Beggar
Pirate Master
The good ol' days of mindlessly tossing siege charge at Cursed Caverns's gold room are long behind us, sadly. Perhaps this was needed; siege charge was pretty overpowered and a little variety can go a long way in spicing up the experience. However, various other updates acting in conjunction with the grenade nerf have made the experience much more cumbersome than it has to be. Even if common grenades can't get the job done, there should still be some viable substitute available for consistently and efficiently clearing gold rooms.
Here's why there's currently no way to do that:
The Storm Sphere is the only remaining grenade that's capable of clearing gold room in one explosion... or at least I think it's intended to be? It currently deals just below the required damage to kill a level 45 enemy unless you employ a glitch. If you throw it a second time to finish off stragglers, you'll wind up killing yourself because of Maelstrom Charge's self-damage.
So then you might try to use desolation with a voodoo staff. Desolation was buffed not that long ago. Currently, it can consistently kill even level 45 enemies. The trouble is that it won't kill bosses, which spawn relatively frequently. Since desolation reduces your health to almost 0, the boss will make short work of finishing you off.
Speaking of bosses, since there's no special reward associated with killing them, the only thing they add to the game is occasional frustration and inconvenience.
Additionally, the way spawn bubbles currently function makes it near-impossible to loot the area in groups. They ought to function as a sort of grace period to allow players to tag enemies for loot and reputation the way they used to.
Here's why there's currently no way to do that:
The Storm Sphere is the only remaining grenade that's capable of clearing gold room in one explosion... or at least I think it's intended to be? It currently deals just below the required damage to kill a level 45 enemy unless you employ a glitch. If you throw it a second time to finish off stragglers, you'll wind up killing yourself because of Maelstrom Charge's self-damage.
Suggested solution: just buff Maelstrom Charge's damage a little bit.
So then you might try to use desolation with a voodoo staff. Desolation was buffed not that long ago. Currently, it can consistently kill even level 45 enemies. The trouble is that it won't kill bosses, which spawn relatively frequently. Since desolation reduces your health to almost 0, the boss will make short work of finishing you off.
Suggested solution: Not totally sure, honestly. Perhaps reduce the self-damage from the item a bit more so the player can at least tank one hit and consume a tonic. But this still wouldn't recapture the efficiency of clearing the room with one attack every time.
Speaking of bosses, since there's no special reward associated with killing them, the only thing they add to the game is occasional frustration and inconvenience.
Suggested solution: Random bosses' hp either ought to be reduced, or they should yield some kind of special reward to compensate the player for the extra effort required to kill them.
Additionally, the way spawn bubbles currently function makes it near-impossible to loot the area in groups. They ought to function as a sort of grace period to allow players to tag enemies for loot and reputation the way they used to.
Suggested solution: Change the bubbles back to how they worked in 2018
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