actual reply time
In my time in CoE I've fought exactly one sustain build. Enna, in E3. I'm sure she was a pretty wack build, but I was almost rpl 210 with two uniques and one hidden (which was glorious inferno, by the way); so not exactly slouching. My build was entirely a DPS rush build stacking ap% between explosion, plasma dr, and armed. I existed to vibe check health bars if you weren't metaphys. My entire bar was meant to melt HP as fast as possible.
I couldn't get her below 80%.
And we all know sustain fights aren't exactly timely either. A solid minute or two of dumping my entire dps rush bar into her to just watch it heal back about 70% when I was on CD.
Looking at E4, my experience is the Solomon vs Gestalt fight. And it looks like it's the same deal. Both of them are barely moving their healthbars, the final 5% lasts a solid thirty seconds, and I don't want to know how long the fight was before that. Gestalt sits on a literally invisible amount of HP for a good dozen seconds or so, but he never dies because of verb shakes from both parties and whatever heals he has.
I don't know what the mechanics are here. IDK how sustain works. IDK the spells even. But I see two problems here. The first one is that sustain vs sustain is just as bad as it was last time, it seems. The amount of sustainability drags fights on for so long and what is usually a 5 second encounter of flashing health final five turned into a thirty second spitting contest as hp whittled away slower than my 96 y/o great grandmother walked down the hall. I passed through the tension of the final five into the realization that flashing health is more of a suggestion than a warning, and kind of just squinted at my screen until one of them fell over. Can you imagine watching that for the ENTIRE fight? I heard rumours of the Silvia vs Skeleton fight in E3.
- Sustain vs sustain drags on. It takes too long. Nerf the potency of the heals?? Limit the number of sustain type spells???? IDK how to balance this kind of system. Technically there's nothing wrong with this? For the people involved.
The second is that fighting sustain still isn't fun. I WAS a hyper-aggressive dps rush build. And I gave established characters a bit of a run for their money when I unloaded plasma strike dr psmash into pyro-tesla-fatal and slapped 30% off their bar in ten seconds. But if I fought an established SUSTAIN build, there was no point in trying. I COULD unload my entire bar into them, and it WOULDN'T matter because they designed their bar to heal it back.
- Sustain generally isn't fun to fight. RPL and unique gaps skyrocket when the advantaged user is sustain. You can outplay a higher RPL build with better shit. But you can't out-dps a higher RPL potent sustain build. Whether or not there's a solution (adopt a hyper-aggressive playstyle (which some builds might not even support)) people have been yelling about it for as long as I've been playing the game and it is not a loud minority at this point.
in conclusion, nerf mud. thank u
In my time in CoE I've fought exactly one sustain build. Enna, in E3. I'm sure she was a pretty wack build, but I was almost rpl 210 with two uniques and one hidden (which was glorious inferno, by the way); so not exactly slouching. My build was entirely a DPS rush build stacking ap% between explosion, plasma dr, and armed. I existed to vibe check health bars if you weren't metaphys. My entire bar was meant to melt HP as fast as possible.
I couldn't get her below 80%.
And we all know sustain fights aren't exactly timely either. A solid minute or two of dumping my entire dps rush bar into her to just watch it heal back about 70% when I was on CD.
Looking at E4, my experience is the Solomon vs Gestalt fight. And it looks like it's the same deal. Both of them are barely moving their healthbars, the final 5% lasts a solid thirty seconds, and I don't want to know how long the fight was before that. Gestalt sits on a literally invisible amount of HP for a good dozen seconds or so, but he never dies because of verb shakes from both parties and whatever heals he has.
I don't know what the mechanics are here. IDK how sustain works. IDK the spells even. But I see two problems here. The first one is that sustain vs sustain is just as bad as it was last time, it seems. The amount of sustainability drags fights on for so long and what is usually a 5 second encounter of flashing health final five turned into a thirty second spitting contest as hp whittled away slower than my 96 y/o great grandmother walked down the hall. I passed through the tension of the final five into the realization that flashing health is more of a suggestion than a warning, and kind of just squinted at my screen until one of them fell over. Can you imagine watching that for the ENTIRE fight? I heard rumours of the Silvia vs Skeleton fight in E3.
- Sustain vs sustain drags on. It takes too long. Nerf the potency of the heals?? Limit the number of sustain type spells???? IDK how to balance this kind of system. Technically there's nothing wrong with this? For the people involved.
The second is that fighting sustain still isn't fun. I WAS a hyper-aggressive dps rush build. And I gave established characters a bit of a run for their money when I unloaded plasma strike dr psmash into pyro-tesla-fatal and slapped 30% off their bar in ten seconds. But if I fought an established SUSTAIN build, there was no point in trying. I COULD unload my entire bar into them, and it WOULDN'T matter because they designed their bar to heal it back.
- Sustain generally isn't fun to fight. RPL and unique gaps skyrocket when the advantaged user is sustain. You can outplay a higher RPL build with better shit. But you can't out-dps a higher RPL potent sustain build. Whether or not there's a solution (adopt a hyper-aggressive playstyle (which some builds might not even support)) people have been yelling about it for as long as I've been playing the game and it is not a loud minority at this point.
in conclusion, nerf mud. thank u
![[Image: Drawing-48-sketchpad-4.png]](https://i.ibb.co/MDHbzrqH/Drawing-48-sketchpad-4.png)

