ffs, you jump in on me/“reply to me to a thing” where crucible was and is relevant, then somehow surprised i keep having Crucible be part of it thus “keep bringing it up” ”… it’s always there, regardless of your pov or sentiment
Regardless of “your” sentiment, Crucible is certainly not as relevant as current FoA content, Ascendant, and altar difficulty manipulation. One is a massive campaign and map function overhaul; the other is a mode.
Maybe you/the veterans’ end-game balance assessment and strength gauge is heavily focused on CR 200; that is fine with me. Plenty of fun to be had with a stopwatch, zero cooldown spams, and 20 OS stacks.
In that case, I don’t know why we got into such a nonsense exchange, since my argument was clearly based on campaign ascendant end-game feeling. I certainly did not want to start an endless flip-flop discussion with test-bench modes, metric definitions, and possible pass/fail percentages of builds. Especially since there is no meta definition with the upcoming nerf.
My target was a bit simpler; log with 10 older builds, slap some ascendancies, swap a couple of items, up the notch in difficulty a bit, and evaluate their performance and behavior (or rather, the lack of it, as it turned out in many cases).
Again some stuff seems borked, but other stuff seems like “used to x” therefor alteration bad, which i find extra puzzling from some of the HC posts made. (specially if you dont’ even play SC first to test bosses or are unwilling to die entirely)
Hardcore players have the burden to level and lose chars/equipment. Do we even want them to have additional grind just to pretest in SC? ><. Leave the dangers; provide more HC tools. That would not necessary make all chars ascendant passable and HC foolproof.
i said it wasn’t from “challenge” /endgame ceiling being raised, but certain outlier enemies and certain attack’s scaling… - which doesn’t mean the ceiling as a whole, but fractions/outlier elements are increased
Bosses, nemesis and outliers are a large part of the challenge itself - they are the kill or be killed coin. Without them, we are left with 2m HP beavers and damage sponges. Fine-tuning actions have already been taken, and a few more are to come. I believe we are on the same page.
Memes are supposed to be more niche, but if the floor is set to X, this includes lesser “optimal” ones and memes, because it’s the content entry level. That is why it’s important to have a floor that’s lower than the ceiling, and not have them be one and the same, (like happened previously, and then still got moved and powercrept beyond that
).
Let’s settle this and make this our diverging point. Grimdawn has thrived on build variety. There were always the specific, optimized sets and dual-class target bonus items that are kinda self-explanatory for most sufficiently experient players (with the final few points to be extracted by Mad_Lee and CO). And then, there are the single-class-focusing sets, or the less straightforward, unconventional ones with conversions and weird mechanics needed to be unlocked. After 1.3.1, and if no new tools are added (i.e., imo that would be slightly more powerful ascension skill bonuses), I feel the potential of the latter group is kinda low, with not enough performance to be extracted.
Your point, if I finally get it right, is that FoA endendgame and challenge should be kept only for the few chosen ones (mainly the first group), or else the game is “trivialized”. My point is that leave options (ascendancy bonuses with more offensive power) to fully bake and optimize a less conventional build. Make those build cases “pay” the price in the form of grinding. Balance in a way that endgame (inc CR200 ><) is not gatekept behind certain builds and, at the same time, nothing is stream-rolled.

