#3.17 Spiked Shield & Gilga Changes
1 messages · Page 4 of 1
Great, then balance it?
yes
Please Bwubble, let's try and adjust the tone a little thanks
I do agree with Bwubble's thoughts here though. When you ask the question 'is it better than live' the answer is yes. But digging deeper - some areas not by much at all, some areas definitely better. From what Ive seen in my testing and others, CS is too far ahead of other methods for anguish specifically, which is the key feature to balance CS to given timing of release here
The attempt from myself here (not driven by Odie, I'm going rogue) is to try and reign it in to something much more simple.
I'd say let's not aim for all the brand new ideas and approaches, but what can be done simply to get it right for launch
Hope that makes some sense
Gilgas have alternatives, but ss is the best tank and damage dealer and they aren't used to not being that. No matter what, it's going to feel bad to gilgas because ss has gone unchecked for so long. Tdubs has been doing a great job showing build variety on OL.
Yeah agree with wrecked its probably going to feel bad at first. We arent proposing a rework just want it to be balanced against alternatives given you get a big survivability pool of ward
Esp in anguish
let's just try to be more concise. threads like these become very difficult for the studio to consume.
point blank: why is SS/CS still dominant in Anguish? fixed miss? damage?
i understand this has probably been answered but i just don't have the reading time right now
CS is still outdamaging alternatives while building tanky enough to survive in anguish
As concise as i can
The tradeoffs for using it aren't there basically
as gilga or not as gilga
Both
I don't think its fixed miss, I think that actually hurts in anguish due to lack of dex scaling.
I was hitting more frequently before fixed miss came back
I can agree alltough im not sure if its better or worse
Would adding in Malus steps in the Anguish tree make this all good?
Rather than tweak the skill values more, just make it likely that you'll run into a step that reduces SS variant skills
Ok so leave fixed miss in PvE as it's detrimental, remove it in PvP where it's too good lol
I'll steer clear of my soapbox and just say: nerf it harder (like in previous iterations of the beta) and forget about making high anguish "possible". That can come later
And bump it to atleast 10%
last i checked you can just avoid any annoying maluses (like perm buffs falling off) entirely so maybe, maybe not?
I only ask as Bwubble repeatedly called it out, and I'm trying to make folks feel heard. If that's not a concensus feeling, let's go for something else
Also, implement all of these
Maluses would certainly help.
I would definitely err on the side of making anguish 2.0 too hard at the start instead of a repeat of ang1 CS dominance.
(Though I'm not sure why non-anguished pve content would be immune from balancing.)
Exactly same thoughts as fux here
Esp in the parenthesis. Less concerning but still applies
Agreed, it's completely fine for high ang to be too hard right now
We can make it feasible later
The HP scaling alone makes ang 1 much harder than it was
Yeah honestly I think anguish 1 dead content with HP scale (and that's good)
Isn't it that way in beta? Or was dex scaling removed for the beta and HP scaling implemented
For ang 1
I didn't try it myself. Just saw zahar's video
Never both
Sorry, not trying to derail the convo here
Too late, convo's wrecked
Chained Shield being added when and how it was, tells me at the very least it was meant to be the best option for Gilgamesh to defeat horde content. As so many of you have pointed out, the problem is it's become one of the only ways for every class to be able to complete difficult horde content. So we are at the point of how do we fix the latter without busting the former.
And everyone has different thoughts, it is a lot to keep track of and try to focus into concise ideas.
What about increasing the % of ward SS/CS actually consume on use? Giving the skill more of a downside and making you keep attention on your ward bar, potentially needing to take turns in-between to recover/recharge.
Or making it so it consumes more ward if used by non-warrior classes.
Or potentially reducing ward regen on the turn it's used so you have to mix things up/can't just spam it over and over or else you risk getting hit with little to no ward (though this could be a touching into "rework" feeling and less nerfing, unsure)
depending on cost in proofs to lvl up, it would also be quite a bit before ppl reach anguish 30+
Add anguish gear affixes on weapon and offhand (non shield) that allow you to gain dodge past the avoidance cap.
My opinion about the no malus thing for shield strikes in general:
For gilga and gherc there are literally no alternatives for damage output because thats their only available playstyle (which makes sense since its pretty much what gilgas are known for).
Nerfing is warranted, but giving maluses may make base and herc doubly affected.
Add ward skill maluses to the tree
But how is that different from other classes losing crit, crit damage, 2h, elements, etc? They lose all of the array of tools they are supposed to have at one point or another
Nerdly urge to soapbox intensifies
We're starting to lose the 'concise' part of the Odie request folks 😅
You can build crit and still have elemental dmg for heavy duty enemies. Gilgas have good single type damage, but in high ang a phys immune or even phys resistant may be able to shut us down
I think the concise part is "nerf it and add maluses"
Im not against change at all, im just pointing out a factor heheh
is the current iteration the "nerf it" part? or further
Make us choose ward skill effectiveness vs buff fallout at multiple points on the tree
afaict, and until we get a formula or something, it's nerfed like 10% or less and mostly due to selene hands being nerfed not SS.
pvp seems sorted with the cap, but pve seems to have been unchanged.
If I'm understanding:
-Turn SS/CS down somehow to keep it in line or lower than glass alternatives
-Remove Fixed Miss in PvP at least
-Provide benefit for Gilga using SS over other classes
-Allow time for the game to adjust but there's no way this will feel good for all of the SS builds out there Gilga and Non-Gilga alike
-Add Maluses for SS (or some way to make them not ultimately be top dog?)
-Allow Anguish 2.0 to start very difficult and go from there
Am I missing any?
what I noticed in beta is that my no buff gilga in horde anguish 1.0 does more damage now
@sly geode current beta iteration is still too strong?
there are so many vectors for "nerf" ss which is likely why its difficult to balance
and it seems like we are at the limit of this beta
maluses might be a little odd imo - it would become the only directly malus's skill. the others are indirect - and anything indirect (targeting Ward in general) would have downstream effects outside of Spiked Shield - for all classes
ultimately dethroning it as the meta monarch would reduce need for malus
What about a malus that increased the fixed miss rate in anguish? If geppu is saying he misses more with 7% fixed miss than without it in PvE
This kind of already exists but hits every skill
Accuracy -%
this would be similarish to ward absorbtion malus and can be overcome through gearing
Why are we reinventing dex scaling
if we're in agreement that damage is the issue, let's just focus on fixing the damage issue. no need to look elsewhere
Kinda sounds like the damage is nearly the same as live, so yeah it's still an issue
Why is this a thing right now
I'd still like to see it be a viable choice for Gilgamesh
because attack scaling is the current iteration
and I have less ward when running Bof
Edited this slightly
Or this and this #1370141629444395028 message
To circle back, doesn't adding x turns to cast the skill essentially divide the DPT of the skill by x? That still seems like a good way of addressing the issue of damage with the skill
if you are using BoF imo CS got a buff
200k unbuffed at 0al is out of line, no?
I mean BiS gear vs a 450def cactus is not the best representation of dmg I feel
Can you define "viable"? Because I'm pretty sure its damage could be halved right now (for everyone including Gilga) and it would still be viable. It might even still be the clear best option for consistent anguished pve content clearing after that level of change, too.
Viable being the 'best' choice for Gilgamesh but not the only
Show me another skill that does that unbuffed turn 1
Does this apply to fixed miss chance? The only thing that applies to those is mystic feather I thought
I don't know but I assumed
Good question!
So fixed miss would go untouched by that malus?
Wheres the OD
Accuracy applies to fixed miss chance
If accuracy gear affects fixed I think the malus would
Ping Knight if you want confirmation
Fux may know
The best choice for... what metric? I would argue that the 'important' metric are these two:
- ability to complete an anguished dungeon in a 'reasonable' amount of time (read: 5mins max)
- raiding speed + safety, likely best measured by arisen waygates
It feels like the defensive aspect (building for max ward) is often ignored when talking about SS. It's not just that it does megadamage, but that it does damage comparable to something that has ~no defenses (low ward, low dex, low def). Completion rates for dungeons and re-attempts at raids matter a lot.
it does.
as @late oracle says, +accuracy affects fixed accuracy skills. -accuracy would as well.
Ok thanks
not sure if people noticed
#patch-notes message
And ignores the dex if they build it because fixed miss chance
Go forth and test, shieldlings
(and this argument has nothing to do with non-Gilga. This can be a gilga to gilga comparison -- how do other choices compare for just gilga on these metrics?)
At least previously, in Anguish 1, I have not found building for Max ward to be that advantageous over building for more damage. Getting hit is something you want to avoid doing in a CS build and if there is an amount of ward in Anguish that allows you to take a full round of getting punched in the face then have enough damage to kill anything the next turn, I have not found it. Admittedly I am not at all familiar with Anguish 2.0 and have no real input on building some maluses in or what not.
quick cactus test: no change. 120k in beta before, 120k in beta now. 🤷♂️
someone out there might be affected but it isn't me
✨ player discovery ✨
CS and SS3 almost doing the same damage on a raid now
Were CS numbers adjusted too or just SS?
my damage vs cactus is about the same I think but my damage vs arena is noticeably lower
With my particular set up, raid damage dropped from about 6-6.5 million to 5-5.5 on beta. Compared to about 7-7.5 on live with same buffs
Also, not sure yet but initial arena numbers looks like it does have a significant difference now for Gilgamesh full ward vs turn 1
At 0AL pvp
Live: 80k
Beta: 150k
Ward/Att differences?
I am not noticing much of a difference in arena damage on most of my builds, glass cannon Ursa still hitting like a truck.
I'll write up another thing here in a minute.
But its not just damage that's the issue, its the entire skill
It does too much damage
Its the only way to not die at high anguish
It doesn't require an anguish weapon to succeed
It frees up amity slots for utility/tankiness as opposed to damage
And it dodges maluses like -crit chance that gut other options
Biggest difference I noticed is vs half ward fullw ard
a good chunk of thr CS/SS power creep from other issues that plague the game
Fux called it out, but every good piece of gear also just has good ward. There is no real tradeoff to walking into a dungeon with 300k ward because you can still have 15k attack and thousands of dex
Def/res dont help in high anguish ~at all, but those pieces do have tradeoffs, in that they kill your ward, so they quickly become obsolete
I'll try to keep this concise, dumping some screenshots first
These are my character stats and the loadout for the CS/SS build I use.
These are my character stats and the loudout for Ymir Feather
Turn 1 damage using CS/SS
Turn 1 damage using feathers
CS/SS do equivalent damage to slice, and also have:
- 25% extra ward regen per turn
- 5% mana regen per turn
- Almost 200k extra ward
- A fixed miss chance
In terms of flexibility I could also
- equip a briny penant to shut down statuses almost completely
- sub out the arisen ring for Carl's ring
- anguish forge the gear for even more ward regen
In terms of maluses. The screenshots/videos above are tailored to Ymir, so i dodged all of the crit maluaes. This means if I were to optimize for cs/ss I would have:
- fewer zerks
- better accuracy
- more status resist
- less permanent status falloff
And most importantly, the Ymir set up isn't maxing crit chance yet. So its optimized form has even lower base stats because I need pinions/bristles
If I might add something to the equation as to why Spiked Shield also needs to not have fixed miss chance.
Pictured is on live, Heretic Corvus and doesn't include the 8/10 misses prior to the screenshot. No I'm not Blinded, I know the raid can throw smoke bomb, and yes I'm wearing at least some dexterity
I understand missing feels had but that's what building dex and accuracy are for - and fixed miss invalidates those
If it must stay fixed miss chance, can it be PvE only? 😀
Fixed miss is still a huge issue in PvP
Yeah even in PvE other classes have to build Dex to hit though. Seems off that one doesnt
Made much worse in pvp just not caring about opponents effort to build dex too
In regards to the malus conversation from earlier that I keep shouting about, I see maluses in two ways:
Those that affect the player
Those that affect skills
Things that target the players are those like permanent status fade, status resist, and accuracy. They are all encompassing, and make everything harder regardless of the build or set up used.
Those that affect skills are things like -crit chance, - elemental damage, -AoE damage. These are not all encompassing, and only affect skills that employ one of their mechanics. Horizontal Strike is impacted by the crit malus, but (usually) not - fire damage and never - AoE damage.
The skill maluses are where cs/ss dont have anything that directly harms them 100% of the time. Elemental damage can, but nobody is going to run an elemental in horde boss and deal with immunities/resist.
This leads to malus options like the screen shot where crit builds either have no choice, or get hit with a very noticeable malus.
Cs/ss never run into this choice, and are always able to pick the least penalizing player malus options, because there aren't any skill ones
I don’t know what kind of timeline the studio has set for themselves, but, as someone who’s super looking forward to this patch, please let me say this: please don’t rush it out. I’d rather see the beta take another month or more than see things go to live before being properly cooked. It’s a big patch, I don’t think anyone in the community will complain if this beta is prolonged
I understand the desire to not boil the ocean and solve every problem all at once.
That being said, SS was clearly voted as front-of-mind for necessary balance changes. And that's both for pvp and pve, for gilga and non-gilga.
If we need finer grained polling on it we can run them, but I think the signal (and the mountain of discussion) is already clear.
And to drive this even further, cs/ss are also less impacted by the player maluses as a whole, because of the available utility within the build.
There is no need for crit, less need for attack, and ward is free.
So status resist starts stacking too high? Just throw on immunities, you've got free accessory slots.
Zerk chance goes higher? Its fine, they still can't get through the ward pool.
With an amity bonus that boosts skills that consume ward in the game, I'm not sure why there's such a hesitance to add that exact same effect in reverse as a malus
Not being able to get through ward is more of a dorado thing than a gilga thing since you have a ton of dodge and your stats dont depend on ward
Odie said that'd be too targeted
Like decreasing Vestas would be for ex
When spiked shield is too good so my diffuse ward 1 heals only 150% my HP bar instead of double
There's a malus that reduces AoE skills, and there are fewer melee AoE skills in the game than there are skills that consume ward
Melee AoE:
- Sweep
- Arrowstorm
- Arrowstorm 2
- Envy (off-hand only)
Consume ward:
- Spiked Shield 1
- Spiked Shield 2
- Spiked Shield 3
- Chained Shield
- Shield Bash
- Shield Bash 2
-AoE feels like its there mainly to stop ppl from stomping horde ang, which makes a ton of sense
shield bash...i didnt know there was a 1 and 2
one of them is from warden, idk the other
missing the utility ward-usage stuff, ig. diffuses and sow ward could also be diminished with the same malus
I'm not arguing that -AoE shouldn't be there. I'm arguing -skills that consume ward should
Now I'm curious if the amity effects those
The amity only goes to 4% so nobody actually cares about it, so idk any testing
Maybe. Im just delivering some mid AL feedback since we usually only look at high AL full meta builds to compare things
And also a bit of specific mid gilga feedback too
let's go nuts
"go nuts" is what I believe he said.
let's go
LETS GOO
Also that primary weapon looks kinda sexy ngl.
In a thread dominated by "SS is too good" and "CS is boring as the main thing Realmshifter can do to clear anguish content because it's better than everything else" I wonder how this fits in 😆
“Realm Dorado is now a Valor class”
“DUrsa has been deleted”
How this thread turned into giving Gilga more stuff is now the 8th wonder of the world
wonder what is that
Odie just wants to have
fun
imagine fun in a game
Ew fun
We all know Odie is just trying to get me to stay on gilga for more than 1 month
You guys are confused, this is obviously for beowulf hydrus
atlas vanguard buff
its for gsh 
before todays patch / first patch / now
i messed up the amities i guess, build is still the same so this should still be a valid comparison (?)
RIP Collateral Damage?
Edit: just a joke because the last SS doesn't have it
ward consumption changed?
this isnt a cd loadout, it just didnt proc
Omg, gilgaded (depends on def/res)
And further changes
To ss
Frenzy ward consumption is very different
so whats frenzy then?
are you sure it isnt Odie that went rogue?
"hey guys lets keep it simple"
odie adds new mechanic
fair
All I want is to not be stuck using CS
no pls stop
Heh, we're on different sides of the planet and the man is always cooking something up. Mad man continues to work hard
You'll spam CS for two more years and you'll like
Something something fun
CS isn't fun
i love it
You can hit three targets with it
Two hander bonus exists on Anguished gear, and received a little buff I believe
Play around, you shouldn't have to use CS
Time to get an eastern regalia and go bankrupt
Unfortunately, CS tends to be higher damage, higher defense, and higher ward than any 2h option
Unless its suddenly a lot more survivable, not sure damage is going to help
2H is awesome, but they require a high risk gameplay that Anguish does not support
Which is why we're back in the CS hole after being freed from it recently

Average anguish 2h experience
To be fair, that's also the experience of most things at anguish 30
Yuhp
Except for CS 🙃
The damage did get nerfed though, so let me play around and see if I can still clear
I vote we give the changes to SS calcs some solid testing, and give Odie some time to enjoy Ornaversary and come back with thoughts from the adjustments.
Give it a solid crack, and we'll go from there!
Cheers folks
🔒 ?
is this Frenzy thing on the beta?
No, we won't lock the thread. This one isn't done, done. Let's just give it a crack before we get too stuck in the weeds about history
once i see it in ios beta ill take it for a spin
I just hope we don't go from "Realmshifter's only option is CS"
to
"Realmshifter's only option is still CS but it's bad"
I run my despair build with living Arch armor. And would in fact call it the lowest risk build I have.
I think that might be the case for me for GS towers lol. I mean we cant really do heretic av3 stuf either
What level anguish in new anguish?
The only thing we really care about here is new anguish.
The focus here is toning SS though, not buffing Realm. That can be addressed elsewhere, but wasn't the intent of the changes here.
I still don't know what Frenzy does, so I can't really comment, but it seems to be some kind of Gilga buff
It's closer to a gamble/playstyle shift than a buff
I think Knights point is a sufficient SS nerf = RS is left with next to no options to clear Ang. The 2H revamp did wonders for RS feeling Thief again, going back to CS hurts, going back to a worse CS means content would be nigh unplayable akin to pre Hera rework anguish.
Ahh I'm lazy and haven't done much new anguish yet.
I can run Anguish 50 with a Swansong in old anguish and it's safe - the two don't correlate
It's a different topic, though. We have a larger patch to release, and the more class iterations that go into it the longer it gets delayed. It'd be much better to get this one out the door, and address that separately. Would be faster for everyone
The name of this thread is SS & Gilga Changes, even
I think we all want to grind new anguish, but at the same time this thread works to keep it getting pushed back because we say we're not happy 😆
The rest of anguish 2.0 development seems to be going well
The damage is definitely toned way down. M2 buffs are now important, but this really just translates to Diety will be super dominant
The reality is folks will never be perfectly happy, which is understandable because you're all so passionate. We need to decide where the line is on what is acceptable enough to get out in a single patch, to make sure they actually happen
I will leave this thread forever if realm got an equitable option to CS 🤷♂️
No idea how AV fares from a magic perspective, but at least they aren't locked to 2H as their only alternative
Thats been the ask since celestial classes were launched
And somehow it turned into a new mechanic for gilga 🫠
After waiting over a year for ang 2.0 I don't see the point in rushing the beta. What's another few weeks at this point. There's always massively long waits for new content and then betas are rushed through like no other. I'm guessing this beta has far more feedback than most if not all others
So why rush it out on a dev standpoint
Big day here today gents
Unsure where the expectation that tweaks to SS and the class that uses it most would also be a tweak to Realmshifter has come from, honestly.
It's out of scope for an update focused on (primarily Anguish, but to a lesser extent) SS.
That's a converation for an entirely different thread, outside of the beta. If there is a desire to discuss Realmshifter alternates to SS, I'd say that lives outside of Beta discussion
Say Yes to Cleave™️
If the only reliable option realm has is SS/CS, then it belongs here. Both from a power perspective and a i have no other options perspective
Most people would probably be fine with leaving CS as a moderately overtuned option if we could use anything else to even close to the same effect
It's been over a year, it's hardly rushed. Updates need to go to live to ensure that the reality of them is realised, and we can actually adjust with real numbers with large player bases.
Most of the commentary here doesn't hit the majority of our players, so they need to see and play with things also.
But when its the only option, and there is no room for other discourse, the entire conversation turns into a "nerf this thing"
Main issue: Ward skills are the only viable horde option
Minor issues: melee horde options
I need to sleep - but let's move the buff Realmshifter chatter out of this thread please.
We're focused on SS, and Gilga Changes in here
Very sympathetic and understanding. Ive yet to be able to do in deoth testing for Realm due to local issues with internet and such.
Id just like to say that RS being able to be able to complete Ang content is relavent to this converstion when SS/CS is the method that can traditionally be done in. SS alterations are needed and if that takes it off the slate for RS thats totally fair(and honestly good imo as I and so many others dislike playing RS like a Gilgalite, its not fun at all). But taking that off the slate likely leaves RS with no real way to engage in Ang content to any real depth.
If the studio is content with shipping another form of Ang where a class os heavily restricted thats fine and we will await a RS Revamp to allow is to enjoy said content.
Again, I have been unable to access beta due to personal situation but can come back in a seperate or related thread with numbers or specifics.
So to make sure I understand
In a thread about chained shield and spiked shield
Realmshifter conversations aren't allowed
But gilga conversations are
really
what if they just nerf ss for non-gilgas and add something later for dorado to do
New thread for CS, rather than SS
like, not all at once
Mentioned earlier but already buried, there is a bonus to Two Hander weapons on Anguish gear, and it received a buff with this latest update too (or should have)
Night folks, happy Ornaversary
Umm, a buff
Big day!
+200% two-handed dmg? 
+x% dmg when moving, where x is number of meters walked in the previous 30 seconds
This is a mischaracterisation of what I said, and honestly it's becoming disruptive Bwubble.
I've asked multiple times to adjust the tone, even more so over the years. Please heed the advice, it makes things much smoother for everyone
This thread is focused on SS and Gilga changes, so anything outside of that topic should stay in a separate thread. That is consistent with every thread we've ever had
Tbh I get it, to refer back to the candles point, if SS was the only build worth using and it is now nerfed, then its easier to just lower the anguish difficulty candle if things are too tough across the board at the high end.
yeah, if SS/CS is in a state where it is inline with comparables and the overall ability landscape is smoother, then the content can be more effectively balanced around that landscape. if realm is underperforming, then we can readjust
we can't solve everything over the duration of a beta, and at some point just need to press on
the meta is going to shift violently imo - we'll need to see what everything looks like on the other side
Violent shifts 
Ok ship it while we still have 50% dungeon CD
kk
🫶
Truthfully, I am okay if RS is left in a bad spot and has to go through a dry spell just as long as we know this problem can be on the slate quickly. It doesnt feel great to have to wait even longer to access Ang2 with the class but the class could use some love, not just in this category alone.
I dont think there is anything wrong with shipping with RS having a lack of ability to tackle this content since the content can be seen as largely optional.
Same ^
But giving feedback about SS/CS from RS perspective I think was important for those who have mentioned it and was relavent to the conversation.
I feel like as a player that loves the game, played over the years, and have posted on this discord frequently.
I think as a player there is pressure to panic in chat here to get things you experience as balance issues is addressed as there have been few and far between balance passes.
I just want to note that if the tone does get panicy here, and people do get hot in convos. It could be seen as the time pressure stress from a player perspective
summoner and beo are right there with you, fwiw
That's true tbf. Balance patches take a long time, so people get heated and increase the scope of the patch in discussion threads, so balance patches take even longer... and so on
Just worth pointing out 😃
Panic Guild ™️
It would be awesome to see ang released, get a couple months in live and see where we are at, then do a balance all around. CS might be meta for that 2 months, so long as changes can happen
Passionate Guild, perhaps
Beo needs love??
always
News to literally everyone I think
Bestial bonds I believe is the biggest one
Hp scaling kills beoA in anguish dungeons as much as it kills gs
Its almost like providing the same feedback on loop for years and it getting ignored/invalidated by the studio leads to having to be more and more disruptive to get anything done
But whatever. The feedback is there, do what yall want with it. Im done testing and participating so that I can be told the concerns are in the wrong place or are once again out of scope.
Players have pointed out problems for years that the studio doesn't feel like addressing because it needs to be "live". And its worked sooooo well watching the game break and then takes months or years to fix it
We don't have a classline that feels their class is perfect, nor will we ever. In our bubbles within our own classlines, the issues we face feel more important than what others experience
Yeah humans are biased, but beo has always seemed an extremely strong class in general
🤷♂️
there's a lot of concern as angiush gear scaling may not work out as well for beo/summoner/damage-secondary classes
it's just really a note that RS is not the only classline feeling Anguish may not work out for them
Definitely in live, I'm just saying that hp scaling hurts beoA anguish horde dungeons as much as it hurts summoners
the pets/summons aint keeping up with the players, so to speak
totally fair, as I mentioned I have no issue with it shipping even if balance wise things arent perfect. echoing what S2 said letting it ship with good mechanics ironed out means we can engage with it then provide better feedback.
just wanted to express the sentiment that I appreciate others saying their piece and felt it relavent to what was being discussed but also not in the camp of feeling things need changed before ship. Changing post-live is fine when it comes to balancing optional content.
Well I hope this Frenzy is a good button because right now my raid damage on Beta is about 8% of what it is on live
do you have a weapon equipped?
Yes
Do you utilize elemental damage boosters?
no
I'm seeing the same thing, buffed SS3 on AL 187, no anguish is doing 200k to raids.
i can't see 8% being possible with today's changes
I am hitting for 650k full buffed with DC all attack buffs and t attack up
Maybe not as a whole but can I throw out that I still think the Heretic rework rocks! I can point out dex and accuracy or compare to Spiked Shield or whatever but the Omnimancy classes are too dang fun IMO
For some extra positivity for the day! 😄
Frenzy actually just opens Discord with a pre-made Angry Message Template to complain about SS damage
hmmm
"This is unacceptable. I am Ascension Level __ and my damage went down by __%! I have been playing since ____ and I feel like my time and effort have not been respected, and if this isn't reversed right now, I am going to delete my account and leave Maincord."
Let me just thank you for being the player that has provided the most test-based feedback out of the entire beta. 90% of people are just talking about how they feel about the changes, while you’ve been grinding the beta since it launched. I had hoped that would make your feedback more valuable but alas
something is wrong, i can feel it
im guessing something with base damage formula is one too many characters
we saw this last week
argh, I was making a great post with numbers in the CS thread which just got locked 😩 and apparently that deletes the partial post in progress
Chained Shield adjustments can live here, it was a misunderstanding of the request I made to move the buff Realmshifter chatter out of the thread
I thought you were going to sleep 😄
this is dangyAi
#1370141629444395028 message
Odies Proofs of Panic stockpile: 9,999,999,999+
I'd love to sleep, but I don't like abandoning the community when they are feeling intensly about a thing if I can help it
!chatgpt enable dangy
Not that anybody cries any tears for Deity, but Deity Ursa also uses CS.
Most of them are just fine swapping to another Deity and using mage spells
/suggest Dangy should be able to sleep
suggest community be less passionate for like 8 hours
no brakes on this passion train, brother
I think the major detail lost in the discussion is Ang2 and Anguish as a whole is mostly optional and not using it for a month or 2 by no means makes the game unplayable. Unbalanced Ang for a handful of weeks is fine imo.
MY BODY IS READY
@junior imp I think the only thing left here is addressing what Bwubble has been saying about the balance of CS within anguish. If the studio is OK with CS continuing to be meta for all classes in difficult content, then ship it as is.
Please sleep! We can summarize for you😅
Hes trying to make sure his class is still viable when he wakes up lol
🤌
If the damage is significantly reduced, fixed miss is removed for at least PvP
And Frenzy enables an option to throw defenses away for a crazy damage boost, that does sound like a gold way to go about it?
Then add something for Realmies?
Aw come on you said you were staying up😂 im telling you not to
My two main desires right now:
1 - #1370141629444395028 message
and play with
2 - #1370141629444395028 message
Alright lets get to testing
I don't know the AL comparison but hitting for 650k on beta is only a little less than my Ultima on live until I add in berserks or get a Blight to proc (they never stick)
#1370141629444395028 message
I'm working on Number 1, from Odie's comment something may be bugged.
Well, about 200k less to be precise but considering I have no defenses and barely any ward that seems... okayish? From the glass cannon looking at the tank perspective?
Let's focus on the one thing, then move onto Realmies post update I think
Just the numbers:
(All with the same gear, AL114, 277k ward 8k att 8k mag 11k def 10k res -- "defensive loadout")
GSA CS went from 130k to 45k live->beta.
Turn1 autosummons deal 50k + 75k on average.
(not counting crit) RealmStrikes22 is ~40k.
(not counting crit) Chakram is ~40k.
(not counting crit) AV2 is ~20k.
(not counting crit) Verse4 is ~30k.
Overall this level of reduction puts it in the right ballpark, instead of being incredibly outside it.
I can't really speak to why this setup was unbothered by previous changes, or why I'm only seeing a 65% reduction and not a 92% reduction like some gilgas in this thread.
I have updated Two-handed bonus on my Ang modifier visual for those curious (from my very limited testing)
#1369690605835387040 message
If you find something out of the range lmk 👍
so Frenzy is like, always Collateral Damage?
(note, i'm not Gilga, i'm mostly Deity 🙈 )
no deities allowed
Frenzy looks like:
Can only cast frenzy buff at full ward
While active frenzy gives 1.5x damage but drains X ward
Cannot be turned off once cast
Is that right?
Now can you snapshot it 
Interesting. If it were all damage it'd give gilgas more of a chance to go non-SS
But this is just the opinion of a non gilga-er
i cant tell if this is intended but given the way that raid damage looks it seems bugged
is the raid damage comparable to other options?
i dont understand.
are you saying that this is the expected damage for SS3 in a raiding scenario?
im not sure what other options this is supposed to be benchmarked against
when i tested yesterday it was around 5mil
here's a good comparison by fux: #1370141629444395028 message
right and that is on GSA
yup, and a similar chart can be made by other classes, no?
he compared CS damage. which is similar to my second image live/beta
you asked about raid damage
which is not the same comparison
unless I am missing something
i'm very confused
#1370141629444395028 message this is inline with Fux's CS comparison
I would say the GSA opinion ||at the risk of speaking for others|| is that it's kinda insane that CS even works at all, let alone being the ~best option for safety and damage, especially for an extended period of time.
GS(A) afaik doesn't use SS in raids as much. It would theoretically still work there just as CS does for (anguished) mob pve, but Ultima is just too easy for most raids and then we have our own quadratic scaling thing in the form of BP at high ascensions anyway.
my raid damage question was a response to this, which seemed to be a raid damage question
add me to that, I can't see how going from 7.5 million to 650k is not a bug. IMO with Gilgamesh you can't really compare a SS build to any other build. You have to commit to one or the other.
sorry i may have not been clear. Raid damage looks very low. so when I tested CS the damage also looked so low to me that its damage is impacted the same way my raid damage is
if the damage of spiked shield and company is comparable to the other endgame offerings, then perhaps we are close to balance. if its wildly lower, then perhaps we have a bug
yes...I think Geppu and Strahd are also saying this
me too
Fux's comparison was good, but was also flawed because it was a setup optimized for SS damage
Have any gilgas tried a non ss frenzy build..?
fux's comparison looks like CS turn 1 horde damage comparisons.
Wouldnt making SS a Gilgamesh exclusive class skill akin to calls on Beo, Realmshift on RS, Summon play on GS a better way of making numbers more accurate by reducing the sheer scope of what needs adressed and the complication of the formula in terms of balancing for Gilg and everyone else?
sigh
I am not sure what Enserric can do but I can put a GS 4 spam build together that can almost beat SS3 in damage right now
please keep it focused
to just testing SS changes
or else the thread will derail again
In a setup optimized for SS damage... SS did comparable damage to skills that that particular loadout was not optimized for at all
For clarity - I think Odie's asking not whether damage is lower than live, but whether it's now closer to the same capabilities of other end game skills.
SS has been called out by the community as both too strong from a damage point of view, and survivability. Need to get it in line (balanced) with other skills
Is it closer to other end game skills on other classes now?
multiple gilgas went straight to raid damage testing and see a ~90% reduction. it does not seem intended
Well is the point of frenzy and ss changes to make gilgas go away from a tank damage perspective? If so, I dont think its derailing
I would say in raids, given what Strahd showed, that is significantly lower than other classes' raid options.
I dont have that update, but server side changes were pushed
and are testable
so if its not a bug then its quite a reduction
im interested in seeing SS changes first
It costs 25% max ward per turn - which is a huge yikes
not testing other raid skill options
not sure if it's worth to use it
You do realize if that happens, without alternatives there's no reason to play Gilgamesh in raids as every other class has better options than what we can do otherwise, yes?
Is it max ward? I was having trouble depleting my ward using it
kinda? I'd say the build is optimized for lots of ward and defenses with a single (weapon) slot being a celaxe with selenehands.
For the same defenses, the other setups would have a weapon slot like a lute with the exact same selenehands, or promhands.
I don't think it would be a world of difference at any rate.
It becomes more interesting if you're talking about sacrificing defenses for damage in which case there'd be several gear switches to make -- but that's no longer an apples to apples comparison.
I memed around and made Upward Strike II deal over 1m damage in a different thread, currently it seems like you can't make SS3 deal over 1m damage.
Man, tdubs has given TONS of alternatives on OL
ensseric how many als
Thanks, that's more what we're aiming for.
If we can see where a comparable investment build for another class stacks up against this, we can tweak numbers until we've got closer to parity with the obvious considerations around defence etc
166
ok
I didn't say we didn't have alternatives but nothing another class can't do better.
costs me the same 25% ever turn
if you want a reference, that damage matches my al9 beoh verse4 on live, minus the cd
I'll put together a high safety Realmshifter build for comparison then. One moment
although this is with dc and gm up
but yeah
This damage is worse than I could do to a raid in 2021 with the first nerfed Spiekd Shield and we saw what that did to Gilga numbers.
k, let's get a tweak going. give me a few
i thought the iteration prior to this raid wise was fine
but if that needed to be punched down more than so be it
some good skills to compare against:
Realm Strikes II
Ultima Strikes
Horizontal Slash IV
Fey Cataclism, et all
Ultima
Let me see what sort of janky Realmstrikes build I can do on Beta with Ursa
Given you may not be able to do horde well anymore either so the statement may not hold water now lol
But I am still confused why I should have to compare Gilga capstone skill on a gilga to capstone skills from other classes, while I am playign a Gilga.
gilga has long been considered a premier raider and has organically formed that over time. Much of this is in part to its additional "better usage of SS" but also SS damage scaling. Do we want to erase this and have it be equivalent to all other options to achieve balance?
As long as "raid safety" is a part of the "raid speed" conversation, then I think the thread will be successful. 😅
If it circles around dps only and doesn't account for survivability loss switching to gear with more atk/dex/crit/etc. in lieu of ward... then I guess we'll be going back around again for a while.
or can it exist as something slightly better in this particular context
This new Samsung One UI update sucks, screenshots have like a 3 second lag between pressing the button and happening so I can't capture the damage number on Realmstrikes -.-
also, to note, the "glass cannon" concept. I achieved better damage going swash with much less ward than normal raiding set up
damage log?
this was post adjustments
to be fair - i never said stay Gilga 😎
in a purely damage balance conversation - Gilga with SS should do something comparable to a Heretic with Ultima
I will if I have to but I wanted the buffs too
my al9 verse4 beoh is definitely not as survivable as ensseric's al100something gilga but probably comparably survivable to an al9 gilga
being that SS3 is 1 turn, should the benchmark be quickcast ultima?
I will say this setup takes longer to set up than Gilga and has some risk, but I'm also wearing full immunity accessories and a Beguiled Mystic Katar for those immunities.
Edit: AL 68 in beta
yeah, good point
Hitting for around 1m damage
Where is Konq when i need some of his ultima raiding prowess
I have posted 1 turn ultima in here a few times now. I hit about 4.5m with snotra, DC, mimics and t.mage^^^
qc ultima is a glass cannon tho
right which is similar to what I was doing on gilga prior to these changes
But you're a tank and I die fast
full Bastile, gunnr, bears, ATT1, DC double earth amity
My gilga out performed my heretic by miles in live raiding
sounds like heretic should get a crit muti boost but thats just me
I had zero concerns of dying and I only used gunnr
Raids took me about 5 - 10 seconds and i wasnt optimized
If I go as glass cannon as I'm comfortable going, I do 2-3m per attack with Rend/Daggers on Realmshifter Dorado at AL 76
need to speedrun monument with 4min left on it right now but I can provide screenshots of my al9 beoh in a bit if y'all want
I guess we need to answer the question:
Gilga has always been the best raider, do they keep that title?
And I mean, that's up to Odie I guess
it doesnt have to be. but the goal of non-gilga players seems to be that they want the class to be slower than everyone else damage wise simply because it is a "tank" in their eyes
we can tune gilga down further if you want this is fine
but that is my perception
Don't generalize all non-gilga players, that's never been my goal lol
as to whether that sort of balance is fun or not is a different quesiton
youve never called it a tank
i also want to be as frank as possible about this discussion
I mean yeah, doesnt there need to be a tradeoff to safety? Iirc several years ago Odie told us GSA summon raiding was fine being slow because it was safe, that principle just never applied to gilga
in what context?
a heretic even in full glass cannon gear at 150+ AL can buff for multiple turns and 1 shot any raid today
they will not die during that set up
my guess is safety will matter with anguish raids
While I think it matters in terms of anguish, safety is a much less valuable stat than speed. I think most people are mine/enserrics AL will have no risk fighting a standard raid, no matter the build. And even if they do die, theyre usually rotating through 100 other bosses so there is no real penalty.
anguish raids is a bit different convo
I can scale the damage of any of those raids to kill me beyond my ward
The rules of "slow but safe" has never applied to endgame Gilga, going as far back to the legendary 3 minute Arisen Morrigan kills in the ancient past.
Alright, completely janky Gilga Ursa US build I just put together hits for 4.5million, so over 2 million dpt
yeah. Im on board with getting rid of all safety
outside of anguish 2.0 I will still rip through raids
This is just kind of a statement rather than saying something needs to desperately change
My current turn 4 Dmg with my main Ultimastrikes build at AL99 (slightly different to be more optimized for new element stacking)
Minor note for Frenzy - may need to make it available from 95%+ ward rather than 100%. If you DB, it can be quite hard to maintain 100% to activate Frenzy
imo, getting rid of the satefy side of gilga just leaves you with RS
Realmshifter is the "slow" but safe raiding class 
why have both classes?
There is meant to be a video attached to this to comparing SS... 
This is not a joke - always has been. Double defenses after a long setup phase and slowly managing statuses while you kill the raid
granted the lute has two selene hands on it so post beta the damage will be lower
Tbh although the numbers might not be perfect yet, in playing with the raiding on my Gilga using SS, I'm instantly already theory crafting how I can finally be free of SS and start using other melee skills with my infinite defenses haha
Gilga is fast and safe, Realmshifter is slow and defensive
Edit: in raiding
Is it fair to do a pick 2 diagram with
-Damage
-Safety
-Speed
And you shouldn't get all 3? Or would you add big numbers vs sustained damage and then do pick 2 of the 4?
thanks, also the red number got me for a sec
Damage is speed
i forgot that it doesnt apply to ultima
more of a radar chart than a "pick 2" imo. but that radar chart should not make a perfect triagle
I think in this case Erdrick means single turn damage vs DPS. Those are different things
Speed is also safety
If SS is a nuke, it shouldn't also be that every turn
I would go back to old gilga prior to all the ward recovery mechanicsm. Build up a big nuke, toss it, recover your ward with WoL
That is at 177 AL
I do not want to pretend to be a tank and toss out 10X more SS for a mass of raids at my OT
This is partially why I was saying one of the things that busted SS was prom feet
that said I use beguiled axe X in all my raiding
i only use prom feet in anguish 1.0 and some in towers
nobody wants 10X here.
what X is most appropriate to you?
i mentioned it earlier. the prior iteration felt good. from my testing it was roughly a 50-60% damage reduction. I can over come that by adding zerks
but you are using the class that is designed to be the warrior-tank archetype, make no mistake
if current ultima needs to perform better than that, I can see it going to 65-75%
okay, try now please
stack attack
Speaking from less experience than many of y'all with different classes-
Gilgamesh was boring to me because of how safe it felt but it was consistent and I have moments where I really want that consistency - taken to the extreme with Selene Hands raiding
Deity ran into a similar problem with stacking Buff duration albeit my damage got eaten pretty hard but I could just tank everything without even batting an eye lash (and on DAra stack the passive and temp buffs)
Heretic has speed and damage which Deity did not and fun interactions with Efficacious and Flasks but is lacking in survival and I think that's fun and fine
While it's a bit surprising to me to see how much damage Gilga can do with everything (I didn't optimize my builds when I was on it) and even more so Beo and Gilga, I don't think that's inherently an issue except that the builds are also more defensive and more accurate than anything I can throw together on Heretic or Realm. Oh and the whole Ascensions blowing PvP SS builds out of proportion
Hence my question about the chart - accuracy could probably be on there too
Now it's about 1.8 million
Sharing one moment
Yeah i got like 5 Ornates ogg beguiled Polly a minute ago 😄
I don't think this is 3 things really, it can be boiled down to Safety and Damage. More speed just means less damage or less safety but that's a player choice regardless of build or class.
Summoner happens to have no speed because they have little damage in raids
im mostly good i think, with the baseline raiding. though i would see the damage likely drop off a lot on something like amorri. idk how anguish raiding would be.
AL 44 Gilgamesh
In live*
For a bit of interesting comparison of what's always been possible without celestial weapons/broken amities
However, this was only possible every few turns without recovering ward with DB/WoO
Going full attack up to 23k attack is increasing less than i expected i guess?
Frenzy quite hard to trigger with DB active - would love a minor adjustment there to test out the different builds we can get going 🙏
(Suggest 90-95% ward required, rather than 100%)
This is my full realm c deep raid build after 20ish turns (no dc procs sadly) at AL 80
This is my AL 0 herc
close fights
i get that is a bit tongue in cheek given that there is no risk in this
Ok going up to high crit chain for this is an unfair comparison lol
BeoH Oracle, turn 3/4 dmg, US vs SS3
but any other class at a similar level AL is not going to show any risk. unfortunately my anguish raiding is not leveled in beta so I cant test there
Now I have to go test on 0 asc to see how badly this hurt if any
as usually i do hope that lower AL gilgas will provide feedback
You can't just use ALs to wave away risk. We aren't just comparing for the sake of high AL
i can because that is my context
I actually think it is a good one. What does max passive look pound for pound?
these changes impact my current experience
this calc is arguably best for low/new gilga as it uses total ward instead of current (so that you can spend more towards m2)
hence why is contextualized my feedback
Your context is that every class has no risk at this AL, so it's moot feedback
Not at all
can we be less saucy in here
Less passion
The context we need to look at is anguish 2.0 and across all AL ranges
I will leave it to other people playing gilga now 🙂
This wasn't an attack on you
humble suggestion that raid HP be increased by a factor of 10x so that players can need to care about survival
perhaps it can be done once a month or so
and if y'all really want you could even have us fight the developers 😄
0 Ascension but really good gear
Don't worry, Anguish does this
Along with restricting ALs
I am excited 🙂
What does frenzy do?
increase damage at the cost of ward
It's like Berserk that devours your ward
Unfortunately we may need to cycle back to the whole raiding speed/safety thing after Anguish 2.0 releases and everyone is able to do Shackled raiding to test
-suggest covyn is a perma-anguish boss
if he continues to drop his gear, 100% agree lol
AL77, beta
Atk1, 2, gunnr, affinity, deific channel
Does frenzy really only apply to shield skills? Wouldn't it be an awesome way of boosting gilga's options beyond ss?
AL0 SS3 as gherc on anguish 3
this current build seems like it's in line, no ?
Looking at this I forgot to slot raider
can definitely explore this
What beta version does frenzy exist on?
.24beta
With my small try it seems to nerf rend/dagger but given the random damage I'm not going to go too far
Alright, I'm done for now. I feel like I've been enough of a pain in the arse for the day. Whatever goes live we'll figure it out Gilga Bros 👊
A.pumpkinless leggings aren't better? Or is it mana regen focused
That is the warrior pants, gherc cant equipt mage pants
Ah gotcha, forgot that detail
Also depends if you value attack more or not. Seems like attack is much more valuable in the new calc so I just had these pants
A.pumpkinless is usable by all classes btw
So the attack is more valuable than the extra ward from pumpkinless
Gear in the above photos for gilga requires a huge investment into some of the longest raid chases in orna (fey sneak and hyperion). 195+ quality of all gear, 8 sup+ bristles, and a gain x max hp and 5% ward amnity
Oh and 10 ornate jocs
My corvus is using the wrong pet for auto dc. but using an unreliable skill, covering many immunities and trying to still stay as tanky as possible to tank a hit and with 80ALs I get this:
Maybe my tests dont matter. I have the 3.17.21 beta that is on testflight
fwiw -- client version wouldn't determine damage. that's a server calculation.
but lacking the newest client version would mean lacking Frenzy (client needs to be aware of it to tell the server that's what it wants to do on its turn), and theoretically Frenzy should be a gilga-specific uplift especially in a raiding scenario/something past turn1.
Gotcha, thanks for the clarification
Its pretty hard to activate rn 😬
Also its a ward mechanic for gursa too, which feels a bit sus 🤔
As much as I love this topic, I think I'm going to let y'all test Frenzy and I'll focus on the most immediately testable topic for me which is off-class (GS) ss usage in a pve context. 🙏 In anguish2.0, and also non-anguished.
something I want to pick on a bit is much of this balance is in the context of anguish 2.0
which again, is optional and a different stats land scape when it comes to raid stats and your stats with shackles
I dont want the changes for the pve landscape outside of anguish 2.0 to be determined by those metrics solely
outside of anguish 2.0, all the iteration I had tested a bit ago accomplishes is slowing down raiding speed
there is no trade off in safety, there is no threat
i think this is my peace for the day though I am tired
While it bothers me that non-anguish pve is discounted -- that it's going to be a designated easy-mode and anguish is the only place where balancing happens -- I can live with it I guess. 😅 As a personal decision I would prefer the game just have one (good, interesting, well-tested, balanced) difficulty, but if it's gotta be segmented to try and join two disparate playergroups together then alright.
dont want to derail the thread too much here but dont you think this is because you're T11 high AL? I dont think all the raids are that easy for newer T10 players. Anguish will probably just be the way to go for endgame playrs who want some difficulty
My biggest ask for SS from day1 of balance talk was to get rid of the quadratic scaling. 😅
Such that a T11 high AL is "only" like 10x stronger than a newer T10 player instead of 40x stronger.
What a statement
Anyways. I am having fun burn through anguish content in beta. I want to do a large summary post on it later. But I have found so far the grind has been quite fun!
Maybe party play makes it fun we can only hope
How do you feel about the rewards to time investment?
So far? Pretty good if not gravy. Seems like raiding anguished is going to be the cash cow
Like might be over tuned a little. Could be a little slower to progression
I'm quite a bit confused by the new Frenzy mechanic:
- trigger looks dependent on some chance on being damaged
- after triggering, there is the need to actually activate the buff, which is represented by a red skull appearing in the buffs list, and if not activated the button greys out when changing floors(in dungeon)
- has some forme of limit on the times it can be activated?
Or just a bug after missing activation X times
-the buff has no context/explanation under Valor's classes abilities or in the codex
-what does it do?😂
You can activate it when your ward becomes full and it guarantees CD procs as far as ive tested it
Doesnt quite fit gursa's vibes and also shuts down base and herc after a few turns since it drains a lot of ward per tick
imo of course
I agree with you on the GUrsa vibe, mostly because the class passive nerfs ward too much and doesn't have enough base HP at 250 0Als to compensate
Have to re-test the CD procs because I think I saw a couple of missed procs on attacks with frenzy on
is it different from pauldrons skills?
like radically different?
cause it sounds the same
It guarantees CD. May be seen as the ultimate pauldron lol
I think it guarantees actually. Darkertan said he missed a few procs
Guaranteed CD + 50% Spiked shield damage
That's a neat mechanic we have not seen yet!
Oh i didnt notice because the damage changed so much between Live and beta heheh
I'm confused. I feel the classline could have been better served with a tool that allows shifting away from spiked shield like a crit passive or something on gursa ||or something that would help it perform in endless||
I dont see much use since:
Gursa isnt focused on SS
Base and herc will have their wards fully depleted from it (self deactivates when ward = 0)
But i was skeptical about CD when it launched and i turned out to be very wrong
Other classes have other tools to build into once the adjustments go live (said crit passives, hybrid stats on deity/beo) which is why I feel it's been harder to go heavy-handed on this topic without killing gil
Also true. I guess I will see how the ability shakes out
Thats interesting. But it still makes gursa interact more with ward, which is something i thought gursa wouldnt do much
Since hes got the passive ward malus
Im not trying to dismiss the idea, im just thinking how it could be polished
Doesn't frenzy just lower your ward
It would just be +50% damage -25% ward/turn
Who cares about the ward in that case
I probably saw this in my first test, last mob didn't get a CD proc but I had Frenzy on
I do. Im an enthusiast in not dying one might say
CD will only proc if the enemy is alive
If you kill the last enemy standing with your main hit it wont proc
Yes, I probably saw the last mob dying while using sweep
How does one access the frenzy skill? I Don't see it in the .24 orna beta yet
Valor classes only, just start a fight and it will be in the middle of the menu
After seeing Ensseric Gilga with 166Als, having nearly 50% more hp than a 25Als GUrsa, I definitely would like to suggest a buff to GUrsa base HPs (or total eHP) with a lesser scaling in high Ascension levels
This is 10 AL and not even a full hp build like the one above lol. G.ursa definitely doesn't need an hp boost
Why brye show cap dmg turn 1
isnt this the problem in a nutshell? ..not gil balance...
h.slash 3 vs ss 3
(idk why weather flickering)
on a deity
That hs3 hit isn't even a crit though?
if it was a crit, would I still prefer it over ss3?
.. no
how can i build crit armor and amity and also survive dmg?
vs
how can i survive dmg and also hey free dmg
If you want to get an accurate comparison it needs to be a crit build
Including 2x40% crit amities. Problem with SS3 currently is the sustained damage. While running 3x Selene hands, you can not recover all ward lost via attacking. On HS3 I can hit for a million constantly, with SS3 I can hit for a million one time, then it gradually decreases except I use turns to get back to full dmg.
At enough al just ss3 then wol do dmg per turn better
tbh I don't get how this proves GUrsa has enough eHP.
If we then compare same Als on Gilga and GHerc, it still falls short while still having to cover for some sort of warrior "tank" role(as in not having an evasion mechanic outside misses).
If we look outside PvP context then, again, it's still way underperforming in taking hits while faking being an HP tank
The class should be the non-ward warrior alternative, spanning in to the thief equips pool forsaking high ward pieces to gain more on hp and dex(non-fixed miss chance)side, but has no other direct interaction with half the main stats of thief gear and still relys on a apparent ward pool
How different is ward consumption now? I feel like one CS is burning about 25% of my ward (after regen)
Were you using the frenzy button?
To be honest when we are TESTING the Beta, we should not have to GUESS what is the change Odie has made yesterday night.
Unless I missed that, we don't have an actual patch note every time something is changed in the beta for us to explain WHAT needs to be tested. Feels like the blind approach were people need to know by heart how much damage they are doing, how much HP they had yesterday, etc..
But as we test not only different classes, but also gears, play around with adornments... it's extremely difficult to know what makes it fluctuates
Imagine Working as a professional IT like I am and telling my clients 'well, figure out what changed yesterday, good luck :D'
I guess it won't go down well xD
If I missed the post it let me know but I didn't see it in the patch tab in game
No
I think this one was implemented a few days ago, but i havent tested too much these days
Ok there is a 3.17 patch note that I read but it's dates 12/31/2025 for some reason
It's a mix and match of different patch.
Spiked shield/chained shield rework. So... can be anything
Also what 2 handed weapons do we realistically have to work with in ang2.0? I wanna be able to use things i farm, but i can only think of a.nakagami off the top of my head. Full AoEs wont be of much help since they're not too good in ang2, especially in gursas hands
Ybf and agatho are event locked
Would be nice to be able to really make use of labrys
Maybe as a non-crit chain attack
Also i'd like to point out that Gursa is an incredible idea for a different playstyle and odie was just spot on in creating it
How do I get the frenzy feature on iOS ? Haven’t gotten an update to .24, still testing on .21
The serious answer is that iOS beta updates are extremely slow to be pushed through Apple's review process
Feels like pd2 console all over again 🥲
Some of my thoughts from testing:
Spiked shield: feels pretty reasonable in dungeons but very underwhelming in raids. Not sure how to reconcile this.
Frenzy: I like the idea generally but feels a bit clunky. I don't think it needs fixing for purpose of launching this live, but thoughts below.
-
Would lower activation threshold to 90-95% ward. Feels bad to get hit for 100 damage and lose option to frenzy.
-
Feels like the ward consumption is way too high to warrant use. Does frenzy drain double proc on chained shield? Feel like it could use a lower cost, possibly a flat ward cost as it would incentivize building ward, instead of just % ward Regen. Current cost limits its usage to either the last few hits of a raid or floor 25 boss in dungeon.
-
I feel like it should turn off at 0% ward.
SUGGESTION INCOMING
As a differential i'd like to suggest something:
Gursa looks like the berzerk kind of playstyle. The one that thrives in figthing when outnumbered. To really lean on that frenzy/frantic battlefield vibe, the suggestion i have is ditching his current stat passive and replacing it for something more battlefield dynamic.
Thrill of battle:
Stats change according to how many enemies one is facing.
1 enemy, +20%
2 enemies, +30%
3 enemies, +35%
4 enemies, +38%
5 enemies, +40%
That would make it a more engaging stat passive, more horde focused, better fit a frenzied animalistic playstyle and it would still not be the strongest stat passive in the game (by a mile and a half). Also make it not work in pvp like his current one (?)
Numbers are just an approximate idea*
can we toggle pauldrons on & off?
by using it again? like gait? i need to try
omg they do
Gait cant turn off
(ok go try it)
wym? Cant toggle gaits in beta
Stances are the toggleable ones
frenzy don't seem to toggle off
It auto disables when ward is fully depleted
Odie said it can also wear out before that i think 🤔
its also doing ward damage every turn, and idk if its helping my dmg
something weird going on w ss dmg and ward spend
Dang what activates it again?
Yeah that’s on me. What makes the button glow?
full ward
Oh dang, thanks 😊
Is only possible to remove it if you consume all your ward right ?
i really like the armor-stance skills that gil is collecting (pauldrons, greaves, now shield), but idk how it shakes out fixing spike shield dominance
this part is trying to address the main Gilga concern in the Spiked Shield nerf - of it being a one-trick pony that is left with little after the nerf
it also helps the concern of other classes using Spiked Shield more effectively than Gilga
Also does that mean that gursa can use frenzy t1?
I love the idea. You dont have to omega grind for bristles and can more focus on attack/ward adornments
May be hard to activate in horde content though
i was able to activate it by buffing and then using bastion/defend
t1 on gursa is easy too. does it freeze the bastille bonus tho?
idk. i like it but i have bias, g.ursa <3, so im gonna say no more
Overall my concerns are as follows:
-When I asked before what the class fantasy/design was for Gilga, I was told, a warrior class that is the best at utilizing it's ward. I am paraphrasing a bit as it's been awhile.
-Every archetype has a set of end game offensive capstone skills given to it. It would seem that those skills should be expected to be top performing skills for the class, the best choice as it were. For Gilga that is SS.
-There should be viable alternatives from dipping into other class trees but the viable alternatives from other classes such as Ultimastrikes, Realmstrikes, Ultima, Fey Unstables, Bloodpact should never be overly superior to the capstone skills from your own class.
-The above point is why we originally advocated for a change and we received one in the form of Collateral Damage. It allowed us to build outside of the traditional SS damage builds and into alternative builds and still perform at a level that while maybe not optimal was still strong enough to be viable.
-In large part I do believe Ursa came out to support alternative playstyles other than Spiked Shield.
As long as these concerns are respected, I'm pretty flexible with my expectations for the class. Obviously this is a difficult balance to strike given all the intricate factors and I do appreciate Odie's persistent efforts to try and find that magical middle ground.
Gilga can use ultima strikes also it just doesn't do as much if you build tank and ward
I believe I said that very thing, that falls under concern number 3
Okay just trying to figure out your concern
I know I don't speak for all Gilgas by any means - but if some of the other Gilga skills were brought up to par with Realmstrikes etc (or just below) I wouldn't be that upset.
SS is something we've been conditioned to build around, but I love the concept of not being tied to it
i agree with this summary. I think if SS3 is on par with something like ultima damage (Odie's words yesterday) when comparing similar buffs, gear, AL etc then we can work with that
regarding all the archetype/capstone talk: I'm not sure anyone disagrees that gilga is the best SS user.
It sounds instead like you just want SS to be able to deal the same damage as Ultima -- but that should only be true if the Ultima user is just as tanky as the SS user.* 🤷♂️ If SS does as good or better damage than other 'endgame capstone skills' + players can build exceedingly defensive while doing that, then it's just better than the rest.
*the only counter to this I've seen brought up is that defenses don't matter because everything dies instantly anyway.
Maybe that's what it sounds like but that's not what I am saying. 🤦♂️
part of the attempt to alleviate the "tankiness" is a requirement to go full swash and maximize attack. I did that yesterday and it was underwhelming and not on par
context, i dont have access to frenzy yet so I cant test that
which skills are you referring to? GS3? Strikes of ursa?
Strikes of Ursa is one of those skills that I so want it to be great but it just isn't
Frenzy is crazy management atm, but still manageable with a celestial weapon. Dmg in horde dg is super low though
It wont be manageable without a celest i think
I am a bit overly focused on raiding for myself. I already use man other skills on other content
Guarding Strikes is what I'd think of first, then maybe Horizontal Slash etc
Strikes of Ursa is kind of adjacent. I don't tend to want to build around a Celestial Skill, would rather the beginning of Gilga path to be something where people are presented options
I feel like SS needs some more juice, particularly in raiding context.
With same buffs active (bears, war cry, Gunnar, frenzy) I ran 2 builds. One was a SS build, one ultimastrikes. Ss3 had dc from ashen phoenix while US had lotan for a blight.
Build 1 high end ss build, full ornate JoC, hybrid amity with hybrid bonus
Caps out at about 3 m, and gets weaker every turn
Build 2 cobbled together ultimastrikes. 5-6m, inefficient/no adorns 20% fire damage amity.
US build is still 100% safe, actually has less attack than SS build and is way more effective. Not saying it shouldn't be a little more effective but this is a lot.
i like SS raiding. and if I am being as blunt as possible I do not want the efficiency of ss raiding taken away from me
Maybe get Guarding Strikes going really well, and add Guarding Strikes IV?
I will dig my heels in on this point
Is there a problem if Gilga is the best SS user and SS does half the dps of a Heretic using Ultima ||the heretic capstone
||?
Is there a problem if Gilga using SS (with lots of ward) does less damage than Gilga using US (with more offensive crit/elemental gearing)?
US build is still 100% safe
Can you quantify the defensive difference between the two? I can believe it, but numbers would help.
Posted
I think I'd like to know what the intended use case for Strikes of Ursa is really.
faster than me 🙏
Ultimastrikes does not suffer from the frenzy consumption of ward like SS does
If it's meant to be a raiding skill, it needs to be maybe 1 turn and more M2 juice
if i have 600k ward, and US build has 100k ward, but the raid does the same damage to me because of my normal defenses due to AL + gear
Should a SS3 from a tank do the same as a ultima from a glassy mage I think that's the balance we need to get right.
Right now ensseric in live is hitting one turn damage cap with minimal buffs (yes tons of als help but can a mage do that at his als I don't think so). I with ultima strikes and glass cannon need dragons blight and all the buffs to hit damage cap at 120als
then why are we focusing on the ward piece
Well by 1 turn I meant 2 turns like Ultima 😄
I know I'm not being asked, but it is quite a subjective answer for everyone I'm sure.
We'd definitely want to be conscious of the folks who aren't part of these conversations being hit with a massive change out of the gate without much/any notice.
Though it's completely fine to change up your build, it's something to note that habits being formed and then becoming much less effective to the masses can be jarring too
my friend we will never agree on this but you laugh
what is our context? are we speaking raids in normal orna? or 2.0 anguish
So you lost over 90% of total ward and half your def stat, and gained a large amount of dex. I'm not sure that's a spurious or ignorable loss in an anguished raid world. Maybe in non-anguished pve where difficulty seems to be not a consideration (esp. with ascensions).
Frenzy consumes ward at such a rate you lose damage and a ton of survivability for the same outcome. And the difference between these builds is pretty staggering. I could likely double the us build with a couple of amities
Also i feel like SS and variations are consuming even more ward by themselves now (not only CS)
I agree this is more for normal raiding but tbh to a certain extent if you're doing 200k damage to a raid in anguish you might as well just dive in with ultimastrikes blow your load die and wait for the cd
And to some extent gilga losing its main raid capabilities for anguish raiding does hurt those who aren't engaged in anguish
I think it's good for players to have "high offense with risk" options for sure.
Speaking as a BP raider with like 20k ward that gets randomly one-shot even on normal raids.
There definitely exists more "slow and steady" options, which sometimes makes more sense or can be more fun.
Personally I'm still a bit boggled at how we started with the two things that totally make SS broken are quadratic scaling and fixed miss rate and somewhow we ended up here.. It's alright though, I am willing to let it play out how it is and see how Gilga compares to everything else now in live play. I'll have to rely on Yoshi for Anguish 2.0 viability.
Agree with that -- if this patchset was just "remove quad scaling" and "remove fixed miss" then ship it, it would be fine.
But people pushed back against that strongly.
From my perspective with current numbers SS is never the choice for raiding
tbh i was fine with this
it would of been simpler
in the prior beta patch I supported both removal of fixed miss chance and nerfing ward scaling for AL
having it go from quad to linear or some log would of been fine as well
I still think removing fixed miss is the way to go. Dex can be built into for gilga
now we are in some weird space where I feel like a crowd of people are telling me just dont use SS, i dont want to see SS remove it from the game, just go use a crit build like everyone else.
I have been consistent in "remove quad scaling" and was agnostic on "remove fixed miss" (because it's for pvp primarily, in a world where enemy dex scaling has gone away).
And yeah, n logn would also be acceptable. Anything that isn't n**2 😅
i have no opportunity to see what that damage looks like
it went straight to hard capping at a specific plateau
Remove quad scaling = AL100 player (gilga or otherwise) loses 50% SS dps, AL200 loses 66% SS dps, etc.
that might be more than where we are at today
yesterday i was at 90% damage loss
i thought it was bugged
I'm not a superfan of the mystery formulae with apparently magical number thresholds. And still confused as to how I lost ~65% and y'all lost 90%.
yes same
i want logical consistency. it is also easier to document
i dont want to explain to new gilga players so uh
after this random value of 200k or 300k ward
When I last checked after the last adjustment that I know of I was at about 2.3'ish million on full raid damage SS versus my normal build damage of 7-7.5 mill. So I mean it wasn't as terrible as the 650k version
it doesnt matter any more
i assume it only changed 10 times since I was last here
ill check again as damage formula/cap appears to be server side
Yeah frenzy button was why we needed the app update.
i will test swash then oracle
W/ live numbers and no DC and no frenzy I do 4.8m, prob a little high but my beta test has an addition 50% attack mod and additional 100% stats and costs more to deal 2m less
okay
swash is around 4.5m
oracle around 2.5
that was where it was monday/early tuesday
I can work with that
not whatever the it was when it was sub 1m - edit for the kids
Can you show builds
one moment
same as what it tested on yesterday
SS3: 1) ~4.5m a hit 2) ~2.5m a hit
Is this standard gilga?
Looks like my benchmark is now around 65-70k, ~50% damage loss. (c.t. 130k on live)
The server isn't publicly versioned so it's hard to label this as something other than "midday of the 21st server version" 😅
I think my last number was 45k ~65% damage loss, when y'all were seeing sub1m/90%loss/etc.
You turn 1 cactusing?
ive grown quite tired of the glasscannon straw man argument because many of the people in here are AL 100+. whether you are a tank or glass cannon is nearly irrelevant in normal orna content because we can all put together builds that one shot raids. they pose no threat. Calling gilga a tank and asking for parity is obnoxious because the raid never has a chance to kill you in the first place
yes.
anguish 2.0 is a completely different landscape
I definitely still die sometimes to normal raids lol when I use sequencer
summoner has...a suite of other problems 😅 and hopefully receives some love in the future
I think that argument usually comes from lower AL players. And its totally valid from that point of view
as ive contextualized before I can only speak at my experience level
lower AL is also a diferent land scape
For sure. Its also a more populous one
You know what I've been raiding on herc and I think it might just be that subclass is way more affected through attack changes. Still feels low overall but herc is doing like 25-30% less damage than standard.
I am...more than i should be uniquely concerned that gilga will have even less players than before
back when I was raiding apollyon for gear I swapped to titan guard because it was tanky
and I was actually able to solo the raid for the first time at t9 *because of this, which was super cool to me
people that want to play gilga have so many entry requirements
and once that all comes online, idk what it looks like At lower AL anymore
and certainly not post these patches
I can only advocate for high AL gilga experience
if gilga becomes the slow and steady way to deal damage and survive raid content, or even boss horde content? i think that would be neat...but orna is about speed at the moment (outside of ang2.0)
Just gain more al no way ss3 weaker
May be your al is too low for ss3 boom
if the experience becomes unfun I am likely to just change my class to something else ive played before
Yeah I'm only 187 on beta but my live is 195 so should be in a better spot
there is a reason those messages are blocked for me
its generally non-serious and non conducive
I would try on beta client instead of posting live.
at least use the beta client man
I mean with scale u.s will somewhat get a hard block
When ss3 now is boom so high with al with hard to limit
The hope should be that:
- quadratic just goes away. divide damage by player ascension, now it's exactly linear with ascension like every other skill. ||except BP 😡||
- tune AL0 SS so that it does whatever damage is "appropriate" (read: kills stuff at a rate that people like).
- ensure warrior is the best SS user (at AL0), and others can use it but with more asterisks and caveats.
- ensure Gilga has more damaging options than SS if they're willing to drastically hurt their defenses. Or let Frenzy make SS do the damage while seriously hurting their defenses.
I think even new players that are interested in using SS would gravitate to Gilga as long as it's the premier SS user.
Just block and move on, we can keep the convo productive
I don't want to be beta tester but right quad scale is like that
for whatever its worth i am certainly open to other gilga skills or other skills in general
but not as a supplant to SS itself.
equal opportunity for a variety of builds
I just don't want every class get one more button function like hera did
Idk if it is their signature but feel annoy to use
but often the direction of this convo from certain voices feels bad to me because the outcome feels like, nerf SS because its what I want and I dont like the skill and neither should you
pretty sure that ship has sailed, we're in "everybody has their own special thing" era
Ngl till now I don't see hera flask to shine
Hera is an intentionally bad class they made as a joke so please stop comparing it to real classes
also my kek on your post was about BP
like I said GS has other issues
I dont have the full gamut of beta experience with SS available to me currently. Maybe what changes you sumamrized could still be implemented, maybe it could go out today as is
We're due for a solid 2k+ post GS discussion, yeah. I'm not sure I'm brave enough to do that unless I pick up day drinking.
im almost ahead of you
Welcome to team lush.
I had to make another gallon
is that just moonshine
GS team will laugh hard when seeing gilga
When gilga don't know what their SS go bp is always in there with quad scaling
nice
its a known problem but addressing it is probably not in the scope of this beta
Moreover don't like SS, it has insane m1 (sum hp is their m1) so practically insane in 2.0
someone at two orna meetups ago shared theirs made from a still, with some nice staves in the jar
that stuff was 
Wait, what? Sum of their hp=m1?
Part of
Honestly right now we don't know what the new M1 is.
Just check formula in theory it has highest m1 ingame
I think you are thinking of the original SS that died in 2021
Type of usefulness in endless someway
New SS3 was M1 of 2
exact formula is this (found by yours truly
)
BP1: M2=1, M1=0.5+0.05*total_summon_hp*0.0002 OR 0 if total_summon_hp=0
BP2: M2=1, M1=0.5+0.10*total_summon_hp*0.0002 OR 0 if total_summon_hp=0
BP3: M2=1, M1=0.5+0.20*total_summon_hp*0.0002 OR 0 if total_summon_hp=0
the newest beta one, we don't know
Ward is m2 but yup sum hp is m1
In the beta version now?
ah lol he was talking about bp formula but you mean ss formula ig, new ss formula hasnt been found yet afaik
Ohh you are talking blood pact, I thought you said SS
yeah Bloodpact kinda works like old SS used to. Except it got capped in pvp
Uhm i think u can test in pvp for m1 beta
But if odie try to limit ward for m2 cap i think the m1 is constant like before to adjust
Lower m2 keep old m1 some type like it
Hey you know what Gilga really needs? A skill that can crit and regenerates ward. Definitely a tool that Gilga needs as a class
That sounds like such a great Gilga skill
Oh yeah
-# I need a skill that crits and regens ward on Realm Corvus

-# For Shadowveil
this is the energy this thread needs
the comments with the small text are too small for my eyes so ill ignore them
This is a Gilga thread S2, I'm recommending a skill for Gilga
#1369690605835387040
this is a delightful image to use in a lot of discussion threads, now and for years to come
im here for generational information memes
Dangy was just talkign about buffing guarding strikes, maybe if it regenned ward too >.>
Only Guarding Strike can crit
I could probably have some super fun in an Ursa GS 4 raiding build if it could crit and regen ward at the same time. Infinit button spam with max CD damage and chance
Just have to watch health so zerks did not gib me
You'd need massive ward regen from it 👀
Kind of, but not really. You can build ward regen without the skill providing it.
SS consumes ward, simply not using it already makes you regen a bunch
There is something satisfying about multi hit skills, the more hits, the more satisfying.
You can juggle a bit so frenzy wont delete your whole ward with tower of str and DB
Deplete*
Yeah, I'd like that skill to be a solid option as a top tier skill for Gilga
I don't think adding ward regen to it is right though - would start to put us back in a 'is this best for Gilga, or frankly better on other classes' type train
or frankly better on other classes' type train
What? I have no idea what you're talking about
Oh maybe walls of aaru are a nice alternative
-suggest reworking spiked shield to regenerate ward instead of consume it, making sure damage is appropriately lower
Guarding Strikes, and the suggestion above to add ward regen to it
with quickcast axe 😄
Ship frenzy
Sounds like somthing for Gilga, not Realmshifter other classes 😉
make sure its restricted to gilga
I'm not sure if you missed the original context for that suggestion Dangy

Kind of, but again not really.
I think the intent of suggesting adding ward regen to it is to counter frenzy depletion - but if it were also buffed (and GS4 was added), then classes that don't have the ward depletion (understand the other recent addition) may find it to be the new strongest skill
Just speaking personally here, I wouldn't want the theoretical world of making GS great being tackled by adding ward regen to it
Sorry, I was being extremely not serious when I said it wouldn't be useful on other classes, because my entire point of coming in here and suggesting a ward regenerating crit skill was for Realmshifter Corvus to steal from Gilga
Exactly like we steal Horizontal Slash and Ward of Light
That was the start of the conversation 😅
Im gonna steal your shadowed strikes and im gonna enjoy it 😡
Dont thumbs up me mister
Heretics have never stolen anything from anyone ever
Ultima comes from Heretic at level 245 right?
I didn't, but I'm also serious that I'd like the skill to be good and want to make sure that we also mix in some serious with the joke. Gotta make sure that it isn't taken too seriously, the suggestion to add ward regen to a skill in the case I provided
The only joking part of my suggestion was that the skill would only be useful on Gilga, a crit skill that also regenerated some ward is just a very Gilga-flavored skill, so it wouldn't make sense to suggest it as a Realmshifter skill
I do think it could serve a use in Frenzy non-SS builds
Me: #1370141629444395028 message
Leap from ward regen suggest:
#1370141629444395028 message
Just keeping my thoughts clear for folks so it's not misrepresented :)
Maybe a 'weak' skill with a power similar to Sortie, that'll do a lot less damage than something like HS3 but balances that by letting Gilgas keep pushing Frenzy forward for longer.
I'm keen on a world where SS isn't viewed as the only option - would love the diversity!
Having a ward regen skill that wasn't tied to an element would be super nice.
Having it holy elemental helps to balance it imo
But yes non-elemental is more powerful ofc
As far as I know the other ward-regen attacks are all Holy?
I'm likely alone here, and speaking for myself not the studio, but I'd rather ward regen come from other sources and not add it into a skill.
We haven't yet seen a world where folks have anguished gear with ward regen, coupled with all other sources, and are using a non-ward consuming skill
I think ward regen will actually be quite high
I don't think SS is viewed as the only option now. In fact for early gilgamesh it isn't even really much of an option at all.
This is 100% not a Gilga concern so I wont drag it on in this thread, but Anguish gear only boosts existing ward regen, it doesn't provide it outright
Thats true. Ward regen will come from chestpieces only right?
Be cool if by casting for a turn gilga could get a surplus of ward. Makes a ton of options open up
What about a ward regen temp buff (castable or from gear?) Just spitballing
Yes, I'm speaking for Gilga flair and not elsewhere
id be a fan of having more aggressive ward exchanging moves as well with different flavors
ward consumption not as an m2 modifier but as a cost to using the skill in exchange for that skills power
which seems more gursa thematic
Similar to Realmshift being an RS only skill
having tried new realmshift i really like it
and it actually being unique to that class
i think orna can retain having shared skills and unique class skills
I still feel a bit off with ursa interacting too much with ward because hes got terrible regen (0)
Flasks, Frenzy, and Shadowwhatever are termed class abilities now I guess
Apex as well
regen has many sources these days. rather than having to use total ward as metric for damage, looking at flat ward consumption as a requirement for using a skill
this is different than SS behavior
Shadowwhatever jajajaj
Not exactly?
I am alright with a % if it's not too punishing, and if there were gear/gems, etc, that could reduce the overall consumption
Basically Odie took the coding/UI for flasks and made it into class abilities for gilga and realmy
Manaless skills
Ah yeah well the manaless part ok
Semantics really
But Apex is Deity Only
I like the idea of the 3 base classes getting these classline things
So are we ignoring the other class lines? What are the base? Warrior, Thief, Mage?
Rs is already enough
Well this thread is SS so I won't argue against only giving 3 something more.
I do think that some type of regen ability and gear that reduces the cost of ward for the new Frenzy that is Gilga Only may be a nice option
I think frenzy only drains ward when collateral dmg procs
idk if its intended. also need to figure out interaction w/ bastille, and how come you cant toggle it on & off
i believe its intentionally not a toggle
you must choose for the duration of that fight to frenzy
its also counter against bastille which is unfortunate because it negates the damage bonuses to the extent that bastille decreases
perhaps it could impact hp instead
reminds me of cuchulainn swapping into crazy mode
i think if it cant toggle off, it oughta invert bastille
(so, full stat boost at 0.001% ward)
Spiked pauldrons and greaves?
I do use those, not all the time. Good flavor to enhance CD usage
Pauldrons seems usefull on frenzy mode..
Where are these screen shots from?
#patch-notes
Thanks!

