Last minute short feedback on Amplicorum

I have plenty of in-depth discussions with people about mechanics here and on the community discord. I can tell when someone is not worth the effort though :wink:

I appreciate you taking the time to make the gif though. Well done.

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I think people haven’t experimented with using it with the charges flask in boss fights. Lets you refresh it multiple times in a row. Yes, the shield can get eaten in a single big hit, but when a potion makes the difference between you dying and not dying, or facetanking vs. retreating, it feels quite useful. Yes, you have it up on you a lot more often with ranged builds. But still… the armor pot does more work toward making my builds survive things they otherwise couldn’t than Menhirus. Same goes for Draculus.

I haven’t seen any evidence that it’s that strong of a potion, and I’ve been running it a lot. Maybe better to say that it feels very strong while leveling but meh in the end-game. In the end-game, it feels more like peace of mind than a significant difference in fight outcomes. Also the harder you juice content the less useful it feels.

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Draculus is another issue when you can use leech yes, menhirus is universal, terro is a bandaid for low armor access and just a joke on classes with armor. But it is how it is. I’ll leave you between SC andys zerging bosses to get that one good attempt.

this is why you’re not being taken serious, you’re not doing yourself any favours

don’t get me wrong, i don’t think Menhirus needed a buff at all,

/= underpowered hyperbole…

  1. The game is balanced around SC more than HC. More players play SC. Just, uh, idk, get over it? HC is not more valid than SC just because you think deaths invalidate skill… or whatever the heck you’re expressing about zerging.
  2. I’ve been playing HC again recently… it’s not exactly rocket science. Take more of the defensive options, play more cautiously, don’t push as far in juiced content… Frankly, doing well in Crucible 200 is harder than finishing up a char in HC and playing on Ascendant. You play tankier and slower… truly a testament to “skill.”
  3. You also make a weird assumption that all SC players are dying frequently. I play zergy at first on builds to learn their limits, and then the rate of deaths naturally goes down as I learn what the build can and can’t do, but I’ve come across many players who hate dying even on SC and thus play it pretty safely too.
  4. It’s pretty easy to 0-death celestials in SC with dps-focused builds without menhirus. So tell me, on what content or by what standard is Menhirus so great to you? It’d be fascinating to see you try to make a coherent case for your beliefs instead of just being a dick every time you get pushback lol.
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That’s a good point.

However with the current way the game plays, a bigger buff (+50%) can go a long way to making you survive that one big hit that would have otherwise one-shot you. The main problem with Menihirus is that it tends to melt on any AoE that you’re into, so it might not be there when the hit comes…

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i don’t like the charge flasks, because it’s “cumbersome” to use/time appropriately and not either accidentally waste or not have the used cd ready again :sweat_smile:
Not saying it’s bad or doesn’t have higher utility potential in some combos, just that i don’t take advantage of it because less useful for my casual piano tapping/fixed cd simpler “rhythm”-wise

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Not sure what the other guy is arguing, but I will say that Menhirus is genuinely wonderful. It scales really well with defensive builds (twice even!). It’s particularly great for the big hits from Dread. And it lets you get away with some reckless piloting too. It’s a great addition from the devs. I also don’t think it needed a buff but I’m not complaining :smiley:

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I think Menihirus was one of the better designed potions from the very start. You have to actually anticipate big hit coming and play around the buffer and not just spam it as a perma ‘kek big armour & leech’ button.

Obviously it’s almost useless on melee builds but one potion being catered towards casters isn’t the end of the world. Also Turtle & Crab constellations got power crept out of the game even more - and their procs weren’t in a good spot to begin with.

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It’s almost as if people make different build specs for different situations! Every build that has a super-mega single-target DPS spec can easily be adjusted in numerous areas to work just as well in Ascendent Mode, full Altar.

Reading a post by the guy who made the “TDM pots shouldn’t even be in the game” thread because he’s capable of understanding the situation that you put yourself into, and responding by acting like we have goldfish-levels of daily amnesia over who you are and what you’ve contributed to forum threads over the years is never a good look.

Infantilizing a playerbase is never going to get Zantai to listen to you. The optimization process involves many things, and people are capable for optimizing for different things. This includes damage output, HC survivability, timer-chasing, and yes,

“MeNtAl LoAd!”

The fact that two TDM potions modifiers are no longer in the game is an unapologetically good thing. Having actual choice - and not just the illusion of choice - is a good thing to have. The amount of choices has gone up, no matter how many times people get triggered when their Ravager times go above 30 seconds.

But please, keep assuming that people who have been playing endgame for years don’t know anything about how endgame works. Keep trying that and see how much that gets people to listen to you.

if your build doesn’t “need”/desire something better, menhirus with 7sec vial (or 3 charges if you’re not a casul automated tapper i guess), +revorum feels kinda fine as melee.
I think the main reason i “don’t” want to utilize that combo so much is just that chromatorrum is so nice now i kinda lean back on the HoT, and would rather use terro or dracul or sansochromatus with the revorum boost in more cases than menhirus, and it feels like there’s more wide/cross game mode utility where Menhirus sorta drops off the more gangbang the content is :thinking:

Excellent summary. I’m more of the second class - I don’t use it because it makes gameplay more ‘exhausting’ - so I’d consider myself in the minority (leaving money on the table) but that’s an own choice so no need to cry about that and I’m totally fine with it. Having a short window of more damage, without being to OP like in the past, is only justified if you’re wiling to play more ‘actively’. Personally I feel that it’s in the right spot with the most recent updates.

Yeah… that’s still not it, I’m afraid. Still simply increases damage over baseline for a menial drawback, makes good builds better and is unusable on bad ones. Much less of an issue compared to TDM, sure, but that’s about where the upsides end.

Disagree, this is a great change actually.

The numbers are small enough that it won’t make a difference to endgame builds. But maybe leveling builds can take it now. Kinda cool actually.

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I just had an idea. Instead of status buffs and debuffs, what if we tried giving -RR%? I think that would allow for greater freedom with constellations and equipment.

But not a big gap like TDM, it’s more stable now. For timer builds stack 5k OA and 130% crit dmg, it’s a minor boost, not like former.

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would just make people stack RR, unless it literally uses the same skill/“source” forcing a replacement it wont make the devo RR optional, but a dmg addition.

I see. That might be the case. So what if it’s a flat -RR? Around 20.

would probably make a lot of builds skip flat RR devos entirely if it gets 100% uptime/depending on the application :thinking: perhaps might also make people not do plaguebearer cheese :sweat_smile:

Oh, I forgot that the quantity can be increased. :rofl: I thought it was not a bad idea, but it wasn’t. :sweat_smile: