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Phantom improvements

29 replies [Last post]
Wed, 11/12/2014 - 12:20
Blandaxt's picture
Blandaxt

Improvements to Phantoms

- I feel the phantoms do not really give players a scare tactic like the Aprocrean levels do (even with their curse status attacks)..

- I propose to boost the phantoms up, not by attack or health (like the usual way of increasing difficulty), but by effect. Here are some ideas I have cooked up. Tell me what you think about them.

• Idea#1: Have the phantoms be more of a stalking enemy by having them follow the player's shadow (not that we have much of a shadow neither in SK, nor in graveyard either) after they are defeated. They will stalk the player, following that player's every footsteps until re-summoned to take that player's life. The real danger in this is that if that player was playing with more than one teammate, then more than one phantom can come out of one shadow. So if the party was at its capacity, then 4 phantoms would come out of one shadow to gang up on one player. Once summoned, the phantoms would designate that player as its sole target unless aggravated by another player. I feel this effect would give the players playing in a party more of a scare and give them an incentive to keep together playing as a group instead of wandering about in a haunted graveyard.

• Idea#2: Allow the phantoms once summoned to attack a player would be able to summon nearby skeletons in a graveyard. The skeletons would be affected by the phantoms aggravation and follow to attack the player that is the target of the phantom. These skeletons that have been chosen by the phantom would be given random status attacks such as ice, fire, shock, curse, and poison. The skeletons would also have an additional effect of once destroyed would give 25% of its health to the phantom therefor regenerating that phantom's health. This way, the player or player's would designate the phantom of each graveyard their priority target and focus on eliminating the phantoms first before choosing any other targets to be eliminated. Last but not least, while the phantom is in its dormant state after it has been defeated, it will create illusion tactics at the player or players that it has targeted. These illusions can be represented as a flying phantom head charging right at the player, a floating sword ready to strike at the player's back, or an army oh phantoms charging at a supposedly helpless knight in the distance (the knight of course will be an illusion also).

• Idea#3: This is my final idea for today and this idea will be simpler. Any fallen knight in a party that has fallen and not revived will have his armor and weapons are re-skinned unto a phantom. The phantom will take on the appearance of that fallen knight and continue to attack his/her comrades. The phantoms that has taken on that knight appearance will not make a sound once summoned but nonchalantly walk up to a living knight as if he was part of the group unless attacked. That phantom would start attacking the moment that it has reached its approximate range for a sword strike and then will yell that "shhrrreeeak" sound it always does once re-summoned. The first strike that the phantom deals while in this state will automatically inflict curse and deal an additional damage as the same when a player has come out of recon state when using the Maskeraith. I feel that this way if a player in a party does not keep constant watch of witch comrades that are still living, that knight will be caught off guard and let the phantom get close enough to deal a crucial damaging blow.

Well, these are my ideas for phantom improvement and if any of these were implemented, I also propose to have a way to ward of phantoms at the exiting elevator. So players that have reached the elevator will not be punished because their teammates have not reached there yet. Tell me what you think about them and if any of them are good or need to be changed

Source: http://forums.spiralknights.com/en/node/105721

this source is where i originally posted my idea and now i made it it's own thread.

Wed, 11/12/2014 - 12:32
#1
Jungle-Sword's picture
Jungle-Sword
I like the idea a lot :D

I'm for idea 1 or idea 3, both of them are good but idea 2 is....I dunno having them make illusions....many knights won't notice or care about them once they know that they are just illusions.
But the other 2 ideas are great! My personal fave is idea 1, because then you have to sty in groups as you say and can't just part away from your team

Wed, 11/12/2014 - 13:45
#2
Holy-Nightmare's picture
Holy-Nightmare
Phantoms are already tough,

Phantoms are already tough, they can status walk some haze bombs, they deal that powerful and rare curse, are pretty dodgy when fought with swords, and are immune to long range gunfire.

Their only real weakness is having to deal with bombers, bombs keep them a bay but still deal damage plus Phantoms can't sidestep bombs like gunfire or sword combos.

One possible buff is to give them a Curse dealing retrode style beam and a spin attack that leaves a weak curse haze (like greavers).

________________________________________________________________________________

Number 3 is interesting but can cause a full team graveyard run to come apart faster than a game of Jenga between 3 year olds; it also has no effect on graveyard soloers.

Wed, 11/12/2014 - 14:05
#3
Fehzor's picture
Fehzor

What if killing the original phantom summoned 2 phantoms upon its return? So in a party with 4 phantoms-

First barrage of phantoms: 4 phantoms
Second: 8
Third: 12
Fourth: 16
Fifth: 20

And then it would probably be wise to cap the phantoms after five barrages.

Wed, 11/12/2014 - 14:13
#4
Holy-Nightmare's picture
Holy-Nightmare
@ Fehzor

7 phantoms against 1 player is already too much, you want up to 20 phantoms at once?

Cut their damage a lot and remove their curse status and we can talk; we want this game to be easy and fun for new players and there are some early missions that require the player to go into graveyards, we don't want graveyards to become the new compound.

Wed, 11/12/2014 - 18:18
#5
Fehzor's picture
Fehzor

Yes! In T3, vs a team of 4 as a punishment for taking too long on a level that isn't supposed to be an easy disappointment? You pansy lol.

Thu, 11/13/2014 - 09:54
#6
Holy-Nightmare's picture
Holy-Nightmare
@ Fehzor

A fair amount of players in T3 are knights around the 4star mark and most of these don't have or even plan on using Chaos Cloak or BK sets. Brandishes get ruined by gravestones, bombs have no good elemental choice, and bullets get lost in the masses of zombies.

This may be a fun idea for people with maxed sets but the general SK populace wouldn't like a massive difficulty spike especially in a place with at most 6-7 free boxes (on a good run)

Thu, 11/13/2014 - 10:50
#7
Fehzor's picture
Fehzor

Well first, if the difficulty is really an issue, we could only apply it to elite mode. That way, players could have harder content that is also easier for them, negating the entire point of making harder areas. South Park knows what I'm talking about-- DEW THE MATH!

But to be honest, I kind of dislike how new players come on and are like "Geeze, T3 is too hard and I don't have enough 3/4* orbs", and think that we should raise the difficulty a bit in T3 to scare them out. Where will they go? Tier 2. There is no shame in playing on Tier 2. If they were playing in T2 and enjoying the game, they wouldn't have problems with difficulty OR orbs. At least most of the levels in T3 do a fairly good job of slowly introducing the changes to monsters, and there is nothing there that they haven't seen before, so if they're having massive problems with the new-found difficulty then taking a step backwards isn't that terrible. Crazy phantom barrage would be AWESOME and you know it.

And like I said above, the whole point of graveyards is to be awful and they just aren't right now.... they're just an average level, due to how there is literally nothing in them that walls elemental damage. As for the 6-7 free boxes, the spawn rate of red boxes (the game spawns arbitrary boxes, which become red or green) is actually boosted on the level compared to most others, so even if you're getting less boxes you're still getting nicer loot.

Thu, 11/13/2014 - 11:17
#8
Holy-Nightmare's picture
Holy-Nightmare
@ Fehzor

Still not fully sold, I like the limiting idea but rather to elite T3 why not put it in certain missions? This way it becomes a one time problem for people playing through missions and a challenge for those (like you) who want to have fun. This way it isn't something that empties your party when you get there (lots of people ditch on compounds because it's too hard) because people are expecting this.

Thu, 11/13/2014 - 12:26
#9
Fehzor's picture
Fehzor

This is going a bit off topic, so lets talk about it here instead of derailing this discussion-> http://forums.spiralknights.com/en/node/106104

Fri, 11/14/2014 - 14:18
#10
Blandaxt's picture
Blandaxt
About the ideas

Well most of the ideas are for team runs so that instead of just increasing the zombie/phantoms defense and health and damage output, we can give players a bit more of a challenge when going through graveyards as a group. Right now the only difficulty when going through graveyards as a group are: increase monsters defense, attack, health and the amount of phantoms.

#1: If I were to try out number 1, players going solo would have no increase difficulty going through graveyards. So I was thinking of a way to improve it by combining it with Fehzor's idea. But instead of increasing the amount of phantoms, we could add a monster that is already a part of the game. The lost souls ( http://wiki.spiralknights.com/Lost_Soul ). We could make it that for every time a phantom has come back to life, the amount of lost souls present would increase by X2. There would be a cap in the amount that can appear, but the longer a player stays present in a graveyard level, the more dangerous it will become. Players can get by this difficulty by just avoiding the phantoms all together and not killing them, but it would not change the fact that the phantoms will represent more of a threat then what they are now which is a stronger monster like the fiends.

#2: about idea number 2, I can see that once the word gets out that the attacks the phantom makes after its defeated are just illusions, but I kind of want them to stay that way. The way I see it, once the phantoms and the zombies and the phantoms have been defeated, the graveyard itself becomes just another plain level. Like all levels, once all the monsters have been defeated, there is nothing to be afraid of because the level itself is not a threat (excluding levels that have traps like shadow fire or spike traps). Graveyard barely has any of the traps most other levels have like the spike traps and other forms of traps. So I wanted a way to for the graveyard level itself to still be feared even after all the monsters have been defeated. the same way some food have a sauce you can pour over it to make it taste better, if want a something to give the graveyard level a scary look even if it is fake. Like the special effect in a movie or the same way a person wears a mask, it can still give off a vibe even though you know that there is nothing to be feared. So if the graveyard level could emphasize this effect, I feel it could become to players exactly what it says in its description “hungry for the life of any live soul".

#3: About idea number 3, it also has no effect on graveyard soloers like idea #1. I only created it so that players would be wearier of leaving each other behind and moving ahead. If a players was to solo the graveyard, then it would be just like any other graveyard. I can't really think of a great way to increase the difficulty. If anyone has a better idea or any other way to increase it, I would gladly welcome it.

Also has anyone thought about warding the phantoms at the exit elevator? I feel it should be sense it is a final destination for the graveyard level.

Sat, 11/15/2014 - 03:14
#11
Mystrian's picture
Mystrian

More adds make one mob harder?

Sat, 11/15/2014 - 21:24
#12
Fehzor's picture
Fehzor

Well it's more that due to power creep and us learning how to deal with everything present on the level, graveyards just aren't as much of a threat any more and the original intent behind them was to be a hard, bad level that penalized the player for taking their time with phantoms.

"Where monsters fear to tread"

Sun, 11/16/2014 - 11:00
#13
Blandaxt's picture
Blandaxt
yeah..

@Fehzor:

yeah, and that's why the phantoms the main dish of the graveyard should get a boost and more emphasis on it's abilities.

Sun, 11/16/2014 - 12:54
#14
Holy-Nightmare's picture
Holy-Nightmare
@Fehzor

It's not the monsters fault they are easier to deal with... it is all the damage boosting armors, and new OP weapons

There used to not be so many elemental weapons (back when CIV was good) now we have hammers, brandishes, etc.

Sun, 11/16/2014 - 14:40
#15
Blandaxt's picture
Blandaxt
lol

well we thought eventually OOO would beef up the monsters after the pet update. oh well all i can do is wait.

Sun, 11/16/2014 - 18:31
#16
Fehzor's picture
Fehzor

@Holy-Nightmare

Yes, that was what I said. And CIV was never considered good at any point, excluding perhaps some brief spell prior to the launch of the actual game.

Sun, 11/16/2014 - 19:37
#17
Holy-Nightmare's picture
Holy-Nightmare
Hopefully

Maybe after the Core is opened there will be more levels inside the core, perhaps the monsters here will be more powerful

@ Fehzor

The CIV is the safe choice for taking out Deadnaughts and OHKOing Howlitzers, the FOV is more powerful but suicidal for most Chaos cloak users, other than that CIV is outclassed on many levels. It is also good to have in undead clockworks when a Mender shows up but in general you carry a pierce weapon into undead clockworks for the fiends that plague the place so a mender shouldn't be a problem unless your team is nothing but full hammers.

Sun, 11/16/2014 - 20:31
#18
Fehzor's picture
Fehzor

Then why don't very many people use cold iron vanquisher for that?

Sun, 11/16/2014 - 20:44
#19
Holy-Nightmare's picture
Holy-Nightmare
@ Fehzor

It's has very limited use and most people would rather have a Brandish or a DA for handling these 2 enemies even if neither are as exceptionally good at taking them down as fast with a charge.

Lets look at raw numbers:

Glacius charge in stratum 6 hits 613 with no boosts (it may get one explosion hit since these targets don't ride brandish waves so that may be +184 damage)

DA charge hits 682 (with bullets hitting 206)

CIV charge hits 1269 total

Sun, 11/16/2014 - 21:12
#20
Fehzor's picture
Fehzor

IDK, I see most people using warmaster rocket hammer, brandish normal hits or blitz needle for the deadnauts. Warmaster rocket hammer does 1466 according to the wiki, if the full combo hits. Brandish does 966, which isn't bad if you're using it for crowd control anyway.

And what about leviathan blade? If I can get to +6 damage with it, wouldn't that be better?

Mon, 11/17/2014 - 12:50
#21
Holy-Nightmare's picture
Holy-Nightmare
@ Fehzor

Of course a max damage Leviathan blade would work, of course the only safe way to do this short of UVs is Snarby set with a sword damage sprite perk.

The CIV would allow you to use other sets that could be better such as Divine set (for shock), Almirian (for curse), or Fallen (for fire). Plus you could get Max undead total on a CIV just by adding a sprite perk.

Of course an FOV with no damage perks would still be better since it can hit up to 2260 in stratum 6. (Not including that strong fire damage)

Mon, 11/17/2014 - 13:27
#22
Fehzor's picture
Fehzor

What about the stun from celestial sabre? It's charge does 1104, and stuns around 25% of the time if I recall correctly. If you were able to take advantage of the stun and get in a full combo, it would deal 1768 every time it stuns. If you swapped that out for a quick warmaster rocket hammer combo, you'd get upwards of 2570 damage from that one stun chance. On average, using the warmaster rocket hammer with it would net you a total damage of 1470, much higher than you would expect to reach with cold iron vanquisher.

I'd also consider that crusaders have a soft spot for the stun status, and are not considered undead- making this weapon highly versatile in many situations that appear alongside deadnauts. Similarly, phantoms are not immune to stun, so the weapon would beat out cold iron vanquisher in almost every situation.

I mean, if you're going this far out of your way to craft a specialty weapon for this small subset of enemies, you're probably invested quite heavily in Spiral Knights and should want to find time to purchase a sabre. You can argue that it's too hard to get, but really we both know that people saying that are just jealous.

Mon, 11/17/2014 - 13:45
#23
Holy-Nightmare's picture
Holy-Nightmare
Most players would rather

Most players would rather invest in a Mixmaster that doesn't activate shields or dodge responses than a normal/stun sword

Also none of my damage calculations add in the fact that the charges from 3 hit combo swords let you jump into the 2 last swings either.
Stratum 6

Leviathan/Celestial plus combo end: 1565

CIV plus combo end: 1783

Glacius plus combo end and the one explosion it gets on stationary targets: 1471

FOV plus combo end (dear god): 2871

Mon, 11/17/2014 - 14:29
#24
Fehzor's picture
Fehzor

Well that's for the stun. Cold iron vanquisher doesn't have the stun.

Mon, 11/17/2014 - 15:43
#25
Holy-Nightmare's picture
Holy-Nightmare
Status or death?

The status or death argument is as old as Acheron vs Obsidian Edge.

Most players use the Acheron over the OE; while these weapons are far more common than the CIV or CS I'm pretty sure that any player who crunches the numbers would go for the CIV (especially since it is cheaper and more obtainable)

Mon, 11/17/2014 - 16:55
#26
Fehzor's picture
Fehzor

Well I guess that solves it. Cold iron vanquisher is better than the brandishes and warmaster rocket hammer.

Mon, 11/17/2014 - 17:01
#27
Holy-Nightmare's picture
Holy-Nightmare
@ Fehzor

Just for 2 kinds of enemies, Deadnaughts and Howlitzers. (could probably deal heavy damage in a party with lots of Freeze/Shock weapons)

Of course the FOV beats everyone else out by at least 1k damage.

Mon, 11/17/2014 - 17:20
#28
Fehzor's picture
Fehzor

Well yeah, but deadnauts are basically the hardest undead enemies in the game, and howlitzers aren't too far behind them, showing up whenever they do. Why should I craft a brandish or bother heating warmaster rocket hammer when I'm set for life with cold iron vanquisher? The game isn't going to get harder than either of them. From now on, I'm recommending cold iron vanquisher over elemental damage.

Wed, 11/26/2014 - 06:48
#29
Blandaxt's picture
Blandaxt
WEll..

this became a topic about weapons and a little about monsters. anyway, i think all have been said about how to improve the phantoms and the graveyard level. But if anyone have anything else to say about this topic, please feel free sense this is the last bump to first page it will get.

Also, just a question. Once this topic has been thoroughly fleshed out (in my opinion, almost), should i move it to graveyard?

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