TROUBLESHOOTER: Abandoned Children

TROUBLESHOOTER: Abandoned Children

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BlyZeraz Mar 2, 2023 @ 3:35pm
Mungo King
You guys kneejerk nerfed Mungo's specifically because of my Black Mask pet then make an enemy one objectively stronger then what I had in every sense? Violent mission version of him is so disgusting. Unlimited extra turns between your own, actually absurd stats unlike original mungos, powerful gear, can't be AT delayed or Crowd controlled, etc. If we gotta deal with this just give me back my original mungo stats. If King can get a seal of approval there is no way my stuff wasn't ok.

Also performance kinda tanked this update, hope that's just a temporary issue cause the random pausing as the game lags to handle actions is a nightmare.
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Showing 1-15 of 40 comments
BlyZeraz Mar 2, 2023 @ 4:05pm 
His enhanced passive also is giving him unlimited Lightning Reflex procs without darkness hunter so uh... that isn't ok
TheGrouch Mar 2, 2023 @ 4:26pm 
I don't think anything was changed only because of one of your beasts. That's some serious illusion of grandeur. Mungos are still incredibly powerful and leagues above many other beasts.

Also the king is not even tameable so why does it matter what stats he has. That's like saying "buff drones because Destrons are OP". It's a unique story boss and is supposed to be special.
Last edited by TheGrouch; Mar 2, 2023 @ 4:36pm
HunterRassius Mar 2, 2023 @ 4:31pm 
Hmm... yea Bly brings up a good point. Looking like Mungo King's pretty weaksauce and could use a couple of buffs.

Maybe he should have his own version of Magic Armor baseline?

Could probably use a couple of of other buffs as well.
Last edited by HunterRassius; Mar 2, 2023 @ 4:32pm
Jermu Mar 2, 2023 @ 4:41pm 
I liked King design but you could remove luck procs from it. It was actually a nice challenge first time killing it.

same for other mungos random luck procs are very annoying and I would guess not many players enjoy those.
Last edited by Jermu; Mar 2, 2023 @ 4:41pm
BlyZeraz Mar 2, 2023 @ 5:33pm 
Originally posted by Jermu:
I liked King design but you could remove luck procs from it. It was actually a nice challenge first time killing it.

same for other mungos random luck procs are very annoying and I would guess not many players enjoy those.
gosh don't even get me started on the luck procs... Trying to catch the new mungo leaders is already bad enough with King always showing up nearby them. Can't reliably have anything in the game stall him out cause of luck and gunner mungos having it too just is a random gigacrit you can't play around.
Bumc Mar 3, 2023 @ 3:38am 
Your wish came true, luck is gone from mungo gunners in the last update.
BlyZeraz Mar 3, 2023 @ 4:55pm 
Originally posted by Bumc:
Your wish came true, luck is gone from mungo gunners in the last update.
If only. luck still spreading among mungos like a plague
BlyZeraz Mar 6, 2023 @ 2:25am 
Dandi can we please remove luck from the mungos already? The patch didn't do it and the Mungo King having it is just making testing and farming utterly miserable. I make builds that can 1v1 it through its nonsense of getting extra immediate full turns that give it infinite auto dodges and reduce the timer on stuff like it's revive way too fast only for those 1v1 situations to go wrong any time gets luck because every single extra turn rolls for that too.
Bumc Mar 6, 2023 @ 2:49am 
I swear I saw that in patch notes, hmm (luck being removed that is).
Anyways, for Mungo King his extra turns only trigger if he sees the actor, so smoking him and sniping from outside of its vision sort of works and you don't even need some tailored builds for it.
Last edited by Bumc; Mar 6, 2023 @ 2:49am
BlyZeraz Mar 6, 2023 @ 3:47am 
Originally posted by Bumc:
I swear I saw that in patch notes, hmm (luck being removed that is).
Anyways, for Mungo King his extra turns only trigger if he sees the actor, so smoking him and sniping from outside of its vision sort of works and you don't even need some tailored builds for it.
It is in patch notes. It didn't actually go through. Much to my misery. Gunners and King both should lose it though. So long as any mungos have it they can spread luck around through imitation for as far as they can see each other and its not remotely ok. If they get to use luck defensively they all get mimick evasion, if they get to use it offensively, they basically get to kill someone or trigger impulse/second heart.

I already think luck shouldn't be a thing in the game but it's uniquely unfair on an enemy type that can just get it from each other.
Bumc Mar 6, 2023 @ 6:55am 
There aren't too much really unfair things that a single player game can really throw on you, with you deciding how to approach every encounter.

That being said I feel like Luck has similar problem to stun and freeze. Its interesting to play around when it is rare and pretty much requires a hard counter once it becomes massable.
For freeze and stun it turns in mandatory equipment or masteries in every build, which isn't very fun, but at least its a valid checkbox to tick.
Fear is in the similar, but better spot imo, having to be stacked first and with some options to ignore it on aura (so you don't have to check that box on every single character)

Luck doesn't have hard counter except just having more ways to res (or more team members to sacrifice) than they have offensive luck procs. Impulse fields are fine, but with so many double attacks around it cannot be a real hard counter to infinity x2 damage Lucky attacks.

Luck also ignores block, dodge, any defensive numbers (because you cannot realistically survive a lucky hit from any heavy hitter no matter the build) and even defensive Luck.

I think it would be better to just remove hard control as well, or replace it with softer debuffs that allow some agency for player, but if we're following the same pattern, there should be some kind of anti-Luck measure. Then by the mungo levels you're expected to build on every character, or have as an aura and that's just another box to tick.

The only things I can think off the top of my head that would be in flavor to counter Luck are some kind of Witch aura that negates both negative and positive Luck around, and some kind of 0-damage preventive shot that can be used to force defensive Luck proc before they actually attack you. Both have their own problems, so I'm just hopeful Dandy has something better in store to allow to counter Luck better than "just don't let them act lol".
Echo Mar 6, 2023 @ 2:37pm 
You can counter luck with Impulse Fields or a Draki's scale, the one that reduces first damage received in a turn by 90%. Equip it on your characters and that should allow you to survive even a heavy hitter.
Last edited by Echo; Mar 6, 2023 @ 2:47pm
Bumc Mar 6, 2023 @ 2:58pm 
King himself sure, but swordsmen and some other mungos have double-attacks that wreck you through impulse fields anyw.
BlyZeraz Mar 6, 2023 @ 3:03pm 
Originally posted by Echo:
You can counter luck with Impulse Fields or a Draki's scale, the one that reduces first damage received in a turn by 90%. Equip it on your characters and that should allow you to survive even a heavy hitter.
I think you don't really understand how those interactions go. Impulse fields can't just fit into any builds and especially not easily into one for a character that is trying to 1v1 King through both lives. My Leton cannot have impulse fields whatsoever. There is no wiggle room for it to go into his builds. And all it takes is King getting luck twice to kill immediately still. And the draki scale only works for 1 single attack so if you don't have everything around King cleared too, one extra mob can make that useless.
watcherzero Mar 6, 2023 @ 3:59pm 
King is a pain to kill because of how resilient he is and moving everytime he sees one of yours move, the barrel throw really hurts squishy rear line casters. The one who kills more of my party though is always Skull Mask and his immortality-rampage combo thanks to supporting fire provoking him.
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