Witchfire

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Calamities in vaults
Dude it's so CHEAP. I mean in Velmore? Oh, you got the ship... man, tought luck, but good luck getting topside. Oh, Assasins? Three spawn inside, the rest on top, good luck getting topside.

HOW IS THIS STILL IN 0.9????

If it has to trigger below ground, make it fair or make it go.
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Showing 1-15 of 25 comments
If you are triggering calamities in a boss fight you just need to get better at the boss fight so you don't get them
Have you not read what I said or are you actually brain dead?

I don't have problem dealing with difficulty if I suck. I ahve a proble with a mechanic I CANT DEAL WITH, if I trigger it below ground.
You seem angry, I'm just going to give you grace for being insulting and shrug about it. You should be getting to a point where you don't trigger calamities unless you are actively farming them
Yep, not reading what I say.
Consider stocking up on four-leaf clovers in the future. You have the tools at your disposal. You just need to use them.
Clearing your Calamity threat meter, be it by pre-emptively activating the Calamity or by using the Cleansing Bell, prior entering the Vault should also be considered.
Originally posted by Kouwell:
Consider stocking up on four-leaf clovers in the future. You have the tools at your disposal. You just need to use them.
Clearing your Calamity threat meter, be it by pre-emptively activating the Calamity or by using the Cleansing Bell, prior entering the Vault should also be considered.

This is also what RandomNoun is trying to say, Flamb. Manage your Calamity threat by either triggering it early before you enter the Vault (Broken Mirror), or nullify some noticings beforehand with Four Leaf Clovers.
There are tools to overcome this, sure, but the thing is - it should not happen at all. Ship calamity underground just makes no fkn sense.
Originally posted by Tentacle of Ozric:
There are tools to overcome this, sure, but the thing is - it should not happen at all. Ship calamity underground just makes no fkn sense.

One of nine calamities can be triggered, one of them being the Galleon. The system works as intended.

The only reason this is brought up is because the player has to do something extra. This is another subtle version of "Yellow Paint" disguised as a gameplay critique, all because the player has to run outside when they'd rather the calamity be summoned right in front of them.

I understand the complaint. It's annoying having to run outside when in the middle of the vault. But why wouldn't the witch be able to summon the Galleon in an attempt to trap you at the vaults exit? Is that dumb? Does it break the game from a lore or design aspect?

Gameplay wise it would make sense if you're in some crypt like place to summon the Phantom or the Revenant calamity, I get it. But the fact it's entirely preventable and doesn't break the game in any other way, means there's no reason to restrict certain calamities to certain areas.

Witch gonna witch.
You have an ui that shows you how much likely it is for you to trigger it, if you take the risk, its your own fault. Thats the thing about this game, taking risks or not, its your own choice. Thats the whole point of this game when it comes to difficulty. You manage your resources and sanity if you like and then decide, using bell, going home, or try your luck ;-)
Originally posted by Kouwell:
Consider stocking up on four-leaf clovers in the future. You have the tools at your disposal. You just need to use them.
Clearing your Calamity threat meter, be it by pre-emptively activating the Calamity or by using the Cleansing Bell, prior entering the Vault should also be considered.
Yep, still not reading what I say.

I. DON'T. HAVE. A. PROBLEM. WITH. CALAMITY. TRIGGERING. WHEN. UNDERGROUND.

I. HAVE. A. PROBLEM. WITH. CALAMITIES. I. CANNOT. PRACTICALLY. DEAL. WITH. WHEN. TRIGGERED. BECAUSE. THEY. ARE. BROKEN. UNDERGROUND.

Are we finally clear on this subject matter? Or should I make a video with pretty prictures?

I shouldn't have to BUY STUFF in order to MITIGATE a BROKEN game MECHANIC. If I trigger something, that practically kills me in about 5 minuts, because I cannot get out, and I cannot DEAL WITH IT underground, because IT DOESN'T WORK THERE (ship phasing through walls and ground, funny haha lolol, working as intended sure), just end the damn run instead.

End of story.
I do agree that Ship should be taken out of the Calamity pool during Vault, except Outskirts Vault where there is more than enough open air. Velmorne Vault has a huge timer, 25min I believe, so coming up to deal with Ship and returning in time to complete the Vault is entierly possible. I know this because I've done it. Perhaps it's possible in Irongate & Scarlet as well. Whether this is the devs intention or not is unknown.
The Velmorne vault is about 20 minutes. I triggered it twice roughly in the same area down in the sewers with the flood gates puzzle. By that point, no idea how to get out quickly enough, if even possible.

I have seen calamity ads like assasins spawn three on the correct floor and three on a floor I couldn't get to right in that very same place. So that was only half broken. No more spawn after killing the three on my floor. Goodie gumdrops.

Then the ship phased through walls and floor right through me, so if that is consiredered working as intended state... I don't know what else to say.

And to be clear, I am clearly pissed off, but not because I suck and get killed, but because I already knew, that there would be people defending this as a lack of skill, or that I should buy the clovers before entering the vault in order not to trigger something that doesn't work properly.... and here we are.

Based on my shallow observing, it seems like to me that every critic with a hint of making things fair/easier by actually fixing the objectively broken mechanics in the game are met with "git gud olololol".
Originally posted by H E X E N:
I understand the complaint. It's annoying having to run outside when in the middle of the vault. But why wouldn't the witch be able to summon the Galleon in an attempt to trap you at the vaults exit? Is that dumb? Does it break the game from a lore or design aspect?

Just logic. You shouldn't be affected by Galeon, bacause you are underground - it can't see you and you can't see it. You should't give a ♥♥♥♥ about it.

This is well known game issue - it doesn't know if the player or enemy is underground or at the surface. Really, you can't defend Galeon calamity starting up while you are in Vault or in sewers, it has no sense and the only reason they are starting there is devs lazyness. There should be dedicated calamities there.
It’s valid criticism as the issue with the ship itself is crossing over into bug territory and something they need to iron out before 1.0 arrives. Calamities need to occur because that is the witch’s way of punishing you for making mistakes. The ship however can wait outside until you’re in LOS for it to trigger and start draining your sanity, is what I’m thinking. It’s an odd thing to accept the ship glitching and clipping through terrain. My head goes sideways when I see something so glitchy as the galleon. It breaks my neck to accept it as reality. Like tornadoes flying above my head trying to get at me and all I can think is “What’s up with you? You know you’re only embarrassing yourself right now, right? Besides being able to ride you and abuse you for airborne tactics.”
Originally posted by MasPingon:
Just logic. You shouldn't be affected by Galeon, bacause you are underground - it can't see you and you can't see it. You should't give a ♥♥♥♥ about it.

But the witch knows you're on the map and knows you need to exit the map/vault, yes?

Originally posted by MasPingon:
This is well known game issue...

I've ran outside of both the castle dungeon vault and the velmorne city vault to btfo of this calamity before returning to the vaults but whatever. That won't be a thing anymore.

I've never seen the Galleon clip through the level architecture to find me underground, as Flamb claims. Wonky pathing for sure, but it has never just plowed through the level geometry into the underground sections. That's a real problem if it is indeed happening.

What I will say is that I think the Galleon should have specific, predefined pathing around each of the maps, either along the edges or high enough criss/cross overhead to avoid the wonkiness.
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