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It might be a bit random but lately I’ve been thinking about how my roughly 75%, 3.76x damage amplification with surestrike and damage of your choice, of my classes damage output is due to popping flasks which to me seems like it could be a bit much.

Thoughts on the current flask meta

It might be a bit random but lately I’ve been thinking about how my roughly 75%, 3.76x damage amplification with surestrike and damage of your choice, of my classes damage output is due to popping flasks which to me seems like it could be a bit much. It just feels weird when I think about the fact that one of the biggest factors in a Trovians strength is the temporary buffs the gain from flasks rather than from the classes themselves. 

 

I’m not saying that they should hit our damage output with a nerf bat overall but rather that maybe some of the very powerful emblems could be nerfed a bit while bringing up the base Trovians strength a wince to compensate to hopefully open up more options to us. 

 

Right now with how the current system is set up the best way to play by far is targeting only the boss and ignoring all else and I see the fact that such a large portion of your damage being from flasks contributing greatly to this. You don’t want to waste a flask charge on trash mobs and you don’t want to fight them at essentially 25% of your damage output which leaves the best choice by far being to ignore them completely. Maybe it’s just because I played differently in the past but I used to really focus on clearing trash mobs if they were grouped but it feels so slow to do so if I’m not willing to pop a flask.

 

I think it could also potentially lead to at least some more interesting emblem choices, maybe it’ll just shift towards another optimal set (hopefully not) but at the very least I think it’d be healthy if we got to the point where some other combinations were at the very least a viable option. As of now I feel like the difference between the ‘best’ flask choice and the next best thing might be a bit steep so lowering that deviation a bit could be nice. Having all flasks be equal will just never happen but at the very least pulling down some of the outliers could be nice.

 

The new-ish (not that new any more) meta was shown long ago but is now even more visible. Before Surestrike everyone had either Martial or Arcane equip simply because damage is all that really matters, not taking them hurt you compared to everyone else. Now with Surestrike you can see how it is even easier. If you do not take damage multipliers but instead take support/defensive you are behind everyone else, which is not necessarily a bad thing (I like my gimmick builds) but you will always see people clear twice as fast as you. Progress is directly tied to clear speed and we are given the easy path to it but limited in choices because of it.

 

We have access to other emblems but the main goal of Trove is to clear dungeons and defensive/support emblems do not speed this process up at all. We are given 24 emblems, but with how the game is built only about 5 of those will ever be used (Martial, Arcane, Chronomantic, Vampiric, and Surestrike). This is not really healthy since 80% of the choices will never be used not matter how fun or unique they are (when was the last time you heard someone use Berserker?). The only real use of other emblems come from Chaos Vial but are never the main focus.

 

Flasks are another problem much like emblems, 15 flasks and 5 really only used (DD, Valorous, Chaos, Unleashed Power maybe, and Bandolier which is being pushed out by Chaos slowly). A build with Vial of Minion Multiplication and two minion emblems is great fun, but is nowhere close to how effective Chaos and damage multipliers are. Flasks value come from their secondary effect, and if they are not strong enough they will forever be shelved.

 

Finally a large problem is that most classes base damage is low for u6 which we are told is endgame which means you either have to use the meta emblems or go lower than endgame. Most require damage multipliers for decent clear time, you are looking at 4.76x damage to clear dungeons. The only class that is really ok at base damage is Revenant since he only has access to a 2.38x multiplier but keeps up with everyone else's 4.76x damage (ultimate swirl only applies half crit multiplier, so 1.69x). Is this really fine with them, having one class out of fifteen being able to stand at endgame with base damage? The powerup patch might change this but this has bugged me for awhile. Classes can not stand on their own two feet without multipliers at endgame thus multipliers are endgame emblems.

 

Sorry about the rant, this has just been bugging me for awhile but have not put the effort into starting a thread. I love gimmick builds but as long as the focus is damage damage damage these will never be effective or used for long.

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