SR money, SR timer, Octavius Tactician & other things

SR money

I remember you guys mentioning in an earlier version that SR’s money rewards would scale up with higher floors, or maybe I’m misremembering? Anyway, here’s what’s happening right now:

Floors 30–31: 461,145
Floors 36–37: 486,267
Floors 36–40: 479,468

So 36–37 only gives slightly more than 30–31, and 36–40 — which is supposed to be the highest SR reward — can actually give less than 36–37.
And if consider that the ticket for SR30 is 50,000 cheaper than the ticket for 36, then the truth is, the higher floors aren’t giving more money, they are giving less.

What I’m trying to say is: SR’s money rewards have nothing to do with “encouraging players to run higher floors”. I play 36–40 only because it’s more fun. And if we’re talking farming efficiency, no matter how high the single run rewards are on 36–40 (money or gear), it’s never going to beat the efficiency of farming 30–31.
So honestly, I don’t see why giving higher floors a bit more money would be a problem. Just to be fair.


SR timer

I’m basically on board with the direction of the SR timer’s changes, but the numbers are way too extreme right now, to my opinion.
Let me put it this way: in the 38–40 range, losing 4 minutes for a single death basically means you’re not allowed to die at all.

With the new timer, it’s very hard to stack your time above 5 minutes. Even if you go through the mob floors without dying once, by the time you reach the last two bosses in the boss floor, the timer barely gives you any room for a single mistake.
And that’s not even counting the special floors where the timer doesn’t increase.

People don’t seem to agree with me, so let me clarify a bit more.

It feels like I’m the only one here who actually plays SR36–40. If that’s the case, then I guess I’ll be the one to give feedback for that part of the game. If you don’t run this range, it’s understandable that some of what I’m saying might not make sense to you.

My core point is simple: at least within SR40, I should have one solid death allowance. What happens after that one death — how tight the timer becomes, that’s up to the devs to decide. But the current situation is literally “I cannot die even once”, and I don’t think that’s reasonable.
Sometimes I don’t even make a mistake, just get sec-killed by Fabius. I should at least have one chance to go back in and try again.

And there’s another thing I think should be a pretty universal principle: the game should encourage players to take risks. For example, in SR38, 39, and 40, I would want to try double‑pulling or even triple‑pulling some certain boss combinations. I used to do that every time I saw an opportunity.
But with the new timer, I’m getting hesitant. I know that if I die, I’m basically guaranteed to time out. That feeling really kills the fun for me.

So, from my point of view, the timer on higher floors should actually be a bit more forgiving than on the lower ones, to encourage players to take on challenges, not the other way around.


Further Feedbacks on Octavius Tactician

The most awkward thing about Octavius Tactician is that it doesn’t have a reliable source of sustained healing. That’s why I’m using The Pummeler instead of the seemingly more suitable Earthsplitter, but even then, the healing still isn’t really enough in high‑floor boss fights. Of course, it’s completely sufficient on mob floors.
In fact, this build performs not bad in 30–31. It’s tanky enough to 4-pull the bosses. As to the level of 36-37 or higher, it’s just still not that good, on both offense or defense side.

But putting all that aside for now.
After looking at other people’s Octavius Warlord builds (for example), I realized the truly strange thing about this set is that it provides excellent physical stats to support an auto‑attack build, while the skills it’s supposed to focus on end up feeling irrelevant.
Tactician certainly has some potential to go in that direction as well, but compared to Warlord it’s just not on the same level. Cadence’s auto‑attack quality isn’t as good as Righteous Fervor, and Inquisitor doesn’t offer strong weapon skills like Smite or Shattering Smash. In fact, Inquisitor doesn’t even have physical resistance reduction.

I’m thinking, even if you completely remove the Oathkeeper part of this set and turn it into a Tactician‑exclusive set, it probably still wouldn’t affect the strength of Octavius Warlord.
On the Tactician side, if we follow the set’s original design direction — which is clearly meant for a Forcewave + RoK combination — then it really needs some targeted adjustments, rather than just more stat increases on the gear.

Just some strange thoughts. You judge.


Blood of Dreeg & Word of Renewal

Blood of Dreeg and Word of Renewal feel kind of underwhelming as healing tools in actual gameplay. In those moments when your health bar up and downs dramatically, a single burst heal just doesn’t do much. I wish these two skills worked more like health potions — giving not only an instant heal but also some kind of follow‑up recovery.

Or, could they get an additional effect to reinforce their identity? For example, Blood of Dreeg could grant extra health regeneration for a short duration after activation. Word of Renewal could provide bonus DA for a short time after use.
Changes like these would also make the modifiers that reduce their cooldowns feel more meaningful. And if such improvements were added, I wouldn’t mind if their base cooldowns became a bit longer.

Meanwhile, Pneumatic Burst could stay as it is — a short-CD emergency healing, which would help keep the three skills distinct from each other.


A Bug?

I don’t visit the forum very often, not sure if this has been reported before — but this is something I’ve noticed for a really long time: The “charge‑through” type Medal Augments (like Amatok’s Breath) often just refuse to activate when I try to use them directly on an enemy.

I can’t fully summarize the exact pattern, it seems to happen in all kinds of situations, but one common case could be: if the target is standing nearby an obstacle (a cliff, a wall, etc.), the skill simply won’t work.

This feels like a bug to me. Otherwise I can’t think of any design reason why it should behave like this.

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isn’t that because rewards cap out at 36 :thinking: (because of eternal stone vs death stone?)

Eternal stone’s rewards scale up, cap at 40. Death stone, no matter where to begin, where to end, reward is none.

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what i mean is, since Eternal stone goes 32-34-36, they didnt’ add extra scaling beyond 36 ,as that was intended to be used for death’s stone/“rewardless” anyway
(unless my Eternal stone is different than yours on 1.3 says 36 is max on 1.2.1.6)

:thinking: Just check the colors of chests. They vary with the floor you end, and as I said, the cap is 40, not 36.
If you go through 36-40 with eternal stone, the rewards will be: 6 purple chests, 2 orange, 1 blue, 2 basic. It’s not the same color (and shape) with 36-37’s rewards.

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you sure it’s not just a different configuration of the prior chests than entirely new different ones?
*i’ve no clue how to read chest tables in dbr in terms of floor spawn :sweat_smile:

I don’t see why the designers would handle it that way, it’s a bit funny to me.
Anyway, let’s leave it at that. It’s not really relevant to my topic. :sleeping_bed:

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I don’t really see the problem with that, tbh.
Just don’t die, I guess?

I just did a run through SR 36-37 as a sanity check, with Fire FW Commando, which is not known for breaking DPS records (but it is very tanky).
First boss room was finished with 3 seconds on the clock, second boss room with over a minute left.

If a tanky, mid-tier, non-pet build can do it, than that’s not an overly difficult bar.

And the timer finally adds a little bit to the tension.

in the 38–40 range

38+ is just a flex for OP builds and not really actual content.
I’m not a great fan of that structure, but mentioning that SR 38 is not balanced or fair is just stating the obvious.

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That timer change is also going to be a road block for gumbies like me who will not improve piloting wise. Because autistic clumsiness is for life sadly :confused: So I make mistakes that lead to my doom regularly, even when not trying to speed run.

Never mind if I’ve had to have had 1/2 a zopiclone the previous night to deal with my now omnipresent insomnia.

Yes. “First death is free” was part of what made SR dull. Over all, the changes to it in this PTR have been good.

Not always, it depends on the chests. All chests higher than Ascended Trove drop the same money on average.

SR 36-37 does give a little more money than 30-31, about 8% on average, if I’m not mistaken.

Yeah, but after subtracting the 50,000 ticket price difference, it actually becomes even less.

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If I remember well the devs considered high sr as a challenge thusfor not granting additional rewards. Why I support that is because if a build is OP and breezes through sr40 eg, you could get a shitload of money till the OP is tuned down a little. And also honestly, SR is really paying off well right now (which it should considering it takes quite some time and money to craft good bonusses). Not reaching the timer does not drastically downgrade the rewards either (which is a good thing)

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right, but after SR 40 where there is no chest, you’d even not get the ticket price back :face_with_spiral_eyes: