Minor Changes to Kakul G3 to make it more enjoyable

the only thing I would change is hitbox on hooks with magnets. everything else is enjoyable.

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plz dont nerf, this is the most fun we have had haha

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Hello and welcome to the community. We appreciate your feedback. :slight_smile:

@vengon Thanks for adding to the discussion.

@kabutakahn I understand you’re enjoying the boss as is. Thank you for your input on this discussion.

you can 0 to 100 the meter on the flamethrower alone, also its pretty much your job to get a little meter knowing that your mario will be next, you dont need balls for that you can tank boss attacks too, even if you push dps hard and hit mechs back to back its easily possible to get enough meter to enter mario

everything you named adds to the difficulty of the fight and implementing these changes would just dumb it down alot

Overlapping RNG mechanics is a global issue in this game and nobody cares to remove it, it’s “as designed”

Man, I would’ve loved to see the forums if we lived in a time where we got the un-nerfed version of this raid :slight_smile:

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Difficulty =/= Enjoyable
Fight is not hard so those are all moot points

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I support the change in terms of the adds. It defenitly would be a QoL upgrade if a supp could handle it. Also the visual reduction would be a thing. Thats a design question tho. As every new raid you have to adapt and get your eyes used to it.

The other points I am kinda confused. There is a tell to the curse mechanic that is pretty early on. And it is also known that two balls will spawn before mario mechs. I dont know why would they remove or change this because you can predict it very easy actually.
Also the shield bypass. Why? Just dont shield while curse? There is plenty of time to get rid of your HP. Also the shield is nice to protect team members at low hp until reverse. Furthermore the fire DoT could get a bigger issue then also.

Two balls / adds are not guaranteed if you push DPS. You have to get hit by normal mechs like the yellow telegraphs during Showtime to be more consistent in having gauge to enter the next Mario. It’s just QoL like anything else proposed.
If your support shields / awakens right before you get the curse, you have to disengage compeletely from the fight to burn all that shield running around the corners of the stage and then drop your actual hp as well for the curse. Fire DoT would not be an issue as it would just chip at the potential shield anyway.

Ok, sure I’ll bite then.

You can get from 0-100 gauge with the flame thrower add that spawns, having balls spawn when every mario procs, makes that add obsolete so they may as well just remove it. The whole point is so you can’t just no brain ooga booga burst him like crazy without having to worry about anything. (which btw you can still do you just can’t be stupid about it)

Changing the adds’ from HP based to hit-based is a terrible idea. How many hits would it take to make it similar to when some1 doesn’t bomb the add? There are certain classes that don’t have very good multi-hit skills so now you’ve basically made it so some classes have it significantly easier than others. Meanwhile, hp-based is pretty simple and even all around, at least it doesn’t heavily favor some over others. Supports don’t “need” to contribute to killing them it’s just something your dps should do.

Removing curse I disagree with, I do however think there are certain times where he shouldn’t do curse or certain things should cancel it out. Aka turning into a clown, showtime, and when you kill him before bingo (yes curse will just go off while he’s breaking your screen for bingo).

The only “visual clutter” I would say is actually annoying is whenever some1 gets beamed into mario and you’re at the top of the map and can’t see shit cause of the giant red light.

You say difficulty =/= enjoyable except what you’re asking to be changed would make the fight so much easier because you’re essentially removing various aspects that you would normally have to be mindful of, which guess what adds to the difficulty of the fight.

And just for the record, those balls you complain about already got nerfed. Before, the flamethrower add gave much less gauge so you would actually have to wait for him to spawn the balls and couldn’t just willy-nilly kill them and just get gauge from the add. His counters were also much harder to hit, and if I’m not mistaken they even changed the hooks slightly to where it’s a lot easier to just dodge through them.

They already changed the QoL for this fight before, it gets to a point where if you keep changing the QoL you’re just dumbing down the fight to the point where it’s just turn off brain until mechanics, turn brain on, do mechanic, turn brain off again.

Doesn’t mean it’s an interesting or fun mechanic to run in circles around an add, nor is it hard.

Multi-hit can count as one. You say hp based is “even all around” yet the adds inherently favor ranged dps cause all their attacks are melee range, and the adds obviously don’t favor support as they do negligible damage.

Like mentioned above running in circles around an add / disengaging from the actual boss does not make the fight harder.

Ok and neither is standing in the balls to get gauge but that’s just the mechanics? By that definition, may as well just remove it altogether.

Yea, which is how MMO’s tend to work, some aspects favor ranged, and some favor melee. Supports shouldn’t be worried about killing the adds, I honestly don’t even know how they are an issue. I’ve ran multiple clowns and never has killing the adds been an issue. It just means if it bothers you, you bring a comp with a ranged class.

Essentially, what you’re trying to do is dumb down the fight so all you have to worry about is looking at his hp bar to know when the next mechanic shows up. It just turns into another valtan which has a very simple move set and you just turn your brain off and go through the fight. You say it’s not because they’re hard that you want to remove/change these things, but by changing or removing them you’re inadvertently making the fight easier because having to worry about these things is what adds to the difficulty.

Sure, most treadmill raid MMOs that require you to enter a different phase will just let you go to the spot and do that because neither of those are entertaining, but the balls was just a more consistent option.

Never said it was an issue, and so it’s not “even all around” after all.

So since you can do that, you don’t need to worry about these things and just react when it pops right? So no difficulty removed, yes? Thanks.

Just going in circles at this point so sure, w/e you say.

The fact the balls are DPS checks makes it awful for melee-heavy teams. The experience is a lot better when you have range to clear them, who are already inherently strong in the raid. So I think OP has a good idea there.

Don’t really agree with the others. Balls and reversal both have predictable ICDs you can plan around. Clutter isn’t too bad ince you get used to patterns, nowhere near P3 Argos.

My personal suggestion would be to add a spawn animation to saws. The fact they just appear spontaneously inside the borders made for frustrating prog.

Debatable. Grudge doesnt affect balls and other players who has other Dmg-engraving instead of Grudge can do more damage against it than Grugde-user.

There are few classes have tripod, which is for against mob with mutation level, gives extra 100% - 200% more dmg. One change for one ability would be enough, the rest of the abilites remains untouched.


I have no idea, why KR-videos show barely reverse hp debuff, while I got a lot like every 1-2 min. Worst case, got hugh shield buff and next 1 sec. again reverse hp debuff and that’s too common.
Someone with hugh health, it takes age to take damage by fire paper at border.

as for hp reverse, it won’t trigger at all if DPS is high enough to force it to next mech

to safely ignore or push through the hp reverse, everyone needs +21 wep(burst dps class) +22 wep(steady dps class), lvl7+ gems and at least LoS 18(this alone is ~half of lvl3 engravings), lvl5 on main dps tripods, and know exactly when to focus the dps and when to focus buff for supps.

tbh it’s normal to be fked by the hp reverse until all 4 people are experienced / decent bracelet equipped etc. Also most people I’ve seen dont even bother to tripod after getting those lvl3 ones

Saydon does during preparation portal for Mario and after Stagger check. 90x almost invulnerable while he is playing around instead of Showtime.

Well, Saint with the group of 1475 and 1x3 engraving, 5lvl gems. Just one time hp reverse debuff. They didnt use dmg sidereal either.

those req are considering ppl are PUG randoms

if everyone coordinates well when to do full dps, it can be done with lower specs

are you saying all 4 ppl were 1475s, 3331, lvl5 gems, never used nineveh and never triggered the reverse?

I say it’s near impossible (prob could be done with perfect team comp, atrophine+dark bomb), do you have the link for it? I’m curious now

yea that’s exactly what i mean, you go in, full dps → m1 instantly, out and full dps → m2 instantly and full dps → showtime and full dps → m3 and so on like that

Reverse HP is kinda a penalty, if you are dodging too good.
It’s free heal for someone, who sucks at dodging lol.

Here:
It’s a new video. Yes, one engraving!