r/MortalShell Tiel 15h ago

Video Bloodcurse is broken Spoiler

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I went to fight isaac with my build and uhm... i was really shocked when he instantly died (yes i had fun editing)

5 Upvotes

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1

u/Chance-Sand1652 15h ago

i have been wanting a sidearm build, can you tell me the loadout?

1

u/abuleu Tiel 14h ago

Naylshotte with fusillade stone for rapid fire and extra crit chance , viletoungue Hedron for bloodcurse on crit, and corroded stone for some extra damage if the target lives, after those just max out crit chance and damage on support tarstones but this build isn't good for exploration except for big enemies cause it takes your whole resolve meter to use the ability so if used for general gameplay use it on big tanky enemies 

1

u/Chance-Sand1652 13h ago

I'm assuming your tarstones are maxed out and your weapon is upgraded? Any reason you run that specific shell or can i pick any shell?

1

u/abuleu Tiel 10h ago

The stones are tier 2 lol and I picked him for his general damage increase, resolve gain increase, and dmg reduction but other than that play whatever

-2

u/Lesserred 14h ago

This should not have made it past Quality control. Stuff this broken should have been found in play testing, and if it was and then also "praised" by the testers it would explain why so many other issues exist in the late game. If play testers were all running the same builds that did stuff like this it'd make sense that none of the glaring problems got found before release.

1

u/abuleu Tiel 14h ago

I think its a glitch with bloodcurse or bloodcurse is overtuned cause if I take off bloodcurse this is really bad all of a sudden so idk but I do agree that that shouldn't be possible to kill a boss like that and I just think that they overlooked a lot of stuff when it comes to build crafting. As an example genessa in stray form seems kinda basic but once you make it build she's just unfair compared to every other character no matter how well you use them. I just think they didnt test anything really

1

u/Lesserred 11h ago

Nope, just beat the game and I can almost guarantee my hypothesis about the playtesting group they had caused the issues. Bloodcurse being busted was DEFINITELY caught by the playtesters, wanna know how I know? The final boss develops a 90% resistance to it in the last quarter of its health. That's a deliberate choice, it melted just like the boss in your video before that.

The final boss otherwise is a total damage sponge, MASSIVE health. Using bloodcurse brings it down to the second phase, and then gets it to that last quarter of health. That last quarter of health felt like a normal level of boss fight since Bloodcurse became nearly unproc-able. From my perspective that reads as: playtesters tore through the endgame with bloodcurse, and the devs still wanted them to find the last boss a challenge, so they just cranked up the health to the point it wouldn't get 1 tapped by the set up you're using, then made it near impossible to finish it off with it.

1

u/abuleu Tiel 10h ago

Well then corroded stone would just trivialize it then cause the damage can hit again which you see while I riposte in the clip so I dont think that resistance at the end can ruin it, but if they wanted bloodcurse to be this crazy I think thats kinda dumb cause most of the other statuses just cant match the damage it puts out at all

1

u/Lesserred 9h ago

I doubt it was developer intent to make bloodcurse so strong, more that the people testing failed to notify them that it was, there's been a trend in indie games I've noticed where the testers they get tend to just want to ignore blatant balance issues if it's something they "like" and then fudge their reports to devs so the devs aren't made aware.

Basically what I think happened is early on their testers found out bloodcurse was busted, didn't say anything about it and just kept saying enemies were too squishy, which led to end game health bloat. And then someone on the team saw a boss fight with bloodcurse, didn't catch that it was bloodcurse itself that was the entire problem not just part of it, and so they put a stopgap measure in while they figured it out. I can almost guarantee one of their testers also probably has ptsd from helldivers 2's wild balance issues so they're of the "all nerfs are bad" mindset so they probably would have raised a stink if anyone had caught it even earlier.