#Gilgamesh Changes

1 messages · Page 2 of 1

crude torrent
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earlier we had request for it to grant a defend on the warmup. i think we'll try that

alpine edge
vale ocean
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I'm having a hard time trying to find a use case for it, kind of like Tower of Strength on SGS. Anyone else got any good situational ideas we can test to try it out?

valid swift
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I do agree that keeping the turn windup is probably going to severely limit its use case

cedar mulch
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But i fully understand its not a matter of liking better, its a matter of balancing, so trying out in beta will be sweet

dull roost
crude torrent
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just trying to keep some skill diversity here. if we were to make it 1 turn, we're likely best off just using a different existing 1 turn skill, no?

vale ocean
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From a use case perspective I think giving it an effect like Double Def down or something might be more handy than a defend turn

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Have a floor with a troubhlesome zerk? Wind that puppy up

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if you survive, good for you you can probably kill him

crude torrent
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that's some good thinkin'

vale ocean
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Or in a similar vein but the opposite way having it give like a temp Double atk up or something

cedar mulch
vale ocean
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Something not really easy to come by in another way but enticing

cedar mulch
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You can clearly see im biased so i'll wait to see heheheh

twilit dirge
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Remove crest of lyonesse and give gursa a 100% stat passive like Dara scaling on CD kills instead of amount apex skills used

vale ocean
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I had a hybrid thought

cedar mulch
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I think

vale ocean
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Keep Crest, remove flat 2h bonus add a scaling stat passive to Pommel while using a 2 handers based off CD procs (which you can spend on certain skill(s) like Strikes of Ursa

twilit dirge
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My thought based on your comment way up

twilit dirge
cedar mulch
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Honestly im pretty happy with crest now that we'got a boost while 2handing (dmg and CD bonuses)

arctic monolith
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Once again on the use case of upward strike. It should be as useful as a basic attack twice. Otherwise any skill or action beats it out.

twilit dirge
arctic monolith
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Imo if there is still a desire for a wind up, can there be a way to speed it up via a spec/adornment?

Or can it have a guaranteed two hit with a chance at more? Two turns to deal paltry damage to one mob feels very bad

alpine edge
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That's why it should be a one turn skill, because it can deal paltry dmg sometimes

cedar mulch
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I'd forgotten about that 😩

crude torrent
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The "paltry" was previously updated to a 2.4 mult. Upward Strike II has a range of 2.4-6, which is fine for 2 turn imo

vale ocean
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Patch Notes: "Upward Strike II removed as a skill because the community felt it was useless. No replacement is planned." mimic

charred ocean
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Ohb has a buttload of mana on it no? Really like the idea of adding "defending" mechanic on it. The mana on it offsets fey gear downside which could make turtling really effective

arctic monolith
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My gilga feedback at AL75:

base - Feels fine. I didn’t notice many misses on ss in anguish tower and boss dungeon runs.

ursa - without anguish I think it is a very fun class and it feels great alongside the two handed weapon buffs. It does feel like the class has lost some survivability

herc - Also feels great. Again I would prefer thematically the herc has the homing shield passive to lean more into the shield play. But not needed in terms of power/content clear ability.

Note it does feel kinda bad to see smaller ward numbers cause it took work to get to AL75. Nothing besides feels slightly bad, it is great for game health so I get it. And it looks like there was a bump to base stats which feels pretty nice.

I would in general say that while the gilga class line is being tweeked in a direction, the gear we have access to as warrior has been focused in a way that differs from where gilga seems to be meandering now. Not that a identity shift is bad, using other skills besides ss has been a long time feedback from gilga players. But being able to have gear that enhances not using ward/SS skills will be exciting in the future and could help fill out the class vibe 😄

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TlDR gilga dead

crude torrent
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oh no, gilga died again

arctic monolith
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Forgot the mimic mightiest_mimic

cedar mulch
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BUT

vale ocean
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Of all the 3 right now, I feel liek Ursa is the one that needs some oomph

cedar mulch
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Gilga still feels nice, i was worried we would get a huge nerf but we definitely didnt

vale ocean
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Which is why I've been trying to throw ideas out

arctic monolith
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100P. I just have been playing the beta a more with my mirror so I thought I would get my word out there. Gotta wait another day. But I want to see if I can clear anguish towers as ursa

winter orbit
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I tested with my AL125. I took the same exact build for Ang50 (with one bog) and still clean the dungeons without big issues. Will do more test especially gursa ang tower tomorrow if my work let me some time 🙂
I lost 30k ward on my anguish build (300k Vs 270k) ... not a big deal.

graceful swift
lofty gulch
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What if gursa had an ability called Unchained or something that had x% chance to give T. triple up atk, def, or res when dealing collateral damage instead of crest. Too strong/random/easy to build into? lol

arctic monolith
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Dara says it isn’t too much power mightiest_mimic

vale ocean
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There have been a ton of ideas floated, we'll see if anything makes it into this patch cycle. If not I'll definitely be keeping an eye on it after Anguish 2.0 to see if it needs some more help.

alpine edge
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Give GUrsa a passive like Crit chain but use collat procs instead of crits, but more like redline

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I thought of an idea like that before for Rs Corvus with avidity procs

vale ocean
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honestly the best thing you can do is go do a bunch of testing so Odie can eyeball the data

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If it's falling short in performance, that will start to show and draw attention.

sterile nexus
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Performance is likely to be the similar unless people are comparing something like CS to two handers in content

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Question is if performance is the same, is the experience for people playing Gursa better

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im certainly going to try out two handers - it is unlikely to be better than CS for anguish towers so i expect "similar" performance gven that ill likely still use CS for that content; for regular towers id expect two handers to be much better than CS speed wise

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I am interested in alternative end-game builds and would like to find fun/viable similar strength builds to using CS for something like anguish towers

cedar mulch
sterile nexus
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Two handers getting a dmg boost is a nice way to give gursa access to more damage from class passives, particularly when stuff like crest passive not being included in pvp

sterile nexus
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i would like to see two-handers give a better experience from beginning to end however

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there should be no reason to reach some sort of end-point where you just do CS because two-hander falls behind

vale ocean
cedar mulch
vale ocean
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Not sure what kinda gear you are toting around but you can HoC your Al for free on beta and throw on some random gear pieces and unoptimized adorns and try it out

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Or sandbox it up

severe turret
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Just how much does the swash passive from BOF boost Spiked Shield damage? Is it worth using Pumpkinless rather than the BiS Ward gear like FSC? I'm an early Gilga trying to make it work for now until I get some more AL's. I hope 2H can make Ursa perform well also.

dull roost
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AL 168 - Finally did some decent level of testing, ultimately I have about a 25% damage loss, which I don't think is too bad and probably not far off from what some other builds are experiencing. The miss rate isnt bad either, but I'll note I didnt get to test too much legitimate PvP, and is contingent on Ang 2.0 stat scaling being less aggressive than it is currently.

Ultimately, I think the area I'm least happy with is the loss of overall ward and trickle down effects on passive. Feels like if I take a solid hit it can be hard to come back from in situations that would not have been as bad previously. If its a necessity would prefer if the AL ward scaling was slightly tuned down. I lose a little over 25% of my ward in most cases.

Not necessarily related to this patch, but maybe something to consider for Ang 2 patch, I was looking forward to party play against high level raids, and it would be interesting to have tools to facilitate true tanking roles. Maybe buffs to provoke and appease or other harder taunt options, certain spiked shields or spiked shield variants that give access to t.def buffs, the ability to difffuse ward to place a regen buff on ourselves and others. These are just some ideas but would be interesting to have these tools and allow DPS classes to go glass cannon.

arctic monolith
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Both of thise skills are in game now. I too am excited for more mmo party play elements 😃 and especially reasons for running them

dull roost
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Yeah I used to run provoke when I wasn't the carry in dungeons but just didn't seem worth it

raven linden
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Hi!! I was reading this thread when I have time, but since there is a lot of interactions I get a bit lost, there is any resume of which are the changes for Gilga in the beta? Thanks in advance.

pulsar salmon
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Base Gilga:

  • 163 dex
  • Homing Shield (5% accuracy)

GilgaH:

  • Steadfast I (40% Status Protection)
  • 155 dex

GilgaU:
– Steadfast II -> Steadfast I
– Counterattack

  • Collateral Damage IV -> Colleteral Damage V
  • Pommel of Ursa, when using a twohander gain:
  • +25% att/mag
  • +10% Collateral Damage
  • +10% Collateral Chance
  • 55 dex

Skills

Strikes of Ursa:

  • 4 turns -> 3 turns

Spiked Shield:
– removed fixed 5% miss chance
– Ward bonus given by Ascension levels has been lessened after Ascension Levels 50 and 100

cedar mulch
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+55 dex 😭

violet ember
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Gilga dead

hushed jacinth
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Gilga dead gilga

vale ocean
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I'm ok with Base Gilga and Herc atm. They are solid enough for now. I still feel like Ursa just needs some pizzazz. Not sure we'll get it as it may need some time to percolate on live but there's always next time!

arctic monolith
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Well said

cedar mulch
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Just tried a non bof build for ang 50 (no added dex from pumpkinless) and jesus thats absolutely atrocious 😂

charred ocean
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I wish we could lose guardian for something more holistic

tidal crescent
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Gursa looks like it's gonna be a turn 1 beast

lone wagon
tidal crescent
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Pvp, towers maybe. Lots of up front stats

sterile nexus
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In case anyone overlooked gherc getting steadfast

valid swift
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gliga daed

cedar mulch
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Bof is the only build viable now for ang 🥲

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I wanted to build a more defensive setup over time but thats a no-no now

sterile nexus
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And mage dance diety ara but that takes a good bit of set up

cedar mulch
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Bof too. But i wanted to feel/play more like a tank

sterile nexus
orchid forge
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If only "Pommel of Ursa" can allow Gursa to wear any kind of 2hand weapon..

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They lost "Ursa" ability but still has less ward effect..

vale ocean
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Yeah, text issue, probably needs readded to the pommel description

cedar mulch
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Yeeee ursas ward is terrible 🥲

sterile nexus
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Had to take a weee trip to the stun dart store

arctic monolith
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I have 75 ALs in a dead class mimic

crude torrent
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oh, did it die again?

arctic monolith
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6’ under boss

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Unrecognizable mimic

crude torrent
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rough

sterile nexus
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I watched this again and didn’t realize perfect shot stunned and my dart was useless DogeKek

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On a related note, any gursa tweaks cooking before shipping the patch?

pulsar salmon
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made a new poll to see how now, after plenty people had been given a mirror and tested on beta, the sentiment on gursa's current state changed.

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#1331674127261630508 message

pulsar salmon
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added another option

valid swift
vale ocean
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Why do you think it needed to be weaker?

pulsar salmon
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but it needed it
is that coming from a pvp or pve perspective?

dull roost
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Imo ursa was very strong in pvp already and now its less strong, but probably a needed change. The beta class is strong with its high hp pool but id be more hesitant to run a ward start, ss build on it without the counter and with less ward generally.

Ursa was okay in pve and is still okay, but the builds have shifted somewhat and not really in direct relation to the class changes. For example slice feels more natural to build into and feels fine on main game ursa now, SS will feel slightly less natural due to ward changes and ss changes, but still a reliable build.

I still think 2h builds for non-horde content feel worse than comparable builds, SS, dual wield. I think it feels a bit strange that the defense phase on strikes of ursa seems to incentivize running a shield.

Spit balling here, as there was some talk about the stat passive. Would others be in favor of something like a 'ward override' where you have 0 ward but would be given something else based on sacrificed ward (2h? Raw stats?) I think it would help deal with some of the overlap of SS builds while also leaning into the gilgas identity of 'using ward.'

twilit dirge
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Having a 100% stat passive like a reversed Bastille would be pretty interesting to play around. 0 ward = 100%

graceful swift
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Isn't that just a "press diffuse ward" passive?

dull roost
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To clarify my idea I was thinking more like ursa does not have ward full stop, but based on how much you would have you get bonuses.

But I think they're both reasonable ideas to explore. I think 100% stat passive is a lot, but I think there's a certain risk inherent with losing your ward and spending turns doing so that can be exchanged for X stat reward.

arctic monolith
vale ocean
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I think a more active stat passive would be a great idea for the class. My own idea was to base it off Collateral Damage and have it spendable on certain things, similar to how Apex works. Bottom line is I just think a majority of the players, as referenced by the poll think that Crest alone just isn't a great fit with the new version of Ursa.

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Honestly I'd like to see Bastille reworked altogether though as it predates the class identity feature and tying it more into identity would be a fun exercise.

cedar mulch
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About a reverse bastille, i dont think i like the idea of having ursa be strong when something happens to ward since hes the wardless gilga

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Also hes gonna be the absolute squish lol

orchid forge
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Ability similar to ressurgence would be good..
Rather get 100% stats, it's just 60% stats..
However only active in battle, starting from their current health in battle..
Similar but different way..
If 1 hp from ressurgence is 100% stats, for Gursa will be 0% since there is no 0.5 health..

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It will stay 60% for the rest of the battle and carried over in battle dungeon..

hushed jacinth
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apex like charge passive seems the best aproach here

sterile nexus
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anything that makes the class more "interactable" would be more fun and engaging than crest

dull roost
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I think cd to charge a stat passive is a cool idea.

While I think a charge/spend system is cool too, I think that leans a bit too much toward an identity (ie Mama flasks, apex) than a stat passive.

cedar mulch
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I got used to crest but im 100% open to new stuff

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Trialing staff doesnt even suffer from it anguish

vale ocean
thin badger
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I think that for a stat passive gursa could have something that includes an increasing maximum health pool that only builds in combat based on damage dealt and/or taken, and then the stats change could be based off HP % one way or another

dull roost
vale ocean
sterile nexus
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bastille is already sort of a "build/spend" passive imo

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i might like to just charge a passive via CD

vale ocean
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So you lose stat from Bastille but gain CD damage

sterile nexus
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oh for specs that are using bastille to begin with

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im sort of hoping ursa could get one more tweak in this balance patch hence speaking here...but i dont expect anything for bastille

sterile nexus
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seems like a larger effort

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200% is a visual bug

vale ocean
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I just thought it introduced a cool new build option for Gilga builds that really don't care about keeping ward maxed

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potentially anyway

sterile nexus
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i do think thats cool and would pitch something like that for a bastille rework?

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perhaps not in scope for our long beta

vale ocean
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yeah likely not

thin badger
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More likely just an Ursa spin on bastille

sterile nexus
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rn balance patch is removing CA and giving 10% two hand dmg and cd dmg (ignoring the pity dex boost)

thin badger
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Ursa has the big HP pool so why not focus on that instead

sterile nexus
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ive also heard the suggest to do like CD 6 passive and just apply it to anything gursa does

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im not sure a passive has to be built around hp specifically

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ive always just seen it as a nice offset to ward reduction

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otherwise we just have what dursa players pitched once which is reverse red line

thin badger
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Idk it fits the theme for being a riskier class using the vital resource rather than the shield buffer

sterile nexus
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Odie was not open to that

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is ursa's theme the riskier class?

thin badger
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Definitely since it's not intent on cycling ward usage to do damage. Primarily anyways

sterile nexus
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im trying to adjust my perception to that. i see the merit but ive never looked at the class that way

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for years now ursa has just been "different ss user" because two handers were a non-starter

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in some instances ursa is a 'etter ss user (pvp towers)

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lol the key 'etween v and n just failed on me if you can guess what letter that is

thin badger
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Agreed it's got cases where you can have a big enough ward pool for it to be useful *to CS/SS and still have a safe HP pool from nukes, but that definitely doesn't seem on theme

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I'd imagine a payback system using two handers and ward would be cool while still making use of a Bastille concept

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And then a stipulation that you can't use shield skills when not equipped with a shield lol

vale ocean
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Depending on what happens in this Beta, I'll likely start a discussion thread if where we can discuss various ideas after people get a grasp of how everything feels in Live. Interesting as all this is, I feel reasonably sure saying right now it's beyond the scope of the balance changes

arctic monolith
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I agree with you there Strahd. I would love a boost to Ursa. Maybe increased stats while winding up skills? Or some such condition like that could be interesting

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I used to think that class stat passives were really important to class identity. But with the flat 20s, apex, and now flasks. Maybe Ursa could lose crest and gain a whole new item oriented around “battle arts”

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Not sure yet what I mean by battle arts. But maybe have a class that could synergies well with abundance of multi turn moves in the game?

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What was that t6 or something class that gave CDG? Kinda like a t11 version of that class would be a cool way to play Ursa

sterile nexus
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question about that though, as multi turn does sound cool but how do you see this playing out in towers/dungeons/raids/pvp?

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about the only place those skills see use atm is raids with rend/daggers and ultima (which is often quick casted to avoid this). Pvp has some use of rend daggers but its generally a disadvantage to just 'defend' for a turn

arctic monolith
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Maybe temp buffs could proc on windup? Or an innate boost to def/res when not acting for a turn?

sterile nexus
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my comments come from a place that sees multi turn skills as inherently weak. @vale ocean i know you have been pitching strikes of ursa but i am having a hard time imagining its use case

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heretic and diety are not locked into ultima usage, but can manipulate it with QC. its not their only tool

arctic monolith
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Alternatively it could stack passive like channelous does for dara?

sterile nexus
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like im not even sure its a good skill to be salvaged

arctic monolith
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I think upward strike could be a really strong skill then in anguish dungeons or tower

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I can see what you are saying. I am just trying to think outside the crit or ss or go home meta 😃

sterile nexus
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sure

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only way to make that scale is a one turn defense that truly defends you

arctic monolith
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100P. That was my feedback on upward strikes 1/2

sterile nexus
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but i can see something making you 0 stuff out being...particularly unbalanced in others eyes lol

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if we remember beo bastion strat

arctic monolith
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Yeah that is true too

vale ocean
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anyway meeting time, bbl

sterile nexus
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yeah...i guess thats the difference. i dont really want ursa to just be a raiding spec or pigeonholed into a design for just that content category

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but thats me 😄

dull roost
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I'm also of the opinion that the pauldrons/greaves line of spells missed the mark, both in terms of cost and turn efficiency. Does anyone use these?

brittle gull
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I'm late to the party and haven't read the whole thread so apologies if this came up before

But thoughts on Gursa being able to dual wield 2 handers? Feels thematic, opens up a lot of crazy options, and can't be that broken given the lack of ward Gursa also has built in

thin badger
sterile nexus
thin badger
brittle gull
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It could be, but I was thinking that might be the little buff that gilga mains seem to feel it needs

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Absolute best adorn situation would be 2x ymir feathers. It'd be essentially 16 extra slots at the costs of much less ward and only having a 20% stat passive

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(And that isn't accounting for dual wielding 1 handers that already have like 12? Maybe 10 max?)

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Feels like it could be tested at least 😄

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(And we already can't dual wield celestial, so that is a non issue)

thin badger
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Imagine with celestials though, a fully kitted prom hands plus most weapons would get you super close to Crit cap with slots to spare for collateral

south mantle
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Yeah, a greatbow with an ymir feathers

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One extra prom hand and then a massive amount of slots on the other weapon

brittle gull
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It could very well be OP don't get me wrong, but it isn't that outlandish compared to current options

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It's a boatload more ward, but that is already diminished on Ursa

sterile nexus
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do remember that you would still get dual wield penalty for some "balance"

brittle gull
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It's only 1 extra augment and 4 more slots than what's already available

sterile nexus
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i think if you dual wield two handers though it would diminish using just one ever

valid swift
vale ocean
vale ocean
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I do use it in my Orn Boss build to help deal with second chancers, though I still don't have 100% CD chance even with it

sterile nexus
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yes i will take both

pulsar salmon
cedar mulch
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Remove autoCA and make it an auto "block" (only when 2 handing), lowering dmg taken like ca did, but without sending back to attacker

rigid parcel
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How about only AC if you are defending ? Would bring a whole lot of skills back in play

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As a part of pommel of ursa… would be close to an active counter skill some people asked for in the past

valid swift
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I would, for sure. What do people think GUrsa is lacking right now pvp wise? It has its niche of high hp that allows it to survive one shots better than most classes and has enough offensive capabilities to counter-kill its opponents (especially with CD bypassing second chance)

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If it feels lacking in PvE then adjustments should be made of course, all my comments are solely focused on my PvP experience

limpid wolf
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Perhaps Gilga could be given a new passive ability that boosts the power after defending, with the bonus lasting until the next attack.
It could make some otherwise neglected skills much more valuable, like Upward Strike II, Strikes of Ursa, Rhada Stomp.

charred ocean
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I can see some fun builds around all the defending mechanics suggested but I'd prefer something that could give Gil an option to endless. And centering endless around multiturns would be a non-starter I think

sterile nexus
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three sword style gursa when

cedar mulch
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Adding mechanics to gilga on taking turns to defend seems a bit weird. Is defending a big enough part of the game to warrant a passive? We'd be giving up other stuff for it, dont forget

orchid forge
twilit dirge
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As long as defending isn’t doubling dmg next turn it’s a loss, why defend when 2 hits do trick better

charred ocean
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Have you seen how much bastion reduces damage?

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Right now, I'd say yes your argument holds weight when nothing can really kill highly ascended players. But when anguished raiding becomes a thing, I think the defending mechanic will become really highly valued as an option when you see that ult charging.

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But I agree with Golduck. As it stands the mechanic is too sparse to center an entire passive around. It's just ursa strikes and upward strike from labrys in core game content afaik

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Well, and all the bastion offhands

ebon ferry
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The idea for the future sounds interesting but I feel that there's loads of other things that should be addressed first before this niche mechanic

cedar mulch
charred ocean
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That was my results as well when testing an amity recently

lone wagon
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So Gursa his signature skill sucks hard.

arctic monolith
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Will gilga changes also be rolled out with mage?

cedar mulch
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I was under the impression that it wont

arctic monolith
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Will there be more changes to gilga then? Should we make a summary post?

crude torrent
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I think we're still ways away from the balance patch being ready. there will likely be more changes

arctic monolith
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Nice 😊

charred tendon
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nothing that they give gursa will keep up with Att^^^ and redline

night tangle
cedar mulch
night tangle
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what ? I legit don't understand what you mean.

cedar mulch
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Oh yeah i wasnt specific at all sry 😂

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I was talking about Quick raids

cedar mulch
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For monuments every class is super fast now because of 2 handed overhaul

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And for towers dursa is still king (ang towers for super farm)

cedar mulch
night tangle
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  1. He was comparing DUrsa and GUrsa, you're comparing only GUrsa to entire Deity crew. For speed raids, I use SS3. Pretty sure a Gilga main can do the same.
  2. DUrsa was better in tower anguish because you've pretty much a free DC for every difficult encounter. Take that out and you don't use half your passives. Meanwhile GUrsa still have his stats up from Crest as soon as turn one and collateral damage is doing a lot of work. Sure it may not be the greatest for anguished tower without a good amount of AL, but without its free DC nor is DUrsa.
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I was mainly stating that deity power is coming from temp buffs and redline (in fact NEZ was) but those buffs are not applicable in many content.

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The only real complain I'd follow from a gilga standpoint is that gilga have to invest a bit in accuracy or dexterity while deity start from a better point in that regard

cedar mulch
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For speed raids gursa is usually better than base SS unless we have a bunch of AL i suppose

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Also dursa without chanellalus will still have insane base stats for towers. Gursas stat passive is a measly 20%. You also get to keep apex between battles. Not saying gursa is bad for towers, thats the one i use (except for final boss)

night tangle
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the only use for apex on dursa is barrialus now

cedar mulch
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And aoe eventualus

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Barrialus may be cool for high ang when dealing with cactus and nidhoggs

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But id say aoe would be better because its a panic button

night tangle
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no, dursa has a huge malus on apex damage (pretty much useless unless you far out AL your opponent but basically unusable for normal people)

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basically it deals less damage than a regular AOE skill

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same for manyalus, makes the damage shit

cedar mulch
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With a selenes hands celestial lute too?

night tangle
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even with selene hands AND swash mightiest_mimic

cedar mulch
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Then maybe barrialus is the way to go. With huge base stats youll be pretty much invincible t1 hehehehe

night tangle
cedar mulch
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Gilga is going through some changes, we MAY see another stat passive in beta somewhere along the line

winter orbit
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My bad

night tangle
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what gursa stats on beta ? is it that shit ?

cedar mulch
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Im kinda ok with crest but im 150% open to new ideas 🙌

night tangle
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if the old 670 def/res is still true, you only need around 1400 def on your armor to have the same def as a deity with same gear, and past that point you just have more armor

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you've similar base attack before crest and pommel, twice the hp

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and half the dex

cedar mulch
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At base i guess youre right. But theres ALs, t.def2 from chests and t.def3 from barrialus

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I just dont fully understand why deity has better def than gilga (even herc)

night tangle
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sure, deity have more defensive tools, and gursa have more offensive tools. seems about right

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you want to trade barrialus for CD ? I'm fully ok with that trade mightiest_mimic

cedar mulch
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No way i love CD lol

vale ocean
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Comparing classes abilities is not a great way to balance

cedar mulch
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I dont use it for ang towers but i use it everywhere else

vale ocean
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It's a red herring

cedar mulch
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I dont use CD for orn farming also 🥲 🥲 🥲 🥲

vapid orbit
arctic monolith
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Is there a time frame that we are thinking on retesting some gilga stuff? I am been kinda chilling on the grind waiting for changes

crude torrent
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this (patch) is not going to be something we see in the short term

visual gulch
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Ang2.0 first sounds like? The flat miss chance on ss3 has been exhausting for many I think

valid swift
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Does that statement include the SS changes? I was under the impression those changes were probably the “most obvious” ones from a balance standpoint

crude torrent
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I’m just booked for a few weeks, so we won’t be seeing many updates just yet