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Multiattack nerf suggestion/discussion

Discussion in 'Suggestions' started by WackyWarlock, Oct 11, 2025.

  1. WackyWarlock
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    WackyWarlock Capt. Latanica

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    The issue of multiattacking has often been a reason for balance decisions. In the past the balance team decided to experiment with the macro nerf which did not seem to be as effective as they intended for the amount of tradeoffs:

    I would like to suggest something a bit more drastic - removing auto hp/mp. This will probably still have similar impacts to casual players as the macro nerf but I think it will be far more effective since it will be a lot more difficult to manage multiple characters and it has the risk of death.

    I also thought of maybe only getting rid of auto hp so people could put hp pots on auto mp and it would still heal during 1/1 but I think that wouldn't be effective enough. Or possibly combine it with the marco nerf - but that might be too much maybe.

    Let me know your thoughts~
     
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  2. Nordegraf
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    Nordegraf Brown Teddy

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    Imagine being in a 1-hour boss, you blink for more than 1s to rest your eyes, and you are dead. Ress was used for the other teammate that died, and the run fails. This would be disastrous tbh
     
  3. Xylon Games
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    I don't think this will actually solve the issue. If you want to completely negate multi attacking you'd have to do something like put a restriction for attacking with multiple chars from a certain MAC address (you could do it on IP as well, but multi machine should be allowed, right?).
    Like, if you want to attack from a different char you'd have to wait 30 seconds for example.

    For removing auto hp/mp I think it would hit the normal player the most.
    Since it's pretty easy to read pointers on a specific client for hp/mp and send a keydown to that cliënt if the values reach below a certain value. Most normal players won't resort to using external tools.
     
  4. OP
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    WackyWarlock
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    WackyWarlock Capt. Latanica

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    I used to run bosses without pet all the time. It's really not that bad.
     
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  5. OP
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    WackyWarlock
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    WackyWarlock Capt. Latanica

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    This would be considered botting and against TOS
     
  6. RemiIia
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    RemiIia Headless Horseman

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    sir, WackyWarlockWackyWarlock
    we hear you, we understand you and of course, % with ya

    limit 1 pet per character on certain maps.

    limit speed of pet to baseline on certain maps, regardless of questline speed improvements.
     
    Last edited: Oct 11, 2025
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  7. Xylon Games
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    It sure would, but don't (some) multiclient attackers already use programs to send keys to multiple clients at the same time?
     
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  8. OP
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    WackyWarlock
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    WackyWarlock Capt. Latanica

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    Not to my knowledge. They either switch windows constantly or use multiple PCs
     
  9. Nordegraf
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    Nordegraf Brown Teddy

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    This may be true for you, but people usually play this game chilling, with a YT video on or whatever. You need 2 players dying on a 6-man zak to turn the 30min run into a 45min zakum that you have to pay full attention or it may fail. I think this hurts the casual gamer more than anything.
     
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  10. Xylon Games
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    Using multiple machines should still be allowed/without restriction though. Imagine playing locally with somebody? (Wife/husband?)
     
  11. Krythan
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    Krythan Zakum

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    While, I'm personally not of the opinion that multi-attacking (link) is a bad thing that deserves being nerfed, but this thread provides for an interesting discussion...

    It's really hard to design mechanics that limit a player's ability to multi-attack, while not adversely impacting single-client players.

    What if the solution was balancing the rewards, not the difficulty.

    For example: CWK is interesting because the reward stage has a mechanic (timed chest opening) that sets a soft-floor for the minimum number of players that can loot.

    These players can bring as many characters into the map as they want, but the real restriction on rewards is how well players can open the chests.

    Sure, you could solo CWK, but why would you? If you can't loot all the chests.

    I'm not saying that the CWK end-loot-room is the best solution, but it's at least an interesting mechanic for adjusting rewards in a way that could potentially scale based on number of players, not number of characters.

    You'd still get the efficiency gains (time to recruit) and net gain of exp across multiple characters from multi-attacking... But then you could buff the drops from all the low-EV and future content without adversely benefiting multi-attackers.

    TL;DR: Design mechanics to balance the rewards, not the difficulty.
     
    Last edited: Oct 11, 2025
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  12. QQWWEERRTTYY
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    QQWWEERRTTYY Dark Stone Golem

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    good bye multi-mage and leech seller
     
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  13. OP
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    WackyWarlock
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    WackyWarlock Capt. Latanica

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    I think people are just so used to it that it becomes a crutch. It would definitely take some time to adjust but I think it's a necessary evil since any type of automation makes scaling/using more characters that much easier.


    I have not suggested anything that would restrict this?
     
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  14. Ainz
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    Ainz Horntail

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    Out of general curiosity, why do you think multiattacking should be nerfed or disincentivised?
     
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  15. Xylon Games
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    Nowhere, just saying you can only really identify multiclienters on the same machine.
     
  16. OP
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    WackyWarlock
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    WackyWarlock Capt. Latanica

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    I actually really like this idea! Adding a end loot room to every boss might make splits a bit more complicated though and might need to have loot logs or something.
     
  17. OP
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    WackyWarlock Capt. Latanica

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    Personally I don't mind it to be honest. I prefer not to do it myself if I can avoid it. It just seems like it is a reason for a lot of balancing decisions (macro nerf, avoid nerf, etc) and am trying to offer another potential solution.
     
  18. QQWWEERRTTYY
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    QQWWEERRTTYY Dark Stone Golem

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    should we need end loot room on entry lv daily boss such as pap rav chao and etc?
     
  19. OP
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    WackyWarlock Capt. Latanica

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    Maybe not necessary for every boss, especially ones you can solo with 1 char.
     
  20. Nordegraf
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    Removing the auto HP just decreases the survivability, right? The pre-rework DK is a good example of how people react to a mechanic that decreases survivability. The staff had to rework the whole class to make it enjoyable, making the trade-off on damage instead of survival. I understand that you are trying to increase the attention to a single client to reduce multiattack, but for my understanding the trade-off has to be on damage, loot or else, not survival
     

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