I’ve got some things to say about the things in this PT so I guess I’ll write them here. The visual changes to summons and stuff I don’t really care about, cool I guess? But the real meat of the matter is definitely in the item changes as the crystal cavern bossfight change is really insignificant, it feels like a step in the right direction but its such a minor change to the overall bossfight, its not a full rework of the fight and only lizard has changed noticeably. Definitely feels like these changes were made just to tidy up the xmls and coding of the fight since it was such a mess. Maybe this points to some larger changes soon to the fight, but for now it just seems like dev qol.
Most of the item changes are pretty minor in the grand scheme of things, like the vile trap, plague poison, sealed crystal skull, orb of aether etc. I wonder why anyone even bothered to change the minimum damage of st spell from 53 to 55? I’m almost baffled by the insignificance of some of these changes compared to the big balancing stuff.
The ray katana change I like, its finally more dps than a single shot of enforcer, wow! But its a little uncreative, Tigers (all credit to him) came up with a much more interesting idea to use the AOO Maces mechanic of actual lasers to make ray katana a laser-shooting katana, I think that’d be cool but maybe too much effort for Deca.
Kageboshi change is fine too, this kind of multi-shot idea has been around since years ago so its nothing unexpected, but took way too long to get in.
Mad lab robe is definitely not making it to production servers as is.
Souls guidance is not a vanity anymore? What a world we live in. I guess resu change is fine too but I’m still not gonna do cems, that dungeon is horrible.
Esben staff still not worth using.
The lod armor procs seem like an interesting idea but only leaf hide is really good in my opinion, I think water silk kind of falls flat and fire armor is just not good to use on any of the melee classes because of the really long cooldown, also poison is just not that good, rather just have less total damage but have all of the damage be instant with a shorter cooldown. Or just change to a dps stat increase proc or something boring like that so that it could sometimes be worth using over gladiator guard.
Bee helm is kinda gaming now with the 100% chance to curse, but I think the range of it could be increased.
Bshed and ritual robe changes are fine. No amount of wis is going to put ritual robe over the sanctuary robes though with its low survivability.
Void quiver finally getting the treatment it deserves, and nil armor genuinely has me surprised as I thought that Deca would put on another odd proc effect or something.
The lumi and superior change is great, good job! The coin and turncoat cape buffs are quite good, but well deserved. Turncoat was kind of underrated as a rushing armor before but now even the unattuned will have to recognize its greatness.
Now for the big controversial change, enforcer. Honestly, I think nerfing the range is good, but I think that this is a bad way to do it, the arc gap should not be touched at all. Just reduce the range however much you like, as long as the true range (ability to hit both shots consistently on a single target) stays equal to the range of the katana. This would mean that enforcer would actually benefit from inspired (the current testing version does not) and it would feel much nicer to use, I don’t want to feel like im dblading while using enforcer. Any extra range beyond true range is completely pointless, and no one is going to be using that extra range to hit just one shot, they’re just gonna swap to a doku.
Ballistic star change is epic but going to take some getting used to.
Centaur’s shielding change is a direct buff but it’s still just kind of bad, the inconsistency in the buff is really awkward, I’d rather just have less att in the proc but have the proc on permanently.
Considering escutcheon is server-sided and thus has lots of delay, this massive buff was warranted.
Harp and nectar crossfire buffs seem quite powerful, not sure what to think of them.
Daring discoverer changes are quite good, the set was really underwhelming before.
TL;DR: Reduce range of enforcer but don’t touch the arc gap, do fire armor justice, make ray katana laser beam.