As a builder and min-maxer: it’s still seems to be very effective when used for short burst windows. I use it on Energy potion with 50% efficiency flask and then couple it with Sanchochromatis or Menhirus. This way I get a bit of a compensation for the increased incoming damage. I think not using it is basically “leaving money on the table”.
As a player and GD enjoyer: I don’t like it. 120 seconds duration to Terrobolum and other buff potions was a great move. Yes, Crate admits that this %armor powercreep is kinda necessary now, but it feels fine. Everything stings in Ascendant and especially with full altar. But this pressing Amplicorum for short burst windows thing does not feel good because it becomes sort of mandatory if you are looking for optimal build’s performance.
Don’t like any general TDMs. Situational usage of pots is great but when you have a mod with generic offensive stats, it’s not much of a choice in the fight - you jump a lone boss or a small pack, press the pot and that’s it.
When the situational mod is defensive, it’s much more engaging, like the DR one.
ngl, that last part to me just reads like Z hit the nail perfectly square on the head ![]()
“if you want peak optimal you’ll have to tolerate something” - doesn’t sound unfair to me ![]()
Except when it becomes mandatory and the thing you tolerate is worse qol and extra mental load.
sry, i don’t see how you’re arguing against it
you’re not getting it for free, that’s the tradeoff, you get peak optimal’ness, but you have to pay that qol/“load” sacrifice to get it - reward v “cost”/input
*again ignoring it’s only “mandatory” if someone desires that peak dmg, which a lot of us already didn’t before disincentivised it by not making it free.
And as someone that keeps saying stuff shouldn’t be free (Terro good example of a bad change imo), i can’t see this as anything but a positive by making it an active engagement/“qol sacrifice reward”
- i don’t see why it should be perma uptime (and if i already dont’ see Terro should, you’d never convince me amplicorum should
)
I am arguing against it. I think it should be removed and that’s it. Game works in a way where you have to take free damage like this one. You can of course play the way you want but most arpg players will not leave free damage on the table.
I think paying for something in qol is just a bad and annoying design in games like this one and I personally hate it. Game is already running on an engine imported to Ancient Rome by some faraway alien civilisation, there is enough ancient qol garbage we have to deal with as is. Let’s not make it worse, please.
Any global TDM is disruptive to balance. At first I liked the Mirror TDM mods but now I really don’t.
The game right now has a lot of its difficulty in single boss encounters, much more than it used to.
When you find ways to stack TDMs, even if they have low uptime and come at a cost, you can bypass a lot of the game’s danger by pressing all this buttons and burst the boss down in 2-3 seconds. This dynamic doesn’t expand the gameplay, it actually dumbs it down.
I only really like Amp for Uber Nerf bossfight.
And to really put some idea on table what if repalce TDM with increased maximum attack speed instead, would fit the name quite well. For example, +15% to maximum attack/cast speed but at cost of movement speed for brief moment.
then the alternative should be to nuke it entirely like Banana says ![]()
it should not be entirely free, (if to exist) imo
my take on this might be a bit different. I don’t dislike it because it feels mandatory.
It’s only mandatory when you can use it. Meaning if the build, with it’s top/optimal setup, actually permits it and/or the challenge or boss permits it.
Example: Most can’t use AMP at SR 38 or SR 40 or Callagadra. I know that the official position on this is that these thresholds are irrelevant because they are just pure challenge but not to me. It’s part of why I play the game.
So i’m happy that extreme environments force me to rethink my setup.
What I don’t like:
While in it’s current form it’s used when needed, so you have to be more mindful about it and maybe is good on paper. But I don’t like the fact that a lot of builds are still highly reliant on it for a decent performance.
Forget about the 4:30 builds in crucible. I’m talking about the more medium ones at 5:30+
You simply must use it otherwise you just don’t function well enough. And, like your stronger counterparts, you mix and patch the potions to mitigate the massive increased damage taken. The latter affects an innately mediocre build more than the very powerful ones…I don’t like this.
Conclusion:
The result i think is the same as the players that think differently from me. The only solution to this is that AMP doesn’t exist. Mediocre builds still suffer from this but the gap will be less eveident beween mid and op
PS:
Short mention regarding sanginis - i fail to see the purpose of this potion outside of making menhirius a bit stronger. Your HP melts away from a higher HP pool for no reason…
Let’s nuke it entirely. Fuck amplicorum
If the optimal way to play is actively annoying, that’s just bad game design. Trading QoL for power is simply not a good deal for the player, period.
Edit: Also, crate knows better than to do that, usually. Don’t think that was a conscious choice, it just worked out this way.
As someone playing APM-heavy melee builds, having to weave in short-duration potion timers for burst windows is just unnecessary mental load and clunky execution. A potion shouldn’t dictate whether a non-top tier build feels functional or sluggish.
+1 for removing it.
Remove it. Anything with tdm will just skew everyone to use it since the name of the game is to deal damage.
Potion mods offensively should at most do DA shred.
Instead of increasing damage taken, make it so you take a % of damage you deal when it’s active ,bypassing reflect resist. That way, it’s still a survivability drain, but the amount scales proportionately the stronger you are, so stronger builds naturally get taxed more defensively.
Removing TDM potions will only be a net positive for everyone involved, but seriously, what is with this inane comments such as:
Unless you believe that comments like this will get you hired by the Crate company, what purpose does saying something like this accomplish? If you’re going to talk about bad features, at least talk about games that have good features so that Crate can focus its efforts on things that are actually possible to implement.
God forbid that a video game in its most challenging difficulty is … challenging.
That’s a running joke about game engine being old and clunky, something that Crate themselves agree with and aware of. I don’t think it’s “insane”, you are misreading it.
Was explained in this thread alone many times. Extra bad qol is not “challenging”, it’s annoying and bad design.
I said inane, which is a different word entirely from “insane.”
https://www.merriam-webster.com/dictionary/inane
Crate’s rusty engine is a different category entirely from what TDM potions add or do not add to the game. Constantly throwing words around like bad design helps nobody.
These things are only “mandatory” if you are chasing optimal timers and world records. It is not mandatory in order to progress in the game by any measure.
thought you misspelled. But no, I don’t think it’s inane.
It’s not a different category. Old engine has its limitations. One of those limitations is general responsiveness of the game when you mash buttons. It’s not great. Especially with some skills being harder to press than others. Having extra mandatory press just excarcebates it.
We are talking about endgame here. In endgame most of the players will use a free damage button press. That’s just the nature of arpg genre. Nothing is mandatory about the way you can play this game. Yet vast majority of playerbase will lean towards what’s optimal one way or another. If you personally can just forget about tdm potion and not use it and not care about it you are going to be in small minority. Elephant in the room won’t go away.
I wouldn’t go this far, universally, but it is close to my favorite argument for these things: to try to make what’s optimal fun, wherever possible. I acknowledge this can be limiting on design tho. Like a feature that’s wholly enjoyed by a majority but there’s some optimal way to abuse it that is tedious. It’s not always the case you have to adjust it, it depends on just how optimal/how much better it is to do the tedious thing than the fun thing imo.
Surprisingly, in it’s current state I feel less strongly about the TDM pot than the others here. If you made it 1 second duration, nobody takes this potion. So there’s probably a balance point around it’s strength and duration where even competitive players weigh whether it’s worth the hassle, and some take it and some don’t. Honestly it might be better at some point to also drop or lower the increased damage taken drawback so weaker builds can use it too.
The argument for max cast and attack speed seems a bit silly to me unless I’m missing something? It’s effectively a multiplier just as TDM is, plus more sustain for some builds because you hit more frequently? I understand an argument for it is that the attack and cast speed is a bigger multiplier for builds under the cap than at the cap, so at least it’d be a potion more beneficial to weaker and 2 handed builds? Ok maybe I do see the argument LOL.