He carried me through the whole fight while I was dying of extreme lag (also happened with all of Dream World, inside and outside battle) on my low-end phone
it would be interesting if the call gorilla had infinite uses than the other cards like call king or r&b since those 2 are boss enemies, while the gorilla is a re-occurring enemy
Im so glad that video of "Roughly a dozen gorillas beating up hatred" video came out before this patch. Also... with this patch summoner builds are practically useless if your summon dies
@@mazlankaramatmight as well for it to not become a feature, a 50% chance to dodge for gorilla, 25% for the kids and 70% for cruel king. And buff their HP and damage if they're only one time use
that not useable thing for summons makes sense for other summons like cruel king and red n blue, but you summon a gorilla, a reacquiring enemy, so it would make sense that there would be a lot of them so you could summon more then one (and also that you mentioned its low hp) at least make it not useable for multiple turns
Yeah i think summons should have a Stat or something that determines if they can be respawned or not (or how many times it can be respawned) Gorilla would actually be an interesting summon if he could be respawned while the others couldn't, while also not being extremely good as, well, it's still just gorilla But it could outclass other summons when there are enemies that can deal big area damage
the wiki says that the gorilla allie is possibly the same that was with Griefer, i mean he was higher stats which would make sense Griefer chose him, and also it's kinda unlikely a enemy team up with you, so my theory is not only it has more hp but also more intelligence, which ""proves"" my theory that he was with Griefer since he's definitely superior than the average gorilla big text O√O
im not disagreeing that he should not be summoned more than one time in terms of gameplay, he'll pretty much die the first turn if the battle has 4 enemies lol
i would say to make gorilla reuseable and keep red and blue alongside the cruel king as a single-use but make them revivable (they stay downed until another summon is called or they get revived)
With the recent change of summon mechanic. Instead of the summon completely killed, what if they just faint if one of the players has revive card? And they can make a card that allows you to summon twice.
Gorilla should be the 1 summon that we can re-call. I always thought there should be a cooldown for resummoning, but never one-and-done since they're too weak for most bosses and some enemies. Cruel king should have a medium cooldown since you're summoning his ghost. Red and Blue should have a long cooldown since they are both unique and still alive and have things to do. Gorilla should have a short cooldown since it's hard to get, is kinda weak, and there's probably like 200 gorillas that could fill in for the one that just died.
This. The decision to make gorilla a one-time summon either means it gets to attack maybe 3 times, or it dies instantly. It’s still a meatshield, but it doesn’t serve any other purpose.
I hate the mentality of nerf/buffing players around the difficulty of the game, instead of the other way around, if the players have op build, then there should be stronger and more op enemies to fight. (Theres also the hard mode options for a REASON, just make another challenge card that increases enemy hp and STOP NERFING PLAYER BUILDS)
I don't feel like that should be the approach. If the devs start balancing the game's future content around the op build of the week then the more casual playerbase who don't optimize the fun out of any game they play will get whiplashed by the sudden difficulty spike. There's a REASON chapter 2 enemies in general got nerfed after Demo 2 first came out. And keep in mind, the Ghostwalker is the third SFOTH sword that we can get out of SEVEN. We still have four (or more) chapters left to go.
@@pacodapea432 I'm very aware this game is still far from over, but the constant nerfing of things are so annoying, rewinding back to earlier chapter 1 and 2 updates both sentient statues and Komodo dragon used to be pretty fun and tough bosses, and now they're easy as shit... (And no, added the hard mode modifiers to take more damage does NOT make the fight harder when you can kill them in about 2 turns...) the pit is a different story, but still.
Deep Focus card: buff *12% > 20%* Anchor: buff & nerf *1BP > 2BP* *8Hp > 10Hp to allys after faint* Sacrifice+: buff? *Use 100% of your Hp > 50% of your Hp to heal teammates and fallen allys*
You forget about other. Linebounce nerfed. Charge attack doesn't effect on linebounce and always 2 DMG Prayer Nerfed No longer insta kill on hatred when hp 20 below
Linebounce charge does work its just halved For example, if i have linebounce that does 1 damage, then i use 3 charges, its 2 damage because 4 / 2 = 2.
I don't think that it's necessary to completely remove recalling. Just add a penalty for doing it frequently. What if using a call card added a status effect that increases the SP cost of all call cards by its potency and purged 1 potency per turn? Better yet, make the potency additive like how Giant and Tiny will subtract from each other so that you only dig a deeper hole for yourself the more frequently that you need to call. You could even lower the base SP cost of call cards in general, making the minimum SP to use them lesser while keeping higher SP amounts relevant for times when you need to let your NPC ally die to save your own skin.
The fact me and my bro got the call gorilla as soon as we played pit in chapter E 3... It looks us a long while to realise we have the summon thank god for the penetration, used to be so bad
a lot of things are still usable, wdym? summons are still great to use if you have spare bp and sp, but if you want to rely on them, you actually have to preserve them now instead of repeatedly calling them in
All am saying is I love summons and I understand the nerf (because summons were very spammy)but I dont think it needs to be that harsh.So instead of a one time summon they could make each summon have a turn cooldown.So for eg.Cruel king could have a twelve turn cooldown,Red and Blue 5 turns and gorilla 2 turn.This would still have the same effect as the one time summon as it still promotes keeping the summon alive and possibly adding multiple summons into your deck if your a summoner instead of one as their was no reason to before.Also the turn cooldown should scale with summon stats of course.
I think only the boss summons (cruel king, red and blue) should be one time use and all the regular enemy summons (gorilla and any future ones they add) should be infinitely usable
Hatred is much harder now. Actually not really but like i was used to it being laggy by now. Now it's smooth and there's a completely different timing. Dw tho I've adapted to it but bro. Fear apprehension is not telegraphed now. It doesn't become yellow. I can dodge it but it's harder to dodge.
maybe they should make it so that gorillas can be called infinite times again, but leave the kids and the king as they are. with the low cost gorillas are supposed to come in bunches after all.
i am so glad i managed to beat the entire demo 3 + pit with cruel king before not only him getting nerfed but the entire last few stages of the pit HEAVILY BUFFED I mean 3 fears that can do apparition in the same turn thats 30 damage and then they removed the yellow lazer in apparition which is the only way i knew how to dodge and now cruel king costs 10 sp which i use sp saver so in reality 9 sp which is still a lot and on top of all that my defend+ card won't give me the +1 protection i need against most attacks
Hah! I KNEW this wouldn happen. Im so glad im made my build into Bodyguard Double Focus. With that, i can just mash the hell out of ice dagger and then some
I did not beat cruel king 5 times listinging to his hurtful story lose against hatred and go on a training arc to get more card storage for them to do this😭🙏 im gonna cry rn i swear😭😭😭
Ngl, they should add custom AI teammates, for the cost whatever it is, you can have an AI teammate that either act freely or under your control, while using the same cards as you but cant share the cards, with that it allows you to try different builds with your AI teammates, making the game less boring overall Plus, the majority of the players dont have friends to play with them, most players will always go solo and only restrict them to choose onw build only
They should revert the nerf to summons overall, I think it was a bit too much(and killed the whole summoner subclass I'd say...). Maybe just keep the summons themselves in check, or let summons be able to go down and be revived like players, that way summons can be in the entire battle and be able to build a whole build around instead of oh no you let your summon die, TOO BAD!
Makes sense, it would also give a reason to use Revive card outside of once per battle revive during solo or in team battles only. LET ME REVIVE MY DEAD SUMMONS.
Honestly IMO just bodyguard the gorilla and charge it and your good. then it will take have damage and DEAL Half more damage. Really though call gorilla in my opinion is just a show off thing or a last resort. say that your super low on hp and sp then you can just call the gorilla to tank hits and deal small damage for you. (omg guys i found a damn use for call gorilla)
why didnt they just add a cooldown after that summon dies doe gorilla being an exception cause making the meatshield no longer expendable is obviously gonna make him mid ☠️
This change has single handedly made Bubonic Plant on Level 1 Hell Mode No Gusto Itemless almost impossible for me I can't use a second gorilla to tank the second Plant Rush... Devs why🙏
I get that for the one-time summon limit for Red'n'Blue and Cruel King, but Gorilla is a *_REOCCURING_* enemy! If they want to keep the summon limit for Gorilla, then I'd say he could be summoned *THREE* times instead of one! That would make up for his lackluster strength. 😤😒😒
tbh let it be summoned infinitely. it's the worst of the three summons and I'd go as far to say that's the only way to keep it viable compared to the other two
I really am starting to question whether these nerfs were deserved or not. Cruel King needed a nerf but the others? Absolutely not. Linebounce never needed a nerf in the first place, it was alright. Dynamite is probably the worst offender of this. It costs too much for too little damage and its penetrating defense attribute does NOT justify its cost. Venomshank going from 3 to 2 damage was completely unnecessary. The devs went out of their way to nerf the most underused healing items(Storm Tea and stinky latte). Their crafting system just feels shoehorned in to justify all these nerfs. Sorry, I had to rant, I am losing my mind on the ridiculous amount of nerfing they have to do(it makes me question how much play testing they do in the first place).
0:39 glad he carried the hatred fight for me before getting nerfed
I love you, Cruel King 🙏
why can't they make him do more battles to get
The nerf isn’t even that much, it’s like one more SP cost. (And he can’t be summoned again after he dies)
He was my meatshield for the final fight, he's the goat fr
@@Keshely i didn’t even cheese him if im being honest lol
i just went Knight + Power stab against a 100 hp hatred
He carried me through the whole fight while I was dying of extreme lag (also happened with all of Dream World, inside and outside battle) on my low-end phone
I am SO glad I beat demo 3 before summons became a one time thing, I was using red and blue as meatshields
I'd give them free poison when hatred did the ghost potion attack for some extra damage too
Using children as meatshields!?!???
You should be able to use revive on summons just my opinion tho
@@Krollyxthat could be a good balance
I use cruel king as a shield
it would be interesting if the call gorilla had infinite uses than the other cards like call king or r&b since those 2 are boss enemies, while the gorilla is a re-occurring enemy
That'd be both amazing and destructive...
@@gokdeniz-merihyldz2082you can already do that pre-nerf
Im so glad that video of "Roughly a dozen gorillas beating up hatred" video came out before this patch.
Also... with this patch summoner builds are practically useless if your summon dies
Seems like gonna go back to the old knight days I loved being a summoner
@@mazlankaramat real, cruel king carried so many times for me when I was a summoner
with this sacred patch, i ruin: summoner builds
well if summons can actually die now, the next logical step would be them being able to dodge
Maybe a 20% chance for them to dodge and counter and 30% for blocking?
That's too high odds how about 10 percent chance to dodge and 5 percent chance to counter@@Growingtee
@mazlankaramat then it might as well not be a feature at those rates
@@mazlankaramatmight as well for it to not become a feature, a 50% chance to dodge for gorilla, 25% for the kids and 70% for cruel king. And buff their HP and damage if they're only one time use
Or maybe just let the player control their dodge
0:26 the 3 charges in my pocket:
your gonna turn that one gorilla into king kong himself
@@Turkey_fan_2019 bigfoot
The 6 damage Slingshot in my pocket when you use 3 SP to do half of what it does to a random target:
that not useable thing for summons makes sense for other summons like cruel king and red n blue, but you summon a gorilla, a reacquiring enemy, so it would make sense that there would be a lot of them so you could summon more then one (and also that you mentioned its low hp) at least make it not useable for multiple turns
Yeah i think summons should have a Stat or something that determines if they can be respawned or not (or how many times it can be respawned)
Gorilla would actually be an interesting summon if he could be respawned while the others couldn't, while also not being extremely good as, well, it's still just gorilla
But it could outclass other summons when there are enemies that can deal big area damage
the wiki says that the gorilla allie is possibly the same that was with Griefer, i mean he was higher stats which would make sense Griefer chose him, and also it's kinda unlikely a enemy team up with you, so my theory is not only it has more hp but also more intelligence, which ""proves"" my theory that he was with Griefer since he's definitely superior than the average gorilla
big text O√O
im not disagreeing that he should not be summoned more than one time in terms of gameplay, he'll pretty much die the first turn if the battle has 4 enemies lol
they should make it so we are able to dodge for our summons :/
That would be pretty op
@@tvhaha361yeah but if you can only summon them once then they should be able to dodge
That's just better Bodyguard
make it a card
Yeah no, but maybe not have them be able to get oneshot?
i would say to make gorilla reuseable and keep red and blue alongside the cruel king as a single-use but make them revivable (they stay downed until another summon is called or they get revived)
absolutely🙏🙏
The revive seems logical seeing that it only works for 5hp at a time, so you gotta clutch that regen
As a Pilgrammed player, nerfs rarely bother me- HOLY HELL THEY MADE FEAR NO LONGER FLASH YELLOW-
Feel fine costing one extra bp jumpscare
It doesnt flash yellow? Fuck this shit bruh thank god i did 30-40 pre-buff
I hate the update cuz of this one reason
as another pilgrammed player
please let us out it's been a whole year
@@TETANUS. limo canonically dies in the thumbnail (real)
With the recent change of summon mechanic. Instead of the summon completely killed, what if they just faint if one of the players has revive card?
And they can make a card that allows you to summon twice.
They should make gorilla a multi-use call, like with a 1 turn cooldown after it dies or something cuz it looks like it sucks currently
Gorilla should be the 1 summon that we can re-call. I always thought there should be a cooldown for resummoning, but never one-and-done since they're too weak for most bosses and some enemies.
Cruel king should have a medium cooldown since you're summoning his ghost.
Red and Blue should have a long cooldown since they are both unique and still alive and have things to do.
Gorilla should have a short cooldown since it's hard to get, is kinda weak, and there's probably like 200 gorillas that could fill in for the one that just died.
This. The decision to make gorilla a one-time summon either means it gets to attack maybe 3 times, or it dies instantly. It’s still a meatshield, but it doesn’t serve any other purpose.
Rest in peace my summoner build
Summary of balance changes: Everything got nerfed (xxcept Ghostwalker and The Pit)
in fact they buffed the pit by a lot (like seriously a lot)
@@Rubikcan [SPOILER ALERT]
Yeah, I was surprised when we were fighting 3 FEARS AT THE SAME TIME. And yeah, we lost that fight...
@@npgamesyt8902i beat it before it got buffed
@@user-tu1vc1ok3b Same
Well, at least SOMETHING got buffed... Anyone else tired of all these nerfs?
It makes sense for you not to be able to use a summon more than once, however I feel like Call: Gorilla should be the exception to this rule.
Welp, no more Cruel King carry on Hatred...
GHOST WALKER SOLVES THAT
@@JadenKilgore But it's RNG based so...
@@DanteOlivaresBarbosa ghost was buffed so so so hard
@@JadenKilgore ghostwalker fans cheering in victory
The no ressumon makes it so if your allies die you're cooked as a necromancer (restart fight)
I hate the mentality of nerf/buffing players around the difficulty of the game, instead of the other way around, if the players have op build, then there should be stronger and more op enemies to fight.
(Theres also the hard mode options for a REASON, just make another challenge card that increases enemy hp and STOP NERFING PLAYER BUILDS)
It makes sense that summons are a one time use (except for gorilla) so I agree for the nerf on the other summons but gorilla should be multi use
I don't feel like that should be the approach. If the devs start balancing the game's future content around the op build of the week then the more casual playerbase who don't optimize the fun out of any game they play will get whiplashed by the sudden difficulty spike.
There's a REASON chapter 2 enemies in general got nerfed after Demo 2 first came out.
And keep in mind, the Ghostwalker is the third SFOTH sword that we can get out of SEVEN. We still have four (or more) chapters left to go.
@@pacodapea432 I'm very aware this game is still far from over, but the constant nerfing of things are so annoying, rewinding back to earlier chapter 1 and 2 updates both sentient statues and Komodo dragon used to be pretty fun and tough bosses, and now they're easy as shit... (And no, added the hard mode modifiers to take more damage does NOT make the fight harder when you can kill them in about 2 turns...) the pit is a different story, but still.
@@Exerium0 i don’t like it… can’t summon cruel king down to kill my enemies more then once anymore
@@maryaoussir6993just keep healing him?
Deep Focus card: buff
*12% > 20%*
Anchor: buff & nerf
*1BP > 2BP*
*8Hp > 10Hp to allys after faint*
Sacrifice+: buff?
*Use 100% of your Hp > 50% of your Hp to heal teammates and fallen allys*
You forget about other.
Linebounce nerfed.
Charge attack doesn't effect on linebounce and always 2 DMG
Prayer Nerfed
No longer insta kill on hatred when hp 20 below
@@ClownCharBroprayer got nerf???
@@goldblood8471 We tried use prayer on boss hatred's hp 20 below doesn't work execpt other enemies. so yeah.
@@ClownCharBroalso the text is different
Linebounce charge does work its just halved
For example, if i have linebounce that does 1 damage, then i use 3 charges, its 2 damage because 4 / 2 = 2.
They nerfing every build slowly
tbh gorilla should be able to be recalled since more than 1 gorilla exists, unlike cruel king and 🟥🟦
Gorilla being the weakest Ally
This is actually the good one
hollup, let him cook
no you killed all the other gorillas farming for call: gorilla
@@santa_with_a_gun so why we spare that specific gorilla to help us
@@kai-k8w because we already had the card so why kill more
I don't think that it's necessary to completely remove recalling. Just add a penalty for doing it frequently. What if using a call card added a status effect that increases the SP cost of all call cards by its potency and purged 1 potency per turn? Better yet, make the potency additive like how Giant and Tiny will subtract from each other so that you only dig a deeper hole for yourself the more frequently that you need to call. You could even lower the base SP cost of call cards in general, making the minimum SP to use them lesser while keeping higher SP amounts relevant for times when you need to let your NPC ally die to save your own skin.
According to one of the comments, there is THREE fears in the pit, oh dear god.
(Hope that my slingshot wasn't nerfed.)
The fact me and my bro got the call gorilla as soon as we played pit in chapter E
3... It looks us a long while to realise we have the summon thank god for the penetration, used to be so bad
No more cruel king spam😭
I got Gorrila summon on accident and it was I only /e reseted 22 of them
Game devs need to learn that i will no longer play their game if they make most items useless
Y'know this game is still on DEMO right?
a lot of things are still usable, wdym?
summons are still great to use if you have spare bp and sp, but if you want to rely on them, you actually have to preserve them now instead of repeatedly calling them in
Summons are not useless
@@thatonedude920hatred 60 dmg:
@@TheComic1241Kick in the balls guaranteed
All am saying is I love summons and I understand the nerf (because summons were very spammy)but I dont think it needs to be that harsh.So instead of a one time summon they could make each summon have a turn cooldown.So for eg.Cruel king could have a twelve turn cooldown,Red and Blue 5 turns and gorilla 2 turn.This would still have the same effect as the one time summon as it still promotes keeping the summon alive and possibly adding multiple summons into your deck if your a summoner instead of one as their was no reason to before.Also the turn cooldown should scale with summon stats of course.
I got this video from searching undertale gameplay lol
REAL
I think only the boss summons (cruel king, red and blue) should be one time use and all the regular enemy summons (gorilla and any future ones they add) should be infinitely usable
This means that using all three summoning cards will be better then only using one, pretty nice
Dude demo 3 was hard ro beat and they made it even HARDER. Good luck for those who are still trying to finish it
The guy who beat hatred with only gorillas watching as no one else can do it now
Hatred is much harder now. Actually not really but like i was used to it being laggy by now. Now it's smooth and there's a completely different timing. Dw tho I've adapted to it but bro. Fear apprehension is not telegraphed now. It doesn't become yellow. I can dodge it but it's harder to dodge.
maybe they should make it so that gorillas can be called infinite times again, but leave the kids and the king as they are.
with the low cost gorillas are supposed to come in bunches after all.
if they do this. nerf and change hatreds attack pattern. WHO WOULD BEAT SISYPHUS MODE?
Launcher build + Ghost Potion + Epic sauce + Red Pepper
Just Cook him
i am so glad i managed to beat the entire demo 3 + pit with cruel king before not only him getting nerfed but the entire last few stages of the pit HEAVILY BUFFED I mean 3 fears that can do apparition in the same turn thats 30 damage and then they removed the yellow lazer in apparition which is the only way i knew how to dodge and now cruel king costs 10 sp which i use sp saver so in reality 9 sp which is still a lot and on top of all that my defend+ card won't give me the +1 protection i need against most attacks
Nerf Tales
Hah! I KNEW this wouldn happen. Im so glad im made my build into Bodyguard Double Focus. With that, i can just mash the hell out of ice dagger and then some
0:38 *DO YOU SEE WHERE THAT HIT? OOOOOH... THAT'S GOTTA HURT!*
Seriously though. Why is nobody commenting about this one moment?
Atleast this gives me a reason to collect summons now
I did not beat cruel king 5 times listinging to his hurtful story lose against hatred and go on a training arc to get more card storage for them to do this😭🙏 im gonna cry rn i swear😭😭😭
I'm trying to use red and blue they are the only hopes rn
just get better at dodging
@@InioluwaA-f8s I'm gonna be mad ASL cause that's what I tried
what’d they do to cruel king?
At least let Gorrila respawn, that was legit the one thing that made Gorrila kinda useful to grind
Summoner class would be fun fr
Other saying cruel king carry
Me who didnt know it a thing:
"Im doing this the hard way i call it child abuse *pulled out red n blue*"
They should make it so u can summon gorilla again every time it dies to make it worth the 1.4% chance >: ,
Ngl, they should add custom AI teammates, for the cost whatever it is, you can have an AI teammate that either act freely or under your control, while using the same cards as you but cant share the cards, with that it allows you to try different builds with your AI teammates, making the game less boring overall
Plus, the majority of the players dont have friends to play with them, most players will always go solo and only restrict them to choose onw build only
They should revert the nerf to summons overall, I think it was a bit too much(and killed the whole summoner subclass I'd say...). Maybe just keep the summons themselves in check, or let summons be able to go down and be revived like players, that way summons can be in the entire battle and be able to build a whole build around instead of oh no you let your summon die, TOO BAD!
Makes sense, it would also give a reason to use Revive card outside of once per battle revive during solo or in team battles only.
LET ME REVIVE MY DEAD SUMMONS.
Honestly IMO just bodyguard the gorilla and charge it and your good. then it will take have damage and DEAL Half more damage. Really though call gorilla in my opinion is just a show off thing or a last resort. say that your super low on hp and sp then you can just call the gorilla to tank hits and deal small damage for you. (omg guys i found a damn use for call gorilla)
bro you can just trade call gorilla for anything else like cure or hp drain
you could use any other card
why didnt they just add a cooldown after that summon dies doe
gorilla being an exception cause making the meatshield no longer expendable is obviously gonna make him mid ☠️
i was just randomly killing a gorilla while trying to search for a bux and then the card was in my inventory, i thought its not that rare to get
i got it in the pit randomly
Calls were nerfed with only being summoned once, so use it wisely.
Damn this nerf sucks, luckily I have ghostwalker and just spam it to beat bosses while using cruel king lol.
summon kinda useless unless they change it like re-summon need cooldown or something like reducing health
This change has single handedly made Bubonic Plant on Level 1 Hell Mode No Gusto Itemless almost impossible for me
I can't use a second gorilla to tank the second Plant Rush...
Devs why🙏
cruel king can’t make the game ten times easier!!!! sadge
"a challenge i made to be difficult is difficult, must be the dev's fault"
@@maryaoussir6993 i cant use cruel king
@@santa_with_a_gun I don't blame the devs I understand the change lmao but it's painful
They should've given the gorrila armor or make it attack twice since they removed the only good thing about call gorrila
I was farming gorillas (sounds really weird) for the card for my necromancer build man
they were not cooking
BUT YOU CAN USE THIS AS A PHASE THING (PHASE 1 GORRILA PHASE 2 RED AND BLUE AND PHASE 3 KING)
ARE YOU KIDDING ME KING NERFED?!
And I got the gorilla card without noticing like 2 days ago lol.
I get that for the one-time summon limit for Red'n'Blue and Cruel King, but Gorilla is a *_REOCCURING_* enemy! If they want to keep the summon limit for Gorilla, then I'd say he could be summoned *THREE* times instead of one! That would make up for his lackluster strength. 😤😒😒
tbh let it be summoned infinitely. it's the worst of the three summons and I'd go as far to say that's the only way to keep it viable compared to the other two
sacrificing all our sp and hp for bp rn
im glad i beat pit from 21-39 floor and beat the demo 3 before the nerf.
Bruh I'm trying to do the pit with only gorilla and now he can never die?? (as in i can't resummon him)
How do u get gorrila card cuz ima try to get it for griefer build
Bro,i wanna join the Block Tales discord server but the link expired...
I am so glad that I beat the final boss of demo 3 before that 0:53
I indeed just spent 2 hours for a card I thought was going to be good 😭😭😭😭
Honestly with how weak the gorilla is and how hard it is to tet, making it the only spammable card seems logical
I still haven’t beat hatred yet and cruel king was helping me a lot
i could help
ngl apprehension, linebounce, and ghost potion should be reverted
make it so gorilla can spawn 5 times
Your not the only one here 1:21
How do you attack gorillas without flinging them can someone tell me pls?
Go to “options” and scroll down until you see the one that says “automatically defeat enemies under level” and turn it off.
@@RamonOrganlsm thank you
now they want you to get multiple summons??
this update is the worst for necromancer builds like me because i love using summons and this change made cruel king powerful but terrible drawbacks
No more CK come in clutch😭
YOU COULD CALL SUMMONS AFTER THEY DIE BEFORE???
Welp I beta cruel king 5 times for nothing now
Called a rework if youre wondering btw
rework changes the model aswell, it's a rebalance
This is not a rework, the cards function about the same except for the nerf
@@ericevans1196reworks have nothing to do with remodeling. It just so happens that devs like remodels to go with a rework
@@LimbillionBrainrot a rework is when something is nerfed and buffed
Jumpscare by gorilla
daanggggg summons got nerfed hard
He used that one item asylum item i forgor
why need call gorilla when I have my frien-
Why the fuck is everyone calling it "Gorilla" ? His name is clearly Rafael.
No its JIMMEH
@ No.
Weak i randonly got call gorilla in the pit while doing floor 1-39
What’s the game name?
block tales
uhhh I sold call gorilla (I wanted to buy prayer)😔
No more meatshield summon spam nooooooo
im so sad you cant call multiple times anymore
You can say it's reworked
No more monke 😢
Yall trying so hard to get gorilla card i actually got it on my very first encounter with gorrilla
thats called "rebalanced1
why would you do this to yoursef
why not lol
Devs just nerf anything fun fr
I really am starting to question whether these nerfs were deserved or not. Cruel King needed a nerf but the others? Absolutely not. Linebounce never needed a nerf in the first place, it was alright. Dynamite is probably the worst offender of this. It costs too much for too little damage and its penetrating defense attribute does NOT justify its cost. Venomshank going from 3 to 2 damage was completely unnecessary. The devs went out of their way to nerf the most underused healing items(Storm Tea and stinky latte). Their crafting system just feels shoehorned in to justify all these nerfs.
Sorry, I had to rant, I am losing my mind on the ridiculous amount of nerfing they have to do(it makes me question how much play testing they do in the first place).
bro is not wikiacolors
no i am
@@RamonOrganlsm then im eggcrypted
The worst update for baller
RIP linebounce, nerf was unecesary
@@The-rq2ognerf was deserved
linebounce basicly powercreeped the early game (ch1,ch2) as said by one of the playtester i thinkr
@@quagmirreal but still the dmg being HALVED is wild
@@The-rq2oga harsh nerf indeed, but imo deserved
now it's only good at it's INTENDED purpose, that being aoe damage
Linebounce got halfed in damage huh
Damn