#Fathom's Reach Feedback
1 messages · Page 2 of 1
WORDING
like, any block update?
like place a block and they drain themselves over 10-20 seconds
that sounds pretty goofy
i guess that'd leave you with no path to whatever is behind them tho so uhh
it was what was intended before some spawner code got in the way
voidrim was about to dive them with sponges lmao
they'd need changes there so im not sold on it
something I will say- i didn't feel any pathing issues in the poi
like... i always knew where to go
no im still gonna just remove all water from this poi on some ring at some point
this is a personal vendetta
maybe that's just former dev intuition but that didn't feel like a problem at all to me

if you didnt have pathing issues you probably missed like 4 chests tbh
The poi kinda forced me to back track some amount which I'm not biggest fan of
let's do fathom deconstruction project
thats fine i had a bounty to complete 
lets mine the whole thing out
you're specifically pointing at mobs active while the player needs to do finer movement (jumping between islands)?
@tawny acorn
LMFAO
all the water, all the blocks
SIGN ME UP
Yes
Like from this picture
who eated the poi 🤔
i need coral bro
the little island on the right has a small cliff when you get onto it
and mobs just... fall right on your head
okay the good news there is that's relatively easy to fix by removing those erroneous spawners
get more people on this and i'll unironically unzip my veilripper for once this century
or adjusing the necessary ranges
Actually you could just make the cliff not exist and make it more of a vertical battle up the hill
yeah
I wouldn't get rid of spawners there just make it a smooth hill upwards
do mages still do a shit load of damage with skulls
they still hurt pretty bad
tl;dr charging lower encircled black area by 3 blocks
oh yeah thats not a great area either
one step ahead of you there
Awesome
also @thick sand im ngl the nadir tridents have the same spawn counts
nadir tridents dont have 160 hp
yeah I get that
fathoms have 115hp
guess which ones I los searched when getting numbers to compare
ok retuned those, 5 more health, -1 attack damage
nicknon will kill me but I reduced ~half the final island's spawners from count 4 to count 2
so those will realistically only be spawning 1 mob on average
no what
the final island is super cool because it's like the ultimate encounter and super hard and everything is flying towards you from everywhere
there is still going to be a lot
thats pre legionary and all the spawners are still active
you can try to shave off some spawners from the edges but there comes a point where you really have to go in and trigger 6 spread out spawners at once
and likely the second ghast wave + tormented comes with that
so its super hectic and fun
I mean im keeping the spawn amount of spawners
the spawn attempts per spawn have have just decreased on a couple
thats all
idk
I will put them at 3 instead of 2 just to ease it out
it'll still stay hectic thats what I was after when designing it
ok you misread
not the final island
i think this kind of encounter is definitely unique to fathoms reach
there's one right after you hop out of a water ball
oh which one
there's an evoker elite to the far right
i feel like that island you can do relatively gradually
far left center
yeah
gotcha
that island is kinda
you're hoping to stagger those more?
I am also replacing most of the water potholes
with sand
i personally think that island is sufficiently gradual/staggered tbh
like you can get through half the island without tripping the evoker

that's excessive. good golly.
oh yeah also
theres like a fork on the second tier of the tower
if you go left/straight then theres a pink coral spawner with too much range
this fork?
@flint jackal
oh gotcha
yeah found it and reduced
i don't really have any other encounters in mind i think the rest are pretty workable
ok instead of this (and the bubble column)
i would obviously like a rate decrease on the bottom floor phantom spawner but i think thats soulful
I might be able to route over to this island instead
i honestly just treat that as a branch
I like that they respawn quickly, but I can lower the count per
well
need to balance soulful and players actually having fun
the goal is its fun
even if it is breaking the r3 model
@flint jackal i know this is off topic but this spanner is still bad #1351976703915855892 message
and has been for 99999 years
could be cool if it’s possible to make killing a specific mob give conduit power
or really just water breathing
fixed
since the update you have water breathing for the balls just infintiely
yeah can do that
thank you!
I think there should be conduit power in any of the water rn though this is next week
kill a random guardian or drowned in the Orb and it gives you conduit power
anyways yeah i dont go up the bubble column because theres a spawner right there and the ghasts would come down from above me
there is a water column that charging is axing
so i turn back and clear the other path of the fork
its the 3x3 right
that’s like the most insane encounter I’ve seen in the region so far
yeah the bubble column is being removed
I'll either directly dead end before it or try and route a different way
yeah, this should make the bubbles more manageable i think
i think scout specific thing is that when you go for the first water ball
sometimes things can spawn from the ledges behind you
also fixed that
but i've not had it happen since i've been more careful to directly jump into water ball
they've been decreased from 14 to 10 range
ok actually
this is the ledge right before where the bubble column was
I could just send the player up here to a ledge and let them re-engage with the other path from there
this is post ravager fight right
yes
i think this would make it more confusing because there's continued clear to the right iirc
though my memory of the area is a bit fuzzy
essentially its moving the re-convergence sooner
instead of being at the bad bubble column its before the floating islands
i think you're creating a dead-end branch to where the old bubble column was
which is confusing
old path in light blue. Higher path is in dark blue. instead of taking light blue up the bubble column into 5 spawner ghast land, it could connect earlier on the dark blue, before the series of islands
no new dead ends would be made here
are you just gonna axe everything on the old lb path
by postravager i mean you're just leaving the inside of the tower that had a two spawner with a ravager fight
and now you're coming out and doing the lb path
idk maybe my memory is poor but if its no new dead ends then it seems cool
1 phantom spawner, 1 coral, and one gray coral spawner would be removed
the stuff on the ledge would stay just shuffled slightly
and then up the arrow
ah
okay my memory has been refreshed
if you want you could turn this into another megaencounter lol
and move the chest to one of those pink corals
btw it might be cool to move the solo sniper elite spawner from pinata to the final island as well as the pinata to the final island encounter
or you could keep the pinata where it is and just move the sniper elite to the final island
tbh that spawner is there to signal to the player the pinata location
I could swap it out with something from the island
I think I'd also swap the pinata and the single chest locations though at the top
it would be very climactic
i 🗨️
that so hard
reaper 👍
trigger the spawn then walk out of the room and keep shooting through the banners until i stop hearing dread sounds
ignore the light blue schizo but its been reworked
i think 1x1 bubble column is nonobvious
but since you can treat this as a deadend i think that's actually fine
maybe more decoration around it as well
shoved even more candles floating around it
did this for reference, did any other spots stand out that need attention?
is that one pink coral spawner still a big radius
in the image or
no, theres a spawner that spawns the basic coral mobs on break, and theres a spawner above that activates nearly always and drops down
it got fixed
ok cool
here
Uhh other than the waterfall that has the bubbles that launch you up, not immediately
ight
btw charging thank you for listening to sm feedback on the poi despite initial negative reactions
i mean yeah
the goal is a fun poi
I appreciate all the feedback in the first place 🙏
curious, how does the conduit power feel to everyone
(if anyone's even run it since yet)
i ran it a few times yesterday, it’s a lot worse than aqua affinity obviously but i can at least comfortably break the spawners before the next wave spawns in
That's the intended goal, there
also i was on scout, im definitely still not going to try to fight the mobs underwater as melee even with water breathing
if it was instanced content we would be able to grant aqua affinity
as it stands i… think the only thing you can do is give aqua affinity throughout the entire ring overworld, or not at all
i mean
thats not a bad idea necessarily
theres like what 1 other poi with water and its fake anyway
aqua affinity in all content? 😳
would make rift of the drowned easier
might encourage to full clear magenta section
tried new fathom's reach, feels way liner(also saves much time cause you dont have to turn back and mine more spawners)
the elite spawners beside the double chest feels weird cause you triggers it when you open the chest below
all i can say to the conduit power is nice qol since i used to mine spawners directly without any buff
like it won't make a big difference there but its nice