#Bloodmoon Massacre QOL

50 messages · Page 1 of 1 (latest)

cerulean cargo
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I would like to highlight some QOL changes I think could help this raid.

  1. The ability to “over eat” so if you are above 75% hp but manually click a food it will eat it on the next time you’re attacked. This should override the auto eat best food mechanic. Allowing for the player to make a punishing or positive decision. After your manual eat you go back to auto eating best food at 75%. Or you could have a slider when in combat to what percentage you would like to eat at.

  2. A total rolls counter, myself and I’m assuming the community wants to know how long drops took. This could be in the claim loot window, it would just say “Lifetime low rolls: #”

  3. The ability to reset your damage done/damage taken counter whenever you’d like. I know we have damage calc mechanics but I think going wave to wave it’s good for damage testing and tanking for later runs.

  4. Preset loadouts that would equip your gear but also have your 4 or 8 slots preselected as well.

  5. Set a level that gets rid fishing anglers (110) & fishing tuna (120). This will help with the competitive aspect of the raid for late runs. I don’t think it makes it less forgiving just more geared towards end game accounts.

By doing so the food capacity would increase for the higher tier foods as such:

  • 110 fishing no more anglers allowing for the capacity of 23 Tuna and 23 Eels; raw and cooked
  • 120 fishing no more anglers or tuna allowing for the capacity of 45 Eels; raw and cooked
pearl breach
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These are really good tbh.
Although I can't say much as I haven't done a lot of BMM as I'm still mid-game, I'm confused about the 5th one as isn't more food usually better?

cerulean cargo
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Right now the cap is 15 of each food raw and cooked per person in the raid

marble burrow
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yeah, all suggestions comes from someone that has clearly played a lot of BM raids

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100% agree with everything

pearl breach
marble burrow
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removing lesser fish from the foodd table

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like in regular raids

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that would give an extra motivation to grind 120 fishing in case you dont have it yet

pearl breach
cerulean cargo
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It would increase the capacity for blood eels as you get rid of the lesser foods

tough vigil
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The pre-loadout would be a massive qol improvement

lime chasm
pearl breach
cerulean cargo
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I’m saying for instance you’re 110 fishing and you no longer fish for anglers now your cap has increased to 30 tuna and 30 eels of raw and cooked

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Then at 120 fishing where you don’t fish tuna and angler you now have the capacity for 45 blood eels raw and cooked

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Per person

marble burrow
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45 fish per person, seems simple enough

lime chasm
trim goblet
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For IM only 15 eels could be complicate against 3 dragons and the option to force the eat is mandatory for pushing

jolly galleon
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Lesser food doesn't matter much because in later stages it isn't enough to help with survival anyways. You're fishing and cooking to try and keep eels, even when you have other types. This specific change does make thematic sense for late game accounts.

marble burrow
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how come healing 7 more points doesnt matter much?

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for fast raiding it means more time hitting since you get better food

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maybe i could see an upgrade that make your fish capacity increase

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but surely having better food is better

pearl breach
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Maybe they mean that the enemies have more damage than the fish can heal for?

marble burrow
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surely they have

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but still better fish means higher chance of surviving

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and 7 extra health means almost a 50% more health than tuna

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i much rather eat 1.5 tunas than 1 for sure

lilac fable
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+1

graceful forge
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I think number 5 is the biggest mover here. But having 45 fish vs. having 45 eels is a big difference to balance.

Adding a flat constant should scale a little nicer with any future content releases vs. trying to make 45 the total fish cap per player and dividing that number between only fish accessible to them. Example: image in 3 years having a new fish at every level between 110-120? The total fish cap would go up under current system to over 200+ … vs. limiting oneself to 45 total.

+Depending on how it is programmed. It may be easier to add the constant variable to max capacity that scales with fishing (or even cooking levels). Again. This simplifies approach vs custom variables that alter on a per fish basis; especially from a group standpoint.

I think the formula is close to:
stack_capacity = 15(player_count)

If level 110, remove the specific individual’s ability to catch anglers. This already becomes a larger QoL because you fish and cook less to hit stack capacity to get raid started. But you’re still likely managing fishing etc just off bloodworms later on.

Going down the route of wanting more of the good stuff. I would argue adding a base constant of +5 (at level 105) (+10 at 115) to stack capacity. This gives more fish, but doesn’t scale wildly out of control.

Giving a formula more in line with:
stack_capacity = 15(player_count) + cumulative_constant

Note: argument to be made you could even consider separate variables for fishing and cooking. As I can have fishing level but not the cooking level.

As a possible #6.
I could see this raid one day taking advantage of LM upgrades like most efficient fishermen.

cerulean cargo
# graceful forge I think number 5 is the biggest mover here. But having 45 fish vs. having 45 eel...

I do enjoy this as another means for raising the ability for lengthy runs. As you’re saying you could just have more eels per person as a reward for higher fishing levels. Thus allowing for deeper runs. As it stands once you go wave 55+ as a solo IM I basically run out of eels after I kill one mob if I’m lucky. Even with gear switching between the mobs attacks and my own it really just becomes rng stacking me out.

I do like a #6 as it accounts for so much outside of the raid mechanics already.

graceful forge
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#7. Raid should have a way for gaining EXT experience.

Almost half the chase items are EXT driven. Why don’t the mobs here give EXT exp?

If concerned about every mob giving exp. Then give us a master that will give us a single bloodmoon mob as a task option.

Theres already a method for giving reductions to EXT exp as a group. So these mobs will give reduced exp naturally.

You may also apply the 50xp cap per mob like has been done for fishing.

lilac fable
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Oooh EXT assignments for monsters that can only be found in deep runs of BMM???

cerulean cargo
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I also thought xp per wave

lilac fable
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That would be sick

cerulean cargo
pearl breach
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The rates are bad enough for the current XT grind to be better, but would also be more rewarding for BMM players at the same time (that aren't xt120)

graceful forge
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There’s a few reasons not to do per mob basis. The largest is dramatically altering the core game loop for the skill in question.

If there is any risk that rerunning just waves 1-10 becomes comparable or faster exp than running t4-5 XT. It breaks this.

I agree. A per mob basis would make it easier to turn it into an XT activity but having it locked behind a slayer master that requires a particular HP skill level (likely 100) would result in needing not only to go past low waves but prevent people from grouping solely for XT experience at level 1 XT.

Although. I’m sure someone would love to make a skilling pure. Just fishes and cooks in raids for the XT 120 grind. never combatting along the way. 😆

Another option would be triggering XT experience alongside claiming loot drops.

This provides a chance to add more dopamine to the drops where someone comes out of a raid and then gets like 12 worms. Who cares. But if it was 12 worms and happened to get an XT level … design wise that would make those moments more interesting/rewarding.

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@cerulean cargo #8 — allow targeting of a specific mob. Even if this means making 3 combat buttons (one for each mob) on the UI instead of one overall.

pearl breach
merry blaze
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  1. Ability for the raid leader to have everyone exit the raid, similar to how boss keys work. This way if the leader has clicked on exit the raid it won’t destroy your raid group. While a member leaving the raid on their own will kick them from the raid and group.
cerulean cargo
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With a 20-30 timer

pearl breach