: the four R2 items that dropped with the Paladin rework
the Gallery axes are so sad
Silent Night is niche at best and Horrific Lullaby is just a dead pull no matter who you are
once in a blue moon when a new discovery gets added 
valley mfs waiting 9 months for a legendary discovery so they can get their first new unique in three years
and the watcher is just cooked and worst proj weapon
not even 100% stun chance

worth it probably
like would anyone mind if we woke up next week and had 4 new SR artifacts
There will be more artifacts in both r1 and r2 in the hopefully near future
isnt that the usual thing people do? unless they got a friend progresing with them. i did all base dungeons solo first time too iirc. exept reverie.
nicknon told me he did most of his first clears in groups
and hasn't played many solo
and I've heard that from others as well
its kind of a completely different game solo really
well it depends on what people prefer
though i never see new people lfg for their first time dungeons
i've seen people lfg for first clears but i rarely see the lfgs fill
the only dungeons i didnt solo for first clear were hexfall (obviously) and indigo
just wanted to mention that indirectly because of the dmg buff on all delve mobs (most likely including twisteds too) the bug where Twisteds despawn instantly when player dies has been more obnoxious than ever
Drilling is probably the worst design for an enchantment ever
true!
its so much easier when you have other ppl you can rely on to help you if you fuck up
Potent ragebait from a lead
Idols? Yes
no, bountiful
that mod is just outright broken though so dont expect it to be real anytime soon
just nerf the radius
the base potency behind it is that it changes pacing and that doesnt need anywhere near 2x to accomplish
idk how 1 per spawner would play but the obvious issue is that 2x mult on any attribute is going to be massive
even more so on radius which ends up 4x the area
bountiful locus tower 😇
has anyone tested new challenge forum
8x since its a volume 😭
everyone likes the drilling enchant idea better than the small-spawner-delay-increase one 😭
um i think bloodlust velocity might be too high LOL https://medal.tv/games/minecraft/clips/kVnYxw2D3ZPmY4m2u?invite=cr-MSxNazksMzQwNTQwODg0&v=33
Watch bloodlust WHERE HE DID HE GO? by SmiGuy8 and millions of other Minecraft videos on Medal. Tags: #minecraft, #openworld
Watch bloodlust by SmiGuy8 and millions of other Minecraft videos on Medal. Tags: #minecraft, #openworld
Whadda hell 😭
TEAM ROCKET'S BLASTING OFF AGAIN
I just did a lime with idolatry and the experiemental bloodlust, both felt very nice
i will say, I feel like idolatry would benefit from having the generic guardian idols removed, so only 'special' idols spawn, but at a lower rate
like i was playing with level 5 but it kinda felt like every other spawner had one and it was just "oh look another meatshield"
I think the rate of spawning, mixed with the fact that it was usually just a guardian, really made the modifier feel less impactful
the experimental blood is just an upgrade, on kill instead of "when they feel like it" feels a lot more natural
Only other thing i could think to say is, idolatry should maybe get a line of sight thing like malediction, just because if an idol spawns in an adjacent room you need to figure out where it is, then drop everything and either dig through the wall or manually go find it
Idolatry spawn rate is considerably higher than expected currently as its rolling per mob spawned instead of per spawner
hopefully the correct rate, glowing base idols, and higher direct Damage transfer will alleviate that
ah
that makes a bit more sense
thank god I wasnt playing legionary, it would've been every spawner lmao
yeah that would've been
hellish
Im not quite certain just how increased the rates are but I'd expect a fair bit
given that its every mob spawned, and for every spawner that spawned 1 mob there was one that spawned 2-3 mobs
the rate could've been doubled
if not a bit more?
Can we please remove the shield stun from enderman dread and also make the ravager dread what is was before 
enderman is fine (rogue speech bubble) but i hope the ravager pillager burns
ravager is genuinely miserable
R2 
Oh lmao
Yeah I was running gray and got fucking nuked by the enderman
Nothing else really was dangerous

hog rider is not a serious mob now
i either kill it on spawn or lose all my health in 2 seconds
Dreads are a joke for rogue and other classes are just suffering
everything has felt oddly fine aside from infernals
fine in r1 too
In R2 I have to pay more attention to kill them on both warrior and ranger but nothing too crazy
And this was in like the worst of the worst
Shifting with bountiful and a bunch of other slop

I think my moot point maybe is that Infernals and Colossals are the overtuned ones
Terror did 22.3 damage to me in about half a second
sorry, not damage
Health
I'm crashing out on dreads
Infernals I'm not sure what's going on with but they just hit so hard for their spawnrate
dreads could use a little tone down and colo/infernal need to get nuked
and I am feeling the pain of terror, albeit this is on an armor scout build with like 100-120 ehp depending on inure
the rest feel okay
I literally rage quited my gray because of dreads 😭
its really just terror
it's always been terror, man
Conquest is a stress fest but not too crazy if you play well
The rider got changed in some way to be easier I think
from what I see
but the horse is evil
sometimes I don't notice a colossal spawns and then conquest just jumps on me from the other side of the map
conquest is a legitimate nuisance
if he falls down a hole, the room's done
you may as well pack your shit and leave
Yeah i never liked conquest lowk
Like its a BIT better after the initial jump time was increased
But its still “obliterate it or he gets a jump off. Fuck you.”
yep that's my feeling from playing in r2 as well
keeping in mind I played before idols stopped shielding delve mobs so if you tried spawner rushing you could get a shielded conquistador
which was lowkey an interaction I missed because of how punishing it was to do the "easy thing"
infernal spawn rates are also juiced up
spawning per mob instead of per spawner
to my knowledge*
I've never understood why everyone hates Conquest so much
in all the times I've encountered it, I've never really had a particular issue with it compared to. certain other colossi (/glares at Colossus of Terror)
honestly its damage just feels overtuned sometimes
if you don't heal to full before every spawner and one spawns, it just pins you down because it's so hard to get away from it
I didn't really feel the 1.3x damage modifier from playing ex magenta in a 4 man. It was honestly a very chill clear and I think that is just how it feels coming back to r3 from r2? idk I died once to getting 1 shot by a baby boomer and then everyone else was dropping like flies so maybe I was just subconsciously playing carefully as if I was in r2. Twisted Shadow got me once too but I greeded for a kill and let it backstab me in a bad position.
didn't have spectral or infernal tbh and infernal seems to have juiced spawns and maybe they would be a menace
had a chall shifting roll infernal 8
like
95% of our death were to infernal / dreadlings
why do dreadlings do 2 and a half hearts 
colossus werent actually that bad
dreads were vile
had the enderman run at me at mach 3 across the whole ass room break my shield and kill me through 6 absorp on poise apoth in roughly 4 seconds
why does prolly the fastest guy in the game have a shield break on melees
genuinely terrifying
Also, is it just me, or does the ember that makes the starfall do an insane amount of damage on starfall's impact?
In R3, I swear it dealt like at least 150 damage (TBF, I got directly hit 😭)
that mob is just badly designed
like flat out nobody likes it
it should be the next to go after specter of mourning I think
I don't think it's terrible tbh, maybe if it didn't throw hazards everywhere even IF you dodge the attack it would be better
nothing wrong with starfall as a attack archetype
did you know it leaves a hole now
it used to not
the starfall archetype leaves a hole
or are you referring to the infernal ability that I have mentioned many times already

so I played some more of delves, not a big fan of enemies just getting even more raw damage. I already felt like delves difficulty was coming mostly from the raw stats scaling rather then the modifiers powers and this just puts it further into that direction.
The thing that stood out to me the most was just the dreading, the spider. they are really powerful now, doing so much melee damage. I really dont think the most common mob in the game thats spawned in groups of 8 really needs to be powerful.
dreadlings can already overrun r1 classes that have no CC and now they will overrun and can pretty reasonably kill you. The fodder mob shouldnt be having more presence then the dread itself, but it feels like the spiders are more important then the acutal elite in some cases, which is just not right.
I know corruption is bugged (again lol) in cz, but one thing that really stood out to me was in vesperidys I ingored like 2 spiders so I could dps the boss. A spider bit me and did SIXTY corruption, like thats more corruption then the bosses attacks do; what right does this little spider have to be stronger the one of the most powerful bosses in the game?
some more things, inferno changes feel mostly fine EXPECT for the lava creeper, I have grown no more fondness for it over time. Its just annoying, especially in very vertical environments where the one lava source just flows downwards and creates a huge mess everywhere.
dread elites themselves feel mostly okay, although this is in region 3 where you can burst them quickly. I can imagine things like the speedy enderman being not that fair to fight in r1 or 2.
Me looking at the single Dreadling (It'll tear me in half)
Pull specter is very dangerous now, since it loves to trigger through walls (in multiplayer its even worse in this regard!). I miss it being broken to not work at all. being pulled is one of the most dangerous things that can happen to you, since it brings you into the hoard; or into dangerous terrain like lava or off the top of the poi. Theres no real way to deal with pull specter other then to have really potent clear ether; its noticeably just better then all other specters are.
regeneration was more impactful then I first thought it would be, the modifier does a pretty good job at shutting down low damage output moves and giving elites more time to live. unsure about this one staying since it seems like it just enforces kill or be killed meta.
cloaked is very stupid, its outright unfair at level 3 and at level 1 its hardly noticeable expect for when it makes the ghast completely invisible and that is just not fun to deal with. It also removes all enemy telegraphs which makes ranged mobs unfair to fight since you dont know when they are shooting; or even if they exist at all. Lastly its extremely uneven amongst the classes, like scout and shaman can pretty easily trivialize the modifier but others like warlock and rogue just have no counterplay at all. This modifier feels impossible to balance, should just be scrapped and called as a failed experiment.
yeah cloaked needs a different trigger
mob stealth is a cool idea but range is too specific to balance and has ping based impact
cursed idea: 4 blocks, or the enemy's first attack/spell
maybe something like:
x% mobs stealth after 1 second, and stay stealthed until hitting you
yeah some kind of first attack but preferably with some indicator like delayed stealth would be nice so theres more counterplay
if range stays 4 blocks does seems like a solid line to draw
but again if you have high ms thats like a solid -1 block to that range
maybe shove it into idoltary with idol of smoke
Move it to assassins !
What'd I do !
i don't like assassins 🙁 its just you take 99% of your hp out of nowhere from some spell from across the map
it’s good to hear cloaked is unfair at level 3 since… it very much tells you that level 3 is unfair yeah
how does L2 handle?
magic spells often retain their telegraphs but i can see how cloaked skeletons have no indicator at all
how does warlock not work well with cloaked
new delve mod idea: all cooldowns are halved but they are casted automatically
paladin:nice
can idols like
not apply to vexes as well
i got fuckin Murphy's Law-d
astral, idol, harmonic priest in a pink delve
this gestures my drowned
your not going to use your only attack vs a single mob, but you dont know how many mobs there really are until they are all next to you. even if you just guess where the mobs are, you dont have infinite range and can easily miss them. Lastly none of your skills counter invisible mobs in any way (unlike say eagle eye, which just reveals them for you)
and reaper cannot judgement chain what it cannot see; it is also much harder to know exactly when to activate dark pact and doing so to late is dangerous.
the class that struggles with control just inst going to do well into a modifier that takes away even more control. admittedly most other classes also just are not good into cloaked anyways.
Put cloaked into assassins and call it a day. In all honesty it looked like a meme from the very beginning
Only serious modifier was idolatry
Tenebrist can light mobs on fire
the rest is "fuck it we ball"
Chall Purple 
If it wasnt for inferno, tene could have passive fire aspect aura and be strong against cloaked
Gunslinger auto turret would do work too
dude, a completely fire/debuff based tenebrist sounds amazing honestly
in a perfect world where Inferno doesnt fuck it over, anyway
well in that case, warlock is weak against cloaked because inferno sucks 
I am more so speaking in general though, not any specific build or region
maybe EE shouldn’t make invis mobs glow… food for thought
I think spectral and infernal are where i feel the damage increase the most
isnt that like half the point of eagle eye
or you could make it faulty, only revealing them for a short period
cloaked mobs cleanse glowing every 3 seconds or something
but but but, my top tier class 
you only need 3 seconds to qd and clear an encounter 🔥
invisible mobs are only really used in frequently black mist and since you already have a lantern to reveal them I think its fine if eagle eye can too; helps you if both lanturn users just die so you can still beat the boss.
a class having an advantage in 1 strike is not gamebreaking
*shouldn’t make Cloaked mobs glow
but i’m liking the idea of cloaked mobs shedding their glowing more and more i think
had a malediction pull us into one (1) block of lava and we died and had the starfall guy snipe us cross map at starting room and eat 60% of our hp
prolly most glorpshit delve interaction ive had
i dont like starfall ember
ember of knowledge
https://medal.tv/zh-Hant/games/minecraft/clips/kW011zJhVOhTFaPYn?invite=cr-MSxzVkUsNDMzMDE1ODA1&v=37 Holy pull range
在 Medal 上觀看由 erichen 創作的 Untitled 以及數百萬其他 Minecraft 影片。 標籤:#minecraft, #openworld
^ what even is this
ok thats just kinda on you not killing the malediction
I'm psure its been that long always
Guh
its just that the activation range for it is bit short
Still want nerf back to what it was b4
but when it can pull it will pull you from afar
before the pull didn't exist
Wdym didn't exist
it was bugged
Wasn't cast time longer b4
^
i thought you guys removed the pull and made it a debuff skill or something so i took that as normal lol
yeah but before the pull was bugged and before los change the cast time was wayy higher
No warlock does fine against cloaked
shadow shouldnt really be killing spectres tbh 
crazy how the highest priority mobs in the vesp fight aren't the shulkers/elites but the random spectrals
@tough jackal Gravecaller astral startup spawned at head height (ie leaving 1 block gap between the spawned floor and the actual floor, instantly pulling me into a crawl space from which I can't escape and died before being able to break up and jump out of. Maybe it just shouldn't pull you until it starts up to give you time to position yourself, the forced movement just leaves so much space for issues
weird, the pull should be a 4s grace period before it starts doing that
oh. its just not doing that
okay i will fix that for next week
it just did not have the grace period
Epic ty
How does the new stuff feel by the way @drowsy sequoia
I only got a crusader in my poi so far, I think the axe it spawns counts as an elite, not sure if intended. But pretty cool, it did feel very similar to hexbreaker shaman one with big aoe every 5s
it ain't happening
because of technical issues or ?
axe is an elite
im not sure if that makes it too easy
Another thing I wanted to do is perhaps make Nuclear Amalgam an elite
that should at least count
Nuclear Amalgam is so funny, it's SO loud and you think it's gonna explode any second but then it just keeps ramping up and you kill it
Only mentioning because I'm not sure there's been any other elites spawned from other ones
That is true
Probably not a big issue though
Still had like 800hp in a 12pt so not sure rogue would kill it easily either tbf
Both bishop's and Crusader's phase 2 summons are non renewable so it makes sense to make them more worthwhile targets
Shadestepper was pretty evil in testing so I need to see if it needs any tuning this week
I will see how it goes if I find it, the clones being "don't attack or they hit you" before was kinda mean and if going by how it's written it's "you should kill them so they don't attack" I think that's better
Yeah it was sort of anti game design before
You should be getting rid of them now
if you leave them they sort of are actually worse than the shadestepper itself
Bishop before used to spawn like 7 summons on phase transition and it was a fun chaotic mess, I saw the new one that creates a massive ring... but it kinda didn't do anything? Not sure if there was debuffs or something, it didn't seem to be attacking and also phase transition is a lot less impactful with it spawning like 1 guy I think the previous thing was great
Edit: Just got a 2nd bishop and wtf that was so much of a different fight. I did not see the cherub at all the first time, and now there's 5 guys spawning at the phase transition, back to the chaos time. Not sure why it didn't work the first time, maybe the cherub is just one of the potential spawns?
pretty sure its an idol
Even more reason to spawn the whole gang again
New shadestepper is actually terrifying, it's like literally being in a mirror maze with a murderer, I keep running away and then BOOM he's shoving a knife in my back while laughing every other second. I literally couldn't keep an eye on him even with eagle eye before I got stacked by a clone through the wall
2nd bishop was a ton different
3rd fight was the same as 2nd ok this is probably fine lol
i have only seen tree guy 2 times but the 2 times i did he just like dies without doing anything to me https://medal.tv/games/minecraft/clips/kWEH5o7G5jTzp5aKV?invite=cr-MSwzNEssMzQwNTQwODg0&v=22
Watch tree guy DIES by SmiGuy8 and millions of other Minecraft videos on Medal. Tags: #minecraft, #openworld
Watch tree guy dies x2 by SmiGuy8 and millions of other Minecraft videos on Medal. Tags: #minecraft, #openworld
bgm buff
what build btw
melee mob class build 4.0
New spiritcaller is definitely a little bit of bait, if you focus on the summons they can quite easily build in number if you aren't careful... but you can also just focus kill the twisted itself and then the rest dies after. Also the trees spawning in use the same sound as getting whispered I had to check my chat I thought I was hallucinating, would be nice if it was slightly different
The fact that i havent heard anything about the hurricane effigies means the mechanic just fails lmao
I saw them
It looks like it levels up over time?
But yeah I kinda just walked backwards and I didn't take any damage
Maybe the spiritcaller could have some kind of defensive attack which was more powerful depending on how many summons are alive? Like chain healing wave themed with 1 bolt per summon
It felt like the actual boss didn't really have anything other than it's melee
this sounds like server performance slop but maybe
Doesn't tempest already kinda do that but per-player
Also the trees spawning in use the same sound as getting whispered I had to check my chat I thought I was hallucinating, would be nice if it was slightly different
that's the new type of damage we added, mental damage
Just fought another spiritcaller, the effigies just kinda are too slow and their attack takes so long to happen while also being stationary that it doesn't feel impactful, maybe only 1 of those needs to be changed mind you
seems pretty effective to me
i just pstrike hurricane effigy 
for the three new spiritcallers i have fought
i remember it doing some whirling stuff that hit me maybe
i also notice semi-frequently even when at player y-level >= torm y-level, torms love to block break below them
annoying in gutters and tolu and nadir
torms have got to get some better logic for increasing in height i think
i think they should break player placed blocks only
Give them tesseracts of imbalance
nah they all have veilrippers
Watch yup by SmiGuy8 and millions of other Minecraft videos on Medal. Tags: #minecraft, #openworld
door stuck
that happened to me in indigo
flat arena mob when not in flat arena


