Definitely, very few hermits see a Ravager and think to themselves "where should I leave this guy for when I'm on my way out?" They all are improving in how to dodge/kite them but other hermits get surprised by them and then only think on how to get by without dying and not on where to leave him.
The smartest guy will always win this game. If there are people equal to Etho, then it could be called a competitive environment. Which is probably not the case. I believe at most it is a friendly competition, and Etho is just killing it.
For the extra level 2 Ravager, you should name it "Etho's request" Just to rub it in if he ever dies to it, and to let everyone else know who to blame...
The fact that etho is still stomping the competition while tango is actively trying to hold him back, shows just how difficult it can be to balance a semi competitive game.
@@ionmeth2031he is just playing by the rules and playing to the mechanics, something he took to early, just like do1. It’s a mindset, and there are no issues with his play. The main issue is the other hermits not having this same mindset and just now catching on (like cub)
@@ionmeth2031seriously. Etho added 12 cards to his deck and still earned 16 tomes (6 left over from last phase and he traded 2 of those). He's also earned almost 250 more embers than 2nd place which is nuts.
Tango: "How many phases left?" Yes... the answer is yes... all the phases, please never stop, I literally can't get enough. I watch every hermit's decked out videos
10:35 I absolutely love how doc and etho are the only ones to react and proceed to look at each other with sheer terror as to what tango has planned for level 3
There's definitely an irony about the shards distribution and Etho still doing as good considering inside Decked Out he sometimes plays greedy (within reason) but when it comes to trading cards and shards with Hermits Etho is by far the most fair and least exploitative. See his wholesome interaction with Cleo as proof.
One thing about Etho is that he never, _never_ plays dirty. Sure, he'll exploit mechanics that seem to give an advantage, but its always within reason and is generally due to faulty design.
The Hermits might be gremlins (looking at you, Scar and Grian) but they all genuinely have a heart of gold. Cleo might be a powerhouse in every Life series, but she has a heart of gold - just see her interaction when Mumbo asked her to blow up his base.
@@StuffandThings_ I think Etho enjoys finding those 'design exploits' in games. He has said a few times in his lets play that he has played a lot of boardgames and he loves them. He also has played some card games (not sure which one exactly). You can just tell that he has a natural instinct for which cards are good "bang for your buck". Like he basically just rushed Loot 'n Scoot cards in phase 2, which gave him a huge advantage.
@@koenbrink Yeah Etho's game sense is honestly scary good, like I don't think I've ever seen someone with better game sense than him. Finding design exploits is like an extra bonus challenge for him to have fun with and adds some of his natural quirky chaos to the equation.
Etho's mentioned in passing through his lets play series that he used to code mods and play around with exploits in games like WoW, so. Definitly has a mind for mechanics
Etho IS crazy. I mean he needs a challenge. It took him all of two phases to manipulate the game mechanics and force Tango to change it so he can't break the game lol He has by far the largest and most powerful deck in all of DO2.
@Coolgirl_ig_ I haven't seen all of Doc's deck. I know his is huge though. I just think Etho's might be stronger simply because he can go through each floor so fast, get keys and loot and then still have like 16 cards left over once he gets his artifact, and he will still have like next to no Clank built up. I mean they literally had to nerf treasure and embers to having a maximum amount because he was able to get like 14 crowns in a 15 minute run. Having a ton of cards is one thing but having so many speed cards on top of insane treasure and ember cards means he can go in and get out way faster with way less difficulty. I mean if a speed card was played while he's in Level 3 then there's literally nothing that could be done to stop him because he could move so quickly to the treasure and then rush out before a Warden even got within kill range.
@@Chazmo53 doc has a larger cost to his deck, he also had max loot and scoots, etc. etho was the first to start farming treasure, and it was nerfed because of him, but that was many phases ago so I don’t really understand what your trying to say there. I’m aware size isn’t everything, but docs deck is both big and powerful, and I think stronger than ethos due to him not submitting tomes. That being said nobody else is even close to the (360 I think?) that doc and etho have, cub is at ~250 last I can remember.
@@Coolgirl_ig_ Etho has the largest deck and most expensive deck as well. Dock has 33 (non ethereal) costing 462 and Etho has 35 (non ethereal) costing 500
I feel like that's what we'd expect 10 years ago, but with how awful the companies that make games are nowadays, whenever the creator of any game cares about their game, it feels like such an insane rarity
I do love how tango has gone from warning his chat to temper their expectations for etho, to nerfing a strategy he found under the guise of preventing the emergence of an unhealthy meta, to him just straight up stating he is changing mechanics to nerf etho specifically
@@ameerasim2534 Why not? The game is meant to be fun for all the hermits to play and if etho is too far ahead of everyone else it stops being fun for them.
Suggestion for the "no key" dilemma, once looting for floor one is maxed out, or after a specified duration, you could have a piston extend a block that allows the jump boost key on level 1 to be reached without jump boost.
That just defeats the purpose of needing jump boost to get the key though? Like, Tango has done everything in his power to stop people without jump boost from getting to that spot.
I don’t think there should just be a free key after a given amount of time. I think either after some time or when the treasure runs out, some sort of challenge area (either parkour or something else) should open up that rewards a key but is difficult to do.
Idea to completely replace quickdraw with a similar level of intended power, but more actually valuable to a decked out player: redraw. A card comes out of your discard pile and is shuffled back into your active deck, where it can be played later. It basically lets you have a slightly bigger deck, which is exactly what a deep-delving explorer wants.
@@bowxfire5275 It basically has the power level of your next two cards, which will typically always be higher than the powerlevel of any 1 card. You get more powerful effects faster. Which means faster key drops, faster power ups etc. The longer decked out goes on, the more often players will start exciting the dungeon with cards left in their deck. At that point any quickdraw just equals more cards being activated during your run.
@@bowxfire5275 Every time you quick draw you're effectively reducing the time to play all of your cards by 20 seconds, which means you can get the maximum benefit from your cards with less time in the dungeon. Less time in the dungeon means less risk from hazard and potentially clank. But, as it's currently implemented, you can quick draw (I think) up to 6 times, which means you're playing your entire deck 2 minutes faster (about 3 Hazard cycles faster). I don't really think that's enough benefit for the current price, and maybe not enough to actually consider using brilliance. For 70 embers, I would personally consider something like 5 quick draws per brilliance to be worth it. With the max brilliance, this could play your entire deck 5 minutes faster (8 hazard cycles faster). However, the changes to prevent farming also make quick draw a bit risky, as it increases the chance you'll draw treasure/ember cards after reaching the max for the current floor. Especially since it's already implemented, I think quick draw should still be a thing, just with the benefit:price ratio of the card more in line with others. Redraw is a great idea, and I'd consider it more useful, especially based on the amount of time players spend in the game. But afaik it would be difficult to implement at this stage, as the per card limit system might prevent the redrawn card from being played.
As mentioned above there is an intrinsic value to playing cards faster. But looking more at the hazard and stumble cycles, it really shows how off the value:price ratio is. As it's currently implemented, a player could add 3 brilliance for 210 embers, saving 3 hazard cycles and 1 stumble cycle. Alternatively, they could stand still in a safe location for 2 minutes and add 1 sneak and 2 stability for 23 embers to block the increase from those cycles. That doesn't fully account for the benefits & costs of each scenario, but it's still an order of magnitude difference in price 😢
It'd be cool if there's like a Ole Rusty on level 4 . Requires two kits or something. Helping Ole Rusty rewards more. For only the greediest of dungeon crawlers.
@@quinquangular184you know for a fact Etho would find a way to get both Rusty and Ole Rusty every single run and get over 100 embers every run. Remember, Etho's mere existence causes the rules of the game to bend and break. If there is a loophole, he will find it and cause mayhem with it.
Leave it to Etho to dedicate a phase to build his deck and STILL somehow reach an amount of tomes nobody would ever comprehend. There's a reason he's the Lord of Minecraft and the King of Decked Out.
@@apathydron yeah, it shoul dbe king of minecraft and lord of decked out, but technically the dungeon master is the lord of decked out so.....compromises must be made
@Bt-cq6te he's the Lord of both lol. Can't wait till 1.21 when Etho gets his hands on the auto crafter and somehow makes a fully functional factory that auto crafts any item you want at 80 items per second.
You are such a great role model for keeping ego out of your work. Whether people are fawning over Decked Out, criticizing it, or reporting issues, you remain on an even keel and respond with openness and honesty. That's commendable. Also, it's no surprise Etho is stacking up those snow layers... Those Canadians do that all winter, every winter... They get the most practice irl!
5:49 10:27 19:57 all these Bdubs moments are hilarious 😂 Also, love how Tango goes from perfectly putting all the trophies on each hermit’s room nicely to just throwing the items on the ground 😂
I didnt think level 3 was in a bad spot. it was "wasting" the players time and make their run back through level 2 and 1 harder. And also keep in mind that you have to get through level 3 twice once you go down to level 4
Yeah, my view on it is that making lvl3 fairly low pressure as long as you stay quiet was great because it made most of the hermits forget that hazard was still ticking the whole time they were down there. Sure you can stay There for ages. But did you forget you have to get out again? It was a different, quiet and subtle threat I really appreciated tbh. But if it's not working for the game as a whole, I'll be interested to see how the tweak works out.
Statistically it’s not deadly enough, people should be dying in each level, taking more risk every time they descend a floor. As it stands now, the actual death rate in level 3 is extremely low, even tho the survival rate on deadly is still relatively low that’s not the main focus. Hope this came across clearly!
I think this was absolutely true in phase 2 and 3, but as people have learned the layout and built bigger decks to offset the "time waste" it has actually become trivial compared to levels 1 and 2. People who were running deadly in phase 4 were not running out of cards, reaching max clank from stumbles and dying to vex/hazard combos anymore like in the past.
@@16m49x3 No? He wants it to be harder because he has a 75% success rate not he wants to hold everyone else back. Note that Cub also wants it to harder because his success% is high too.
12:35 I really want to see a run where Gem is hunting down Etho on level 4, maybe in the same way Tango did the fake ravengers run. so the run wont count unless Etho makes it out (lets be honest he wont Gem will kill him) I think it would make for a very entertaining video
Fear not, he has enough crowns stocked up to buy an extra 5 runs, before any of his phase 5 runs. The only way tango has to stop Etho running is to close the dungeon.
What did you expect? It's Etho. His whole online presence is just him figuring out how to destroy the limits of Minecraft. If he got any extra shards he'd have 80 tomes stockpiled. Etho's the most tame Hermit but also the most insane. He will bend the laws of Minecraft at his own leisure lmao
What about a trophy for the 1000th run? That would be super cool and easy to do! You could just take that counter below the door in the lobby, and set it up so when the 1000th shard it entered the signal strength reaches 4, or 5, or whatever. This triggers a one-time T-flipflop that plays an audio disk announcing it, and delivering a trophy into their deck-return item stream.
I have been so invested in Decked Out 2 (particularly Etho as a long time Etho and Decked Out fan, because of course) that I literally had a dream about Decked Out 2. It was Etho running a level 3 from first and third person view, and _remarkably_ realistic. There were a few weird bits because dream logic. The funniest part was that Tango had added a third Warden, but it was female (pink color scheme and its name ended in -ette) purely because he thought it was funny for some reason.
When Gem said "put me in level 4" I think that would be hilarious 😂 maybe level 2 would be better but it would be so funny to put her in there with like a wooden sword or something as one of the dungeon mobs 😅
I know tango is frustrated with the difficulty of level 3 but I think level 3 will be harder when level 4 opens and hermits have to search and find a key. As well as having to rush through it to get out of level 4 and head back to the start!
Tango a few months ago: "Guys, temper your expectations about Etho" Etho today, having won multiple stages: "Tango can we add more Ravagers and Wardens?" 😅
Decked Out 3, powered by the Crafter, will have countless possibilities just picture a Crafter that creates a piece of armor as loot, and you don't need to craft that armor before hand -- or be concerned if there are enough on storage for the game
I think an interesting twist to the game such that it is progressively harder as you go deeper would be that you don't get keys randomly, instead you get compass for each floor and you have to submit it to get the key - only on your last deposit spot do you get the artifact. I am not really thinking about the implementation side of things, just from the gameplay perspective. The runs would probably get a bit slower, so there would be a some balancing issues with clank and so on, not to mention it probably wouldn't be as much fun to do multiple runs as it would be way more tedious that way. But I like the idea of it being something like a "boss run" at the end when the players get comfortable with each floor and want the run to be a little harder to successfully finish without the game being changed too much.
If i recall DO1 had a mode where you had to get several compass locations in a single run, could be implemeted here as a possible outcome when selecting the hardest mode, you find one compass location only to be given another compass, possibly on another floor.
@@apersonwhomayormaynotexist9868 Ah, that makes sense. Would be neat to implement here, but i'm guessing this late in the game there might not be time.
Maybe tango can do his coin thing in the armory of level one. You enter xx amount of coins and then a piston pushes out a block to allow non jump boost hermits to jump up, get a key, and have access to the berries.
I think the Quick Draw card could be repurposed so that it quick draws 2 cards that have already played. This extends your deck and justifies the price perhaps?
For egg hints: since, it would be kind of meh to get a hint for an egg that may have already been found from a dropper, it may be funny to make a speakeasy-style, slide opening (piston hole somewhere in the main fortress) where you personally give them a hint when they pay you crowns.
I think Brilliance (quickdraw 2) if flawed, because not only does it waste a card slot (which will be much more profound when people start maxing out their decks), the card inherently does nothing. Once you consider the first of the two quickdrawn cards to simply be replacing the Brilliance draw, you're only really getting one extra card draw, not two. The hidden cost of this is reducing the play time of your run by a whole minute. You could change it to quickdraw three cards instead of two, but this only makes the hidden cost of reducing playtime worse. Maybe you could fix it by making it shuffle the quickdrawn cards back into their deck, or even have it shuffle any two cards that were already played back into their deck. This might get out of hand if they have a full set of Brilliance cards, so maybe make the reshuffle only happen 1 to 3 times per game to prevent potential infinite exploits.
I like Grian's content but I have to say that reaction sound too fake to me. He did it 100% for the content. I've seen him cutting some other hermits speaking purposely (I not mean in voice chat, I mean during the edits in his videos)
@@Random_person98everyone should do that when it fits the content, though. obviously, it's possible to do it badly, but I don't think there's any shame in it as a practice.
It just really fills me with joy that you hid Cleo's egg in the most hellish place in lv 3 possible. I think she'd get a real kick out of that. I can't wait to see where it's hidden.
49:10 What if Brilliance was permanent and thus fired straight away? Getting out some fast cards could put more treasure in the dungeon for a fast key or early clank/hazard block could be quite powerful and speed up runs considerably. Could combo with Speed Runner nicely. As a double-edged sword it could also hit less optimal cards like Second Wind. Amazing job on decked out. A truly amazing accomplishment. You should be immensely proud of yourself and thank you for the hours and hours of content that we have been spoiled with because of it.
I want to suggest a reward for the most memorable run (by community poll) There are some that I can name on top of my head. - Scar compass, Cub clutch run, Ethos little slime, Gems keys, Xisuma lackey, etc. It would give something for the community to stay hyped and more exposure for the hermits they don't normally watch.
Tango and a few others have stated that anything based on subjective opinion isn't a great idea for the hermits or their community and as a result they would rather not even entertain the idea
Mrs T is a delight. You've done such a great job on the first three levels, can't wait to see lvl 4! Lovely that Rusty is the hermits mascot 🎉 Btw thanks for uploading these to your 2nd channel
my first idea for the auto crafter was to use it as a compactor. Attach it to an iron/gold farm. Hook up an item filter to take all the ingots or nuggets and feed them into a crafter with a comparitor set to activate at a strength of 9 so as soon as it gets 9 ingots/nuggets it spits out a block/ingot.
As somebody who has come to be really annoyed by the UIs, I would totally set up an iron farm system where I could just press a button and have it spit out iron ingots, iron blocks, or iron nuggets as I need.
Tango, I don’t know what you have planned for the forge, but here are a few ideas: 1. To access the forge, players could use an extra key from the dungeon. Many people are taking keys out, and they feel useless because they could have been extra treasure drops. Maybe leave 3 and 4 keys lead to higher rewards then 2 or something 2. Maybe have an ember locker? Players could store embers there and get a locker key. They have to take the locker key in the dungeon next run and if they die, they loose the embers in the locker forever. Obviously it can’t be too op, so maybe 3/4 of the embers in the locker will disappear? Like if they put 40 embers in, then they get only 10 back. 3. Instead of adjusting the ember shop, the discounted cards could be in the forge. There could also be a card that gives more discounted options, like the eye on the prize card I love the game so much tango, really one of the greatest inventions in survival Minecraft❤❤❤
Let's see how Level 3 performs this week! Am absolutely looking foward to more funny deaths there. If Level 3 is still too easy, you could scatter blackstone pressure plates on the ground, making them very effective and hard to see noise traps! Especially, when the runners have darkness!
I Hope Tango has enjoyed his very well deserved break! I'm not sure if my Decked Out withdrawal feels the same but it has allowed me to catch up not only on Tango's streams but also countless other hermits!! I can't wait to fall behind in Decked Out content again, once the dungeon opens on Monday!!!
new core mob is an interesting concept, but soooo easy to do wrong. Given that the zombie is your default melee mob, skeleton the ranged attack and creeper the sneaky explosion, they'd need to find a new type that fits the old 3 without feeling fake. some magic mob, like a spectre or ghost that only comes out at night might fit well. Make the nights scarier.
I don’t see why evokes aren’t just made more common. A new mob would be cool, but there’s also some that are underutilized. Herobrine could be a cool addition too, though.
I think the difficulty of level 3 was just not really obvious, but the time needed to get there and the resulting more difficult return (especially through level 1) was very dangerous. Also being found on level 3 is generally an immediate death sentence, because the wardens are so fast and have a huge blast range. So if you put down a few too many pressure plates and doors the survival rate of level 3 might immediately drop to 0%. And finding eggs there might become almost impossible D: . Some decks are becoming large enough to handle the time spent in the dungeon now though, so the time issue might become less of a challenge to these players. Grians hazard block focused deck was working really well for him
The problem is they keep looking at etho. Etho makes it looks easy. Some people haven't even went to level 3 yet, tango gonna make level 3 harder which is sad for those who never went before yet
I think that the ominous ambience is the best part of Decked Out 2 design because it really sets the mood. Like imagine you were walking down your stairs and you heard a shrieker followed by three high-pitched noises.
This past phase saw some really good runs from all the hermit! 20 tomes for both Etho and Cub is crazy! Also, I wonder what method Tango ended up going with for the permasneak problem in floor 3. I really liked the idea of clank and hazard increasing if noise wasn't made (opposite of the first two floors)
It's amazing how much dungeon knowledge the hermits have accumulated! In the beginning the hermits were dying left and right at easy obstacles (like River of Souls) and the water+spike obstacles near the exit, and now they navigate so precisely, mastering so many dungeon-skills!
When Tango mentioned that Cleo's egg is a very difficult spot to find and that no one is probably going to be able to locate it, am I the only one who thought Cleo's egg is placed in one of the crevices of one of the Warden Staircases with Soul Fires?
Tango, you're the champ, thank you. I can see how hard you're working in the videos, I can't imagine what it is for you off-screen. Also, on the yt side of things, I'm happy to see Scar. I've been worried.
What about adding the various floor keys to the crown shop so if you arent confident in your key luck you can spend a few crowns to take a key in with you.
This entire game is insane. You're putting in so much work to make it keep working. You're an evil genius, Tango. Thank you for your hard work and dedication!!!
just bought both deskmats. I couldn't decide and there was a bundle pricing, so just got both. Why the heck not? Thank you for creating such an amazing game, Tango. You truly inspire many of us, and are so talented with what you do. Keep up the amazing work.
In her recent video, Gem made it down the depth charge lake to the barrel and it contained 3 coins and one frost ember. At this stage, she had spent 14 minutes in the dungeon. Seems like an awful reward for such a risk.
I expect that the frost ember card shop’s redstone is too complicated to touch, but I had an idea for a card. “Bargain Bin” (Permanent, Ethereal): The card shop reveals two cheap uncommon cards instead. So instead of 4 random cards, it only reveals two uncommon cards less than 26 embers or so (i.e. the lower half). This would be bought in the crown shop, targeting players who are struggling to get lucky buying uncommon cards, whilst being unappealing to those in the lead. Seems you have a lot on your plate, so no worries if you skip this. Thanks for making such a crazy game.
37:47 Wireless redstone for the autocrafter should be possible with the new calibrated sculk sensors though, but it'll probably take people some time to really get the hang of working with them...
Hey tango, big fan. I think with the changes you’ve made to level 3 people will begin to mix in some fast movement into the perma-sneak strat. If they are going to alert to wardens anyways… gotta zoom! So your clank gen on lvl 3 in the next phase may start to be a factor. If no clank gen on 3 and 4 causes nerf to your clank block cards. Excited to see!
47:50 Yes! Level 3 doesn't need to be harder for the amount of Embers players get out of it currently. If it's going to be harder, the reward needs to be worth it.
932 your game is like one of the best games ever I’m telling you just from that number alone you can tell that you did something awesome good job major props to you
No idea if Tango will see this, but I have 2 suggestions. 1: Make it so one of the uncommon cards is always available to buy. (random which one) 2: a Legendary card that drops a key in the lower level of the crypt at the start of the game. (this is to combat those low luck rounds when you can't find a key on lvl 1)
I've been waiting earnestly. tango, you are such an amazing content generator, both for yourself and others, and your personality is a delight. my wife and I were saying how nice it would be to live around you and Mrs T, but.... it's already too hot for me here in Iowa! I want to move back to New England! So you're safe from us for now. XD
When the main competition is done, I’m really hoping for a tag team run mode but make it so the top ember earners team up with the least ember earners.
For auto crafter factory signaling, have a water stream circling the factory that droppers can use tickets on to request resources. The resources could then either be put on the same stream or a different one.
I think the auto crafter will be fun, and a huge QOL update. But that's all it is, fun and QOL. It's not like slime blocks which unlocked an entire new branch of the game. That being said, I think it's one of the best things added to the game. - Condensing Iron/Gold - Automated piglin bartering without having to do a ton of crafting. - Kelp/Bamboo are now properly fully automated as the best fuel sources in the game without having to rely on autoclicking blaze / wither skeleton farms. I also love the idea of making a shulker-based "auto-crafter" somewhere. You have a 3x3 grid on the floor and you put in shulkers of items in the spots they would go in a crafting grid. Once all area loaded, you press a button, and it will send those items, craft them, and output all the items and pack them into shulkers for you. This kind of thing will become the next step up after auto-smelting systems I think.
37:00 Crafting Logs to wood to chests to hoppers will be crazy useful. Mainly because it's so darn timeconsuming, I do hope tho that you will be able to put a filter on it for each slot. Would love that a lot to be honest. :D
I like the idea that for level 3, you need a key to leave. The door locks behind you and the only way to get a key to drop is to generate clank. It would allow people to sneak as normal going in, but force them to then make some noise and have some risk on the way out.
Tango not going to put clank generators will make the game quieter with less sound effects, which actually will make the heartbeat the main loud noise left. The burning dark will feel so much more creepy 😮
Idea for the coin to key converter: Style it to be a metal forge that takes time to heat up (hence the x minute delay for use) to melt the coins and the press into a key shape. Could make for some fun hammer hitting/forge fire sound ambiance while converting
I hope when Mojang gets around to expanding on the Deep Dark, they add a hostile mob that can see the player but doesn’t aggro the Warden. I think that would help with making an appropriately difficult Warden level.