The issues with the water breathing and balance

The horde.
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its weird so many people are surprised to learn that 5 jewels granting permanent waterbreathing wasnt a bug in the first place

ion really have reasons to argue anymore, im talking to walls and fluect got better arguments

Plenty of people knew it was a bug, but because it was left untreated for so long they assumed the bug became a mechanic, which would have been perfectly fine for all the reasons i mentioned in my responses to meta

5 jewels that grant no additional stats, require alot of RNG (or incredibly valuable luck reagents) to get, and are only found in the dark sea.

Should it be infinite? No, probably not.
2x is barely anything though, if you’ve ever gone to a diving spot without potions or jewels you know that 2x is barely anything.

That’s all that cost for water breathing 1 if not less.

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itd be 4x after the change tho, ion see whats so bad about it
then add a waterbreathing 1 potion and you got what, 8x air time?

3x is still ass compared to just using potions or 50% swim speed

Its 3x not 4x btw

Dont think waterbreathing 1, and prolly not even 2 either, decreases your air consumption by 50%

Massive investment and crippling your build’s stats for perm waterbreathing 1 when I could boost my swim speed instead and get a tangible bonus without a full set of musgravites.

ah yeah you right itd go from +100% to +200%
waterbreathing 1 does halve air consumption tho
1000006152

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Balancing team explaining to me why they removed half of my grandmother’s chromosomes (her walkspeed affinity was 0.00001% too high for women of her age)

oh yeah i should specify those numbers can definitely be wrong cuz base air capacity changed with updates
the ratios arent tho

Oh alright that is pretty nice info to know. Still doesnt make this change much better tho seeing as you might as well opt for 140% swim speed instead of literally any % of air cap at that point

And you could honestly argue that it would be even more justified in the sandbox game, which I was about to do but I didn’t want to seem like I was doubling down too hard on my point, especially since Minecraft has RPG elements alongside AO.

It actually somewhat will because both players don’t have to go underwater. The person underwater will have to come back up eventually. But you’d still be able to camp underwater as long as possible near a shoreline then come up and go back underwater again, which is completely unfixable from a numbers perspective.

Why would you want to counter that? Why would any rare item be “earlygame”? As we progress throughout the game stuff is going to get rarer there’s a very strong correlation between “late game” and “rare” to the point that this distinction is unnecessary.

I’m saying “Rare” to distinguish Rarity from drop chance.

This is my main issue with balancing now. Before people used to draw black and white conclusions in situations where the nature of what you are dealing with means that there can only be two outcomes. Now people will literally just draw black and white conclusions about everything.

“If Thermo isn’t literally the dictionary definition of ‘aggression’ then it’s bad so remove it’s DoT entirely because DoTs promote passive gameplay”

The amount of value between 1 and infinity is… infinite? This is quite literally the biggest value spectrum possible there’s no black and white here. Something can be good without being infinite.

And this replaces water breathing. It doesn’t matter how significant the scale is between how disasterous those two things are. What matters is that something that I believe is crazy that also completely replaces another utility is being justified as a response to a gem being nerfed. That’s the validity of the comparison.

I don’t do too much underwater stuff so I’m gonna have to take your word on that.

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I feel like this is exactly what this post is about

at least do the things you want to balance man

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I mean to be fair its been in the game since they were released. Atp it wouldve been bold to assume it wasnt intentional

Then why are you trying to balance water breathing and argue in favor of massive changes towards it like this if you don’t even interact with it and are unfamiliar with it?

dont really need to be a genius to know being underwater infinitely, permanently, with no cost whatsoever nor even a potion timer, isnt a good idea tho. in no way should jewels drastically change what you can and cant do like that, and hell you dont even need to minmax to do this
again if waterbreathing jewels are terrible after this then buff them, dont just go straight for infinity

It doesnt, but the bug fix actually replaces air cap :skull:

Bruh…

and I am saying that they are terrible after this because anybody that actually interacts with the system knows how little of a boost this is for how much it costs.
That is what everyone here is saying.

buff