The issues with the water breathing and balance

I feel like half of this issue is the fact that infinite waterbreathing is gatekept at such a low threshold I feel like part of the solution would be making auric seaweed rarer. It would harm your ability to make the gems in the first place but it’d harm your ability to stock up on potions even more

But diving spots/underwater structures literally arent pointless even for endgame players :sob:. I already told you that they are and prolly still will be a better way of grinding for sunkens than fishing. Also i dont think vetex even added them purely for potion reagents being accessible before the dark sea but i cant be certain about that.

Not what im saying, im saying that if you put in the proper investment (a full ass set) then you should be able to do it way easier than with just pots

dumbass argument that ive countered at least 10x

I said inf air isnt needed, 180 seconds of air is ass for a whole ass set for dedicated divers as well as anyone who wants to try diving. A waterbreathing 4 or 5 pot is WAY better than just 100% air cap if 100% air cap gives you only 3 min underwater :skull:

Also if it aint that serious why are you responding still? Two can play that game

Honestly that wouldnt be a bad idea but it would make the other set (140% swim speed) even better. Another problem would be the air cap gems and auric seaweed people have stocked rn, do those need to get deleted then? I assume so but i dont think all of this effort is worth it to nerf diving in the end. The luck nerf is already a big enough nerf to diving

edit: actually no i think this change would hurt the other set more after thinking carefully about it so pls ignore that statement

Uh, question for balance team: Is it possible to divide potion effects into combat ones and non-combat ones, so that people are able to have 3 potion effects at once instead of two if there are no combat focused effects in work?

Reason: I think people are mad over choosing between revealing potions and waterbreathing potions during their luck parties, which is the reason why those gems are so important. You cannot have more than two potion effects at once and this is the problem.

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Tbf I don’t think tanking auric seaweed stacks woud be that deep, we’ve wiped more valuable stuff than that.

I can see the importance of keeping inf WB a bit more but tbh I’m principally opposed to having a gem set give inf WB especially alongside a potion that does the same. I don’t care enough about this issue to give more than my 2 cents though so I’m not gonna try and theorycraft an Ideal™ solution.

Fair enough, ty for at least remaining civil for the most part while also thinking of a solution. If anyone else wants to discuss possible ways to fix the bug while also allowing the old 100% air cap set to remain viable then feel free to message me here

I do like the idea of air cap being changed to hard numbers, say each gem is a few minutes extra of air cap instead of percentages. That way youd never run into the inf air problem while allowing people to stay underwater for a while

Probably.

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That’s exactly what I was thinking of too, would be a good solution to the buff cap problem without affecting combat.

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I like this idea. I also like this idea in regard to Luck potions as well, since having the Luck effect basically prevents you from having 2 potion effects that would actually make some tasks easier to do.

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This is next to irrelevant since shark repel doesn’t work on sea monsters anyways, only tiger sharks, great white sharks, and regular ones (correct me if I’m wrong but I remember testing it in the past).

does anybody really want this change? has anyone complained about being able to breathe infinitely underwater…?

this will just make the playerbase grind for more seaweed. as we all know, grinding is fun and good game design

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then what’s even the point of sharkrepel???

pvpers ( :face_vomiting: )

Hi guys

ao vid when

bro we ain’t reading allat

A third slot would still be useful for luck tho, even with the upcoming nerf.
Also (unless this is already the case), maybe higher tier sharkrepel can also ward off sea monsters?

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it still means that if there’s no sea monster a heat mage wouldn’t be screwed over

??? playerbase doesn’t complain about stuff being easy so dont remove it? that is not how balance in any game works, whether its pvp or pve. in fact this is a less of a balance change more than it is fixing an oversight by vetex, vetex never intended for the air bar to ever be completely removed

I hope it’s will see light someday. :pray:

nobody complains about it, so dont change it.
it doesnt really break the game either

i requires a sizeable commitment to get a full 100% water breathing build

it doesn’t make the game “easier”, but a lot less grindy. it rewards the player for grinding and making a dedicated build for diving

its 100% an anti fun/anti player change and thats why it sucks. this is a fact and not an opinion