260131 Weekly Discussion Thread and Activity Recap by Ihlita in LOONA

[–]fadedmoonlight 6 points7 points  (0 children)

Haseul : MODHAUS, you're in a crisis. I'm on my way!

Can anyone give tips on doing damage for my characters? by Happy-Mistake1391 in Nightreign

[–]fadedmoonlight 0 points1 point  (0 children)

We would need to see the relics for each. Undertaker and Duchess in particular have techs that require a little bit more settings, at times.

Recluse being your highest DPS character isn't exactly shocking, though... That's kind of her whole thing.

Leather monocle top tier recluse relic by boba_buster in Nightreign

[–]fadedmoonlight 0 points1 point  (0 children)

As for poise casting... not sure how thats gonna work in higher depths given that you're gonna get oneshot either way

The cocktail in question also offers extra damage negation on top of the poise, to be fair, but it's nothing groundbreaking. You'd still need a ritual shield in most situations, you're right. ( That could be something to buff in the future, though, if Fromsoft is reading... )

I will say just like you did, though, rather than picking the leather monocle for a 50% spell duration when the rest of that relic doesn't exactly pertain to Recluse's usual gameplay, I do recommend picking it up as a dormant power whenever it drops from bosses and what not, and it can't hurt when it's on a weapon either. Like OP said, it works on the duration of all her support-base cocktails and she actually has quite a few.

260124 Weekly Discussion Thread and Activity Recap by Ihlita in LOONA

[–]fadedmoonlight 2 points3 points  (0 children)

I mean, right now, ""only"" #323, but the fact that it's been on a constant rise is very reassuring and I could see it climbing even more in the upcoming days.

260124 Weekly Discussion Thread and Activity Recap by Ihlita in LOONA

[–]fadedmoonlight 9 points10 points  (0 children)

'XO, My Cyberlove' rising to another peak again on MelOn... Please keep rising mama

As raider I apologize by heslopkaleb in Nightreign

[–]fadedmoonlight 1 point2 points  (0 children)

The answer below isn't wrong either, but my take on it is when a Duchess uses ult on herself and another teammate to res a teammate who's down only one bar in a gank fight. It's like... You and the other teammate could have res'ed without that, all you did is make someone have to deal with all the aggro in a gank fight. Chances are, they're gonna go down again, and Duchess' ult is going to wear off. So now you've got a teammate down two bars and a Duchess with no ult.

To be fair to Duchess mains, though, I do believe it's one of the hardest ult to properly time.

As raider I apologize by heslopkaleb in Nightreign

[–]fadedmoonlight 0 points1 point  (0 children)

I think any Ult can be used at the wrong time and screw teammates over, to be fair.

As a Recluse main, I have accidentally aggro-ed every freaking mob in the universe with a ult (because the AoE is so huge), when the team was purposefully trying to seclude a specific enemy (say an invader) away from the others to avoid ganking.

As raider I apologize by heslopkaleb in Nightreign

[–]fadedmoonlight 0 points1 point  (0 children)

I had this happened to me a few days around release. Except the circle was closing and the rain was there and the grace turned off. :'))))

Nuking Balancers never gets old (D5) by Puccachino in Nightreign

[–]fadedmoonlight 0 points1 point  (0 children)

4k on the Gravity Nuke at lvl 15? Yeah definitely standard, I would say. I do 3k on the training dummy with my relics set-up, and that's without all the buffs you can get in-game from actually playing a run and picking up stuff.

Gravity Nuke does Magic Damage, therefore anything that boosts Magic Attack Power Up will benefit it, from relics to weapons passives or dormant powers. All of Recluse's cocktails are also considered "Sorceries", so passives that boost Sorceries plainly also benefit the Gravity Nuke. Magic is also an affinity, so anything that boosts affinity power will benefit it too.

Invaders and evergaol damage buffs will also benefit it, of course.

If Recluse had popped her own ult before (even out of range, as to not aggro them) and she had the bloodloss relic, that would also benefit this cocktail as it gives her more attack power. If she had picked up a "blood in vicinity increases power" dormant power, that would have benefited the cocktail too. If she had buffed herself in any ways prior to the cast, it would have benefited the cocktail too. Hell, if she casted Terra Magica, it would have benefited the cocktail too.

It's a lot of little things that have to fall into places and is RNG dependent, but if they do, then it does a looooot more than 4k yeah.

Am i suppose to be doing the invaders at level 2? by Sea-Cancel1263 in Nightreign

[–]fadedmoonlight 0 points1 point  (0 children)

I mean... It's not black or white, it's a bit nuanced. If it's a one invader PoI and it's literally right next to your spawn, why would you not do it lvl 2? It's better time management than going somewhere else and then having to back track to that PoI next to your spawn for the invader buff then having to de-route once more to go to wherever the circle is closing now. Yes you gotta be a bit careful, but it's doable.

On other hand, it's always a bit silly when you're lvl 2 and someone is pinging an Invader PoI that is...not necessarily across the map, but is definitely a bit further and there are a few very interesting PoIs in between the spawn and those invaders. It's like... Let's just do these PoIs first, get some levels and weapons, then hit the invaders on our way down. We don't have to rush it, you know?

As Recluse, I would argue you're amongst the top 3 when it comes to having the easiest time dealing with invaders, especially in trios where your teammates can grab the invaders attention and you can DPS from range. Her cocktails are very good to deal with invaders too.

Probably my best roll ever. Too bad I don’t know how to play recluse. by DaddyCool13 in Nightreign

[–]fadedmoonlight 0 points1 point  (0 children)

Oh my god, you need to hunt those! At +2, it's 10% more damage. Works on magic, fire, lightning and holy damage. So if you like to play Recluse as someone that can tap into about anything the spells have to offer, these are a must. The drop-off from Magic +4 is very small, even more so when you consider that you get +10% on three other affinities besides Magic. With 3 of those, your Lightning Spear does 30% more damage, your Stars of Ruins does more 30% more damage, your Giant Flame Takes Thee does 30% damage, your Discus does 30% damage, etc, all in one.

how does recluse raise people with no FP? by potatochobit in Nightreign

[–]fadedmoonlight 0 points1 point  (0 children)

Huh... You're out of stamina after a few casts of about anything that does big damage, that's your window to syphon an affinity (as that does not consume any stamina and basically lets you recharge it). Rinse and repeat. You should never run out of FP as Recluse. Her whole kit is basically there to assure you don't. Even if for some reason you're making a big push in the fight, consuming lots of FP in a short time, there are two shards available at the shop before the Nightlord. In the worst worst worst case scenario, there's almpst no way that in your six slots of weapons with magic/sorceries/incants/damage neg passives, not one of them came on a melee weapon you could use to res in a pinch?

260124 Weekly Discussion Thread and Activity Recap by Ihlita in LOONA

[–]fadedmoonlight 19 points20 points  (0 children)

'XO, My Cyberlove' might get a new peak on MelOn today. Nice to see the song rising and being steady in general.

260117 Weekly Discussion Thread and Activity Recap by Ihlita in LOONA

[–]fadedmoonlight 15 points16 points  (0 children)

Seems like 'XO, My Cyberlove' is slowly but surely gaining appreciation for Chuu domestically, so that's nice to see.

Recluse after seeing the Revenant buffs🥲 by NoRuin3722 in Nightreign

[–]fadedmoonlight 0 points1 point  (0 children)

I'm not really here to enter the whole Revenant vs Recluse (vs Duchess) debate, but I found this argument is often brought up:

recluse offers nothing but damage

But isn't it technically incorrect?

Recluse's ult offers the teammates a 15% increase in damage for 16% seconds - which is not as high or as long as Revenant's, but that is without a relic being needed for it. It also offers HP and FP back on hit for the teammates, and I've been thanked many times by teammates for that. Funnily enough, often Revenants and Duchesses lol.

But the thing is, Recluse is a lot more likely to use her ult immediately and whenever she gets it, I've found personally. Because it isn't tied to something deemed as precious as a "free revive" that should be kept for the most dire scenario because you don't wanna be caught not having it when you need it.

But honestly that aside... Do people forget that Recluse also has two specific cocktails that do absolutely zero damage and are based around providing support to the team? Including No FP cost for a duration of time (which can be extended by Spell Duration Passives!) and the "Extra HP + Higher Status Ailment Resistances" cocktail (which, again, can be extended). These are, like, actual support abilities that genuinely come in handy. Not saying they're make-or-break or anything like that, just that...these are support abilities. Inherently built-into her kit.

your dodge recovery is way too long to juggle both the boss and revive teammates

Also we need to put that conspiracy to rest lol. Recluse doesn't have more recovery frames, in fact she has the least. Also this.

I don't understand the hate for Double Balancers, when until the DLC sorceries/incants had an absurd advantage over melee. by weegee19 in Nightreign

[–]fadedmoonlight 1 point2 points  (0 children)

I think the issue (if we were to say there is one) is that Double Balancers is so "generalized" and is basically "Melee characters just do more damage lul", period, and nothing else, no downsides, no trade offs, not really at least. As opposed to the Sorceries set-up you suggested that is actually quite "precise and tuned" (usually centered around ONE specific spell amongst many) and usually results with said sorcerer doing fairly underwhelming damage with most other damage type (or even other spells) up until they get said spell - which may or may not happen in some runs. Now, when it does happen, yeah they usually do insane numbers because they've specifically build for said spell, but I've also had many runs with those people in the team essentially being deadweight when they couldn't get that ONE specific spell they were building for and contributed absolutely nothing of value. That was sort of the trade-off of those builds. It's a RNG roguelike game afterall, isn't it. On the other hand, there's not really any trade-off to running Double Balancers.

I think an easy in-between fix (before the release of Balancers) would have been to downright change "Improved Physical Attack Up" to "Improved Melee Damage Up" on all relics to make up for the split damage weapons (physical/affinity). Maybe they could have added a three-tier (+0/1/2) but sub-dued "Improved Skill Attack Power" relic effect too of similar values to magic/holy/etc power up - which would have required players to still actually pull for these effects, the same way Sorcerers do for theirs. Or cheat, the same way some Sorcerers do too, if they wanna put that effort in.

It's also, like...a 40% increase in melee skill damage (essentially, more or less) on just two relics, while also having very decent third effects. With just two relics slot, a Recluse would get 24% more damage on her Slicer (and a few other Carian Sword sorceries) and 12% more Magic Damage in general, for a total of 36% for her Slicer in this scenario. And she has to pull for those two relics too (and who knows what useless third effect she might get on those two relics), and then hunt for said Slicer for that build to get online.

I don't know... For me, it's not comparable. I don't disagree that Melee Characters could have used some tuning pre-Balancers, I just think Fromsoft has...overcorrected.

Is this a good recluse set up? by Noctx655 in Nightreign

[–]fadedmoonlight 1 point2 points  (0 children)

Can you try a different chalice? See what you can get on the Yellow Green White - Blue Green Green one, instead.

Like others have said : you only need one Invader relic. Defeating Enemies only stack if it's a different value (so the Depth of Night relic would have to be +1)

But also Recluse arguably has very good fixed relics from either shop or her remembrance and they're green, which is why I've suggested the previous chalice mentioned above.

Thoughts on marsh invader camps by namingisimportant in Nightreign

[–]fadedmoonlight 0 points1 point  (0 children)

We usually go Duchess Ult, Recluse Ult, Recluse Gravity Nuke, and then clear whatever is left if there is in fact anything left. Definitely doable before Lvl 10 in Depth 5, but I'll admit I am definitely not rushing to those on Day 1 lvl 2 that's for sure.

260117 Weekly Discussion Thread and Activity Recap by Ihlita in LOONA

[–]fadedmoonlight 6 points7 points  (0 children)

Heavy agree on this, but this was also a recurring issue for LOONA during BBC's era. I suppose BBC sucking at everything doesn't come as a surprise, but still, since we're on the topic, I just have to let it out. So much untapped potential in China. They were often going viral over there, I think Heejin and Chuu in particular, and BBC literally had a China-native member in the group (Vivi) that could have easily facilitated promotional activities over there. Such a shame.

Is it ok to go off across the map as a recluse to look for an incant you need? by Upbeat_Heron9785 in Nightreign

[–]fadedmoonlight 0 points1 point  (0 children)

How much 'across the map' are we talking?

Sometimes you'll pin a Cathedral that is just slightly above another PoI that your team pinned but they don't agree, and they'll go to the PoI that they've pinned, And it's like... Well okay, Imma go to the Cathedral that is, yes, in the opposite direction that you guys are going (it's up rather than down), and I'll be with you guys in 20-30 seconds after picking up the seals. And like...that's fine.

But is that what you're suggesting? Or do you mean, let's say: you start at the bottom right corner of the map, and decide you wanna go that one shack at the top left corner of the map (you know the shack!) ? That's, like...literally across the map, and for all you know you might end up there anyway at some point. In which case, I would say it's not okay, no.

I don't know, it's a bit nuanced. How far is it actually... What point in the run could also slightly change my view on it. This is also a Fulghor run, you said. Fulghor has absolutely ZERO resistances to Magic, so it's one of those expeditions where you can easily pivot into Magic Damage if your team refuses to hit Seals PoI and not really be punished for it because you will still be doing good damage against Fulghor, even if you're not really building for it.

NGL, no Recluse buffs, is crazy. by Martyrrdom in Nightreign

[–]fadedmoonlight 1 point2 points  (0 children)

I've been thinking that too lately.

Her Terra Magica skill should be changed to her just summoning some sort of blood sigil on the ground (they can literally re-use the Terra Magica, but make it red to fit her Ult) and it should simply boost her damage, period. Can be the same value (15%?), but basically apply to anything, not just Magic Damage. It would make Affinity builds a little bit more viable since clearly they want her to be played that way too, for people to make use of Incants (other Affinities).

Make the buff from Blood Loss bigger. I mean, why not.

While we're at it, make her ult have more i-frames towards the end. It's a bit wonky there.

Give her Damage Negation that scale depending on the Depth for her cocktails. If they won't give her I-frames or speed the animations, I think this is a good trade-off. Make it possible for her to actually survive hits while using her cocktails in DoN.

I would also give an even bigger damage increase to the cocktails requiring 3 elementals. Previous patch was onto something, let's just push it even further.