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Things that (EDIT) I think should be changed

31 replies [Last post]
Wed, 07/13/2011 - 00:29
Draycos's picture
Draycos

EQUIPMENT

Issues with equipment.

-There are pieces of gear that are inferior to other items, DESPITE being the same star rank, leaving players with limited choices for effective gear.

There's one in particular that I want to point out. The Chaos Set. You have negative resist to EVERY STATUS IN THE GAME, inferior defense compared to the Grey Feather and Divine sets (including status resists you'd miss out on!), and what do you get as the tradeoff?

Damage Bonus: Low, for either equip.

WHAT? Seriously, what? At least give it CTR Low if the defense and resists are that terrible; I mean, really!

-Fang of Vog needs to be stronger than it is right now; while its charge attack is the best in the game in certain situations, even with maxed fire resist, it still hits you hard. That and it takes 1120 energy for 14 full tier 3 runs to get the Almirian Seals necessary. Vanaduke is currently the hardest boss in the game in the hardest boss stratum in the game which deals one of the most problematic statuses on a regular basis; Fire. Other weapons comparable in usefulness to this can just be crafted; Fang of Vog is currently the hardest weapon to get...

-Some guns' charge attacks still arent' good even with the last buff patch, particularly Argent Peacemaker and Sentenza, where using the charge is actually a very, very bad idea. Leaves you open, only good for slow moving enemies, and doesn't deal enough damage to make up for it...

-Bombs sometimes disappear when used (they don't detonate).

-Some three-hit swords have an issue where the third hit won't connect.

ENEMIES

Issues with enemies.

-Flinching doesn't make Jellies stop using their spike move; it still hits.
-Skellies have a very, very glitchy grab. Sometimes, when shoved mid-grab, they attack the air. Sometimes they don't even grab a player and attack twice in quick succession, with them still immobilized.
-Vanaduke gets stuck on the corners of his room on occasion.
-Darkfang Menders can revive other Menders, and the ressurected DM can use all the skills that would otherwise be limited again (AoE healing, reviving, shielding). Either change this, or make it so they can't heal themselves, but still revive other menders. If that's overkill, maybe remove the self healing, but make them heal over time? Their Ember Bolt and staff attacks cannot be seen coming and no matter how weak they are, they're still cheap as hell. Remove them, or at least give some warning that they're going to use them; sometimes they run, sometimes they turn around suddenly and hit you. Tier 3 is meant to be hard. Don't make it cheap, don't shove artificial difficulty in there and call it a day; it just makes things... not fun. Heck, Wings are perfectly fine, why make menders so much more powerful? A single DM mender can keep an entire arena or danger room mob alive just because of AoE heal spam.
-Darkfang Thwackers' spin attacks are just unfair, almost like Menders' staff attacks and EBs. You only have a fourth of a second to react, and then you get sent flying and stunned; usually if you shield you get knocked into obstacles, since these guys are common in danger rooms.
-Wolvers teleport mid-attack ([edit] or right before attacking), sometimes randomly; sometimes they teleport far enough away that they attack away from you, but if you get close they automagically turn around and hit you. Cheapskates. They also block movement at the place they're teleporting to before they quite get there.
-Fiends should flinch every time they get hit; they flinch no matter what hits them when they attack, and even when you have a fast weapon, you hit them once and then they start attacking and hit you before your next strike connects. Even when it's fast. Just fixing this would make them a lot less stupidly powerful compared to other mobs.
-Mecha Knights' shields stay in the same place and still impede movement and projectiles even when the knight in question is shoved away. Their third attack in their normal combo hits farther ahead than actually displayed. (NOTE: This is also a problem with Phantoms, if not more of a problem with them.)
-Rocket Puppies. Nerf them. Need I say much else? They're utter hell in groups of more than three; you can't shield, you can't dodge, you can only hit what you can while you've got hit-invulnerability and burn through your health capsules.

SOUND

Problems with sound effects and music.

-If too many sounds are playing at once, some don't play.
-We need a notable warning for when our health gets dangerously low. Sometimes people forget.
-The battle tune, used in arenas and danger rooms, is too loud compared to other tunes. So is the victory tune.
-The normal clockwork tunnel music is too quiet compared to the other tunes.
-On rare occasion, the level music still plays even when the battle music is playing.

OTHER

Miscellaneous issues not belonging in any of the above sections.

-It's kind of unfair how you don't know when you'll get left with one bar of health after the next attack or not.
-Trinkets need to have more of an effect on your defense, given the massive token cost.
-Levels need to be balanced in terms of crown and heat payout.
-Enemies stunned during attacks sometimes attack before their animation gets to the attacking point.
-Arenas, no matter what type they are, are dominated by Constructs.

Wed, 07/13/2011 - 00:35
#1
Shuwashuwa
Legacy Username
No.

No.

Wed, 07/13/2011 - 00:41
#2
Anraiki
Legacy Username
@Shuwashuwa Yes. Read it you

@Shuwashuwa Yes. Read it you lazy fool.

Back to topic.

I agree about the fiends. Evil dudes that hit you back despite if you hit them. Further more there are a lot of them throwing stuff at you. I can understand the difficulty but getting hit while hitting when they don't flinch just make them that scarier. However... this could be a intended game mechanic. It does shy me away from fighting against them without confidence.

[Edit] Rock Puppies don't need a nerf. They can be handle properly if you attack them head on easily. I have never had a problem with them.

Wed, 07/13/2011 - 00:41
#3
Draycos's picture
Draycos
@Anraiki Well, if it was

@Anraiki

Well, if it was intended, I seriously hope they change stuff around. I mean, why should little midget things throwing office supplies be more dangerous than Vanaduke in some situations?

Wed, 07/13/2011 - 00:46
#4
lawlz
Legacy Username
They just need to take away

They just need to take away attack warnings for vanaduke. That would be fun.

Wed, 07/13/2011 - 00:48
#5
Draycos's picture
Draycos
@lawlz Eh, that wouldn't make

@lawlz

Eh, that wouldn't make much of a difference, considering how huge he is and how obvious some of his attacks are anyways.

Wed, 07/13/2011 - 00:49
#6
Thoranhippo's picture
Thoranhippo
All agree. But you should

All agree. But you should have put it straightly to the Bug reports section, because it's gonna be moved there, I guess.
Let me add some about
EQUIPMENTS:
-The 3rd combo of many swords still fails to hit its ennemies quite often.
-The greatswords often bug which makes it impossible to chain 2 hits with them (spam click, yet your character won't do the 2nd hit combo)
-Bombs disappearing after being set.
-Antigua gun series aren't accurate at all.
Thats all I noticed.

Wed, 07/13/2011 - 00:57
#7
Twiddle's picture
Twiddle
To me, the one issue that

To me, the one issue that they should fix as soon as possible is level payouts. Level payouts are not very even across different types of levels at the same depth. I think this is true even with the recent jelly castle nerf. They should get together and decide that at such and such a depth you should get around x number of crowns and x number of heat, and fix it so that you get about that much heat and crowns for doing that depth.

this next part is pure speculation, but I think OOO is aware of the problem and are busy trying to fix it. I think the recent patch was more of a quick fix that solves the most problematic areas, and that patch will have to do until they they fix the system proper.

Wed, 07/13/2011 - 00:57
#8
dotEff
Legacy Username
T3 Rocket Puppies

@Anraiki Rocket Puppies do need a nerf especially T3 ones... If you've ever been to a room filled with 3-4 of them, you'd know how impossible it is to deal with them because:
- The rockets can turn 360 and hit you
- 3 rockets is all it takes to take out your 5* shield and a single rocket can take 1/3 of your full health
- The rockets causes fire status
- Did I mention that the rockets can freakin turn 360? Who's idea is that? ¬_¬'

Wed, 07/13/2011 - 00:59
#9
Draycos's picture
Draycos
Well, this is composed of the

@Thoran

Well, this is composed of the Arsenal, bugs, and suggestions, so I put it here...

Can't say much about the 3-hit inaccuracies; i can say that the swords I have used that have three hits actually have more range than normal on the last hit, more than displayed.

That bug works with other weapons, too; with my Barbarous Thorn Blade, if I attack, shield cancel, attack again, SC, then attack, I can't cancel the last attack. It's the first hit, not the third, like it should be.

Dunno about the bomb glitch, I've never used a bomb. Confirmation, anyone?

Antigua lines being inaccurate is due to autoaim, I think, but I don't see it happen to me too often.

Wed, 07/13/2011 - 01:00
#10
Eeks's picture
Eeks
-Flinching doesn't make
    -Flinching doesn't make Jellies stop using their spike move; it still hits.


Yup. They just do their attack less and the range seems a bit shorter than the original patch which is why most people aren't complaining anymore. They can still finish their spike attack AFTER they die and hitting them while they're beginning to spike up doesn't change the distance of the spikes (they still come up in the same spot)

    -Lumbers can knock you around, but not deal damage, if they attack from behind a barrier.

This is actually intentional. There was a time where they did deal damage to you through barriers and it was way more broken then it is now.

    -Danger Rooms only have Jellies and Gremlins in them. No undead, fiends, constructs, nothing.


They are going to be introducing more variety in danger rooms soon, at least according to a previous update thread.

Wed, 07/13/2011 - 01:04
#11
Draycos's picture
Draycos
@eek5-Lumbers: Oh, it's

@eek5

-Lumbers: Oh, it's intentional? Editing that out posthaste, then.

-Danger Rooms: Well, that was weeks ago, so I thought I'd put that in there anyhow...

[edit] Well, second thought, I guess it is pointless to have it in there then. Editing the DR part out.

Wed, 07/13/2011 - 01:07
#12
Eeks's picture
Eeks
re: weapon glitches
    Dunno about the bomb glitch, I've never used a bomb. Confirmation, anyone?

yup, yup, yup and yup:
http://www.youtube.com/watch?v=EmQxMvxDlIo#t=15s
http://www.youtube.com/watch?v=_TfRb4cuV5M#t=1m05s
http://www.youtube.com/watch?v=EIw4K718Qo4#t=55s (bomb at 1:02)
http://www.youtube.com/watch?v=3HcM1vYgLPY#t=2m14s

    Can't say much about the 3-hit inaccuracies; i can say that the swords I have used that have three hits actually have more range than normal on the last hit, more than displayed.

Basically the third hit on most 3 hit swords misses, all the time. A lot of people make the excuse that the 2nd swing has knockback on it but I've observed that even pinned and frozen enemies will have the third swing miss so it definitely isn't an issue with range.

Wed, 07/13/2011 - 01:07
#13
Draycos's picture
Draycos
Got it, editing the list.

Got it, editing the list. Thanks.

Wed, 07/13/2011 - 01:13
#14
Eeks's picture
Eeks
Anraiki Rocket Puppies do
    Anraiki Rocket Puppies do need a nerf especially T3 ones... If you've ever been to a room filled with 3-4 of them, you'd know how impossible it is to deal with them

I don't have a huge issue with rocket puppies. When you're solo it is pretty easy to avoid although it could be more forgiving. (especially considering the huge nerf they did to the flame turrets)

When the rocket is deployed you have a little light on you if you're targeted. If you're able to turn and break the targeting the rocket should stop its heat seeking course and continue straight on. This would make it "easier" to break a rocket's course but also prevent people from guiding rockets into other puppies in arenas.

For team play, I don't think rockets should be able to change targets. This totally screws with team work. One player should be able to aggro the puppy and break guidance on the rocket while the other takes the puppy out. Right now the puppy can have aggro on one player then shoot its rocket which does a U-turn and hits someone else. This is pretty cheap and unavoidable.

Wed, 07/13/2011 - 01:27
#15
IceMilkTea
Legacy Username
Greatswords

For your 2nd hit with greatswords, try this

http://forums.spiralknights.com/en/node/13083

Now my 2nd swing hits all the time.

I havent tried, but this might hold true for 3 swing swords. By doing click, click[hold], forward, release for 3rd swing.
Sum1 test it for me! since im at work atm.
Edit: but if it happens even on walls like eek said then, i guess theres no workaround for it =/

-Bombs disappearing after being set.

This sumtimes happens to me. Im using agni, but even if i cant see the bomb, the haze effect still hits the mobs.
Another case is when im almost done charging, but i got hit by a mob. The bomb seems like it has been placed, but actually it didnt and dissapears after a few sec and no effect to the mobs is applied.

Wed, 07/13/2011 - 01:44
#16
Negimasonic's picture
Negimasonic
I personally still have

I personally still have issues about the way weapon switching works

Wed, 07/13/2011 - 02:00
#17
Shuwashuwa
Legacy Username
Do you really understand what

Do you really understand what it means when you say "These things should be high on the priority list"? I don't know what OOO is working on but I can tell you that none of this is even close to "high priority". I made a summary of your post for you. Don't hate on the truth.

Super important things that must be fixed immediately:

-Some sets of armor are weaker than others.

-Guns were buffed last patch but we need to buff them again right away before getting data on if they are, in fact, still weak.

-I never used autoguns but I heard from somewhere that they're weak or something like that, feedback please. Oh and fix this immediately.

-This one sword should be the best sword in the game even though I just complained about players not having many choices of gear.

-I think these monsters are too strong.

-I'm not aware of upcoming changes to danger rooms.

-Minor bugs that don't really matter but will hopefully get fixed some day.

-When there are many sounds some don't play and some music is louder than other music. Game breaking bugs right here guys, fix immediately.

-Add a low health warning because some people don't look at their health and proceed to die.

-Some kind of new heart mechanic that the game doesn't really need.

-We had changes on crown payout from certain levels last patch but I'll pretend that never happened. <--- Only thing that actually matters, too bad they're already working on it.

Wed, 07/13/2011 - 02:40
#18
adrian783
Legacy Username
-yes i would love it some

-yes i would love it some gears get balanced, choas set was actually too good in beta, then they got nerfed to oblivion

-guns are situational weapon, sacrifincing power for safety. i dont mind them having a weak charge attack

-autogun, it really depends on how and where you use it. again, guns are situational weapons

-FoV is the only elemental sword that has a spin attack, yes it lights you on fire. take it or leave it.

-bomb and sword glitches would be nice to see fixed, but im not having a huge problem with them

-why should flinching make jelly stop their spike move?

-yes skelly grab is glitchy

-yes duke can get stuck, good or bad? i'm not sure

-i actually like the menders mechanics, that can stay the same

-you're probably standing too close to thwackers

-just learn to deal with them, they're not difficult or cheap

-fiends do flinch everytime they get hit

-learn to deal with rocket puppies

-you'll always get left with a bar after an attack if you have more. you'll die from the next one. that mechanic feel unnecessary

-trinks do need to get fixed, from what i've read anyways

-level loot JUST got balanced

"Enemies stunned during attacks sometimes attack before their animation gets to the attacking point."
-what?

-dominated by constructs that are typed accordingly

Sound like OP need to l2p.

Wed, 07/13/2011 - 03:53
#19
Pupu
Legacy Username
Uh

>Autogun
Strike needle is actually one of the most powerful guns in the game. The problem is that the enemies it's strong to , generally dodge bullets.
Works wonders against trojans and Vanaduke though.

>FoV
Fov is fine. It has the strongest charge attack in the entire game (and burns you for using it) and inflicts fire normally, which compensates for it's lack of better dps. Weapons are supposed to be balanced, with hard to get weapons being different, not completely better than the rest.

>3 hit swords
I hardly ever have issues with this. Maybe it's because I generally wear plate armors, so my slow attack speed makes it easier to connect?

>Armor balance
Yeah there is some work to do here. It would also help if the tooltips were better. And trinkets worked.

Wed, 07/13/2011 - 04:04
#20
Corbenik4
Legacy Username
100% agree

yeah the chaos set and the fang of vog need some seriout improvement

/signed

Wed, 07/13/2011 - 04:55
#21
Koffin-Kat's picture
Koffin-Kat
Facts I agree with: *

Facts I agree with:

* teleporting (alpha)wolvers are annoying.
* armor should be more balanced, every armor should have its pros and cons, there shouldn't be "the best" armor.
* trinkets should have (at least a bit) better stats, considering that you have to pay CE in order to unlock Trinket Slot.

Wed, 07/13/2011 - 09:07
#22
Corbenik4
Legacy Username
i wonder

does OOO ever listen the community?i never seen an admin or a game master answering to a thread from a loooooooooooong time

Wed, 07/13/2011 - 09:10
#23
BiggestLoser
Legacy Username
Zelda

off topic i see threads being moved all the time, so yea i guess theyre rather active here

on topic i guess they hav their own priority list keeping them busy lol

Wed, 07/13/2011 - 09:17
#24
Tenkii's picture
Tenkii
no?

They were responding to complaints about the chat filter and scammers this past week.

Autogun got a good buff from the CTR reduction actually. Their charge attacks do massive damage - Volcanic pepperbox is essentially a close range OHKO on almost all mosnters, Blitz needle's charge attack causes smaller monsters (Wolvers, devilites, gremlins) to flinch.

But pretty much, what Shuwashuwa said.

9_9

Wed, 07/13/2011 - 12:45
#25
Corbenik4
Legacy Username
i can understand that they are busy but

it's not something that takes ages answering to a thread or two on the suggestion chat at day,

you know if they REALLY like to hear our opionions they should at least answer to them........

Wed, 07/13/2011 - 16:47
#26
Draycos's picture
Draycos
Welp, yeah, I feel pretty bad

Welp, yeah, I feel pretty bad now, since I made this while I was irritated. And titled it improperly and like an imbecile because of that. And made some random points that aren't really important at all. And random stuff the game doesn't need. Yeah.

Thanks for the input, everyone, and I really do feel like an idiot for putting some stuff in there. :P Editing the title, shoving stuff out, etc at the moment.

@ Shu: Anyways. Yes, some guns still have really bad charges. Namely Argent and Sentenza. If you've used one before, attacking with the charge is just pointless; the damage it does doesn't make up for how open you are when using it.

While Fang of Vog has the best charge in the game, even with maxed fire resist, it still hits you hard. It takes skill or really good teammates to beat Vanaduke, and even so, you need to run FSC 14 times. 14 T3 runs equates to 80 energy per run, or 1120 energy total, ignoring res costs. Saying I'm being hypocritical since I mentioned some items are too weak and then I said it needs a buff... That's just silly It takes time and effort to get a Fang, and to get some other 5* weapon, you just need to craft it up. It's a special weapon, a weapon you get from the hardest boss in the hardest boss stratum that focuses on the Fire status, one of the most problematic statuses in the game. Yeah.

As for the comment on autoguns. I put that in because I've heard from many of my guildies and friends that they're just not good compared to the other handguns; I said what I did because I DIDN'T KNOW and I wanted to make sure I didn't say something stupid, randomly assuming things about weapons I've never even used. Thanks to the people who were kind enough to help with that bit; editing it out now that I know they aren't as bad as people told me.

"I'm not aware of upcoming changes to danger rooms." Gee, what a nice way to word that, thanks man!

The sound issues aren't game breaking; they're just really simple issues that would take a simple volume change to fix, which is why I put them up there, no time at all to get them done. Also very kindly worded there, yup, no rudeness at all!

I know they're working on balancing the levels, but considering that some levels only got nerfed and the worst levels for payouts in the game didn't get buffed, namely the Concrete Jungle levels, I put that there anyways.

"I think these monsters are too strong." Yes, because glitchy grabs, enemies getting stuck in their own boss rooms, and instant attacks or attacks that deal a third of your health even with the proper defense make enemies too strong. It's not strong, it's cheap.

Oh, and lastly? I'm a fan of constructive criticism, but there's a difference between that and being rude. Learn the difference.

Wed, 07/13/2011 - 15:54
#27
Armyunit's picture
Armyunit
-I personally think Darkfang

-I personally think Darkfang Menders aren't very cheap (except how they can shield and cast AoF heal fields at the same time).
Aren't they actually weaker then Silk wings?

-I disagree with nerfing rocket puppies (well, maybe only for T3 puppies..), for the sole reason that their rockets can damage other enemies. I once beat an entire wave in an arena by almost only using rocket puppies. xD

And also, I remember some danger rooms that only have zombies in them, though I haven't been seeing them lately..

Wed, 07/13/2011 - 16:59
#28
Draycos's picture
Draycos
-DF Menders are a lot

-DF Menders are a lot stronger than Wings; while they don't have much health, they actively evade players. While Wings might AoE heal constantly, it's only about 50 even in t3, but Mender AoE heals... They heal about 250. Wings might heal faster, but by the time the AoE heal activates once, a Wing would have only healed 100. Menders also shield.

-While they might damage other enemies, they deal a third of a player's health in tier 3, and they home insanely well and practically bounce off most obstacles. Tier 3 is supposed to be hard... but not cheap.

Now to reply to Adrian's comment...

-Gun charges: Well, weak charge attacks are fine, but when they're actually worse than normal attacks, that's an issue...

-Spike move: Because no other enemy in the game continues attacking even after flinching. It doesn't really make that much sense.

-Menders: Their mechanics are okay, they just heal way too much.

-Thwackers: I kind of HAVE to stand next to them to take care of a mender in a danger room, since using anything but a sword wouldn't deal enough damage quickly enough.

-Wolvers: They AREN'T difficult. And they ARE cheap. You can't say without a straight face that teleporting wherever they want while attacking is fair.

-Fiends: Actually, they don't. Not with any weapons I've used, at least (and that's saying something- my Barbarous Thorn Blade deals very high damage and they don't flinch unless it's the third hit or they're attacking.)

-One-health mercy: Actually, no, you DON'T always get left at one health if you have more. I don't know if it's intended or not, but that's the way it is; sometimes you just outright die with more than one health.

-Stun-bug: Sometimes when I stun enemies mid-attack, they hit before their animation shows. Happens a lot with Vanaduke.

-Constructs in arenas: Yeah, according to the status the level's based on. But even if it's a Fiendish Fray level, you'll see way more Gun Puppies and Mecha Knights than you do Fiends.

-Rocket Puppies: If you've ever been in a room with at least four of them, you'll know how much of an issue they actually are. Go ahead. Find a normal arena. Do it.

Sounds like a poster needs to l2p and not me.

Wed, 07/13/2011 - 21:26
#29
Shuwashuwa
Legacy Username
I liked your pre-edited post

I liked your pre-edited post more and even felt bad about making my post. I'm going to answer to this one.

Guns: The charge times and charge animations were improved and the devs need to make sure they're still bad.

FoV: It takes 1450 energy + crafting cost + materials + heat to make an item from 2 to 5 star. Plus the 1120 energy for FoV doesn't just disappear, you get to clear levels and get loot for it. What now? Anyway, a weapon like FoV should be rare and unique, like it is right now, not straight up better than other swords.

Monsters too strong: This is in response to Darkfang Menders, Thwackers, Wolvers, Fiends and Rocket Puppies. None of those are bugs, just monsters that you have trouble dealing with.

I put the rest under minor bugs because that's what they are. I've never seen the Vanaduke one.

My whole post was constructive criticism if you can get past the rudeness. The whole point of my post was that these are not high priority things. I'd like to see many of the changes that you listed. I just hate it when some random person comes in and goes like "Hey devs I have decided that this is what you should be working on right now :)" You quickly corrected that so I think that you have a great list of suggestions now.

Wed, 07/13/2011 - 21:39
#30
Senshi
Legacy Username
Wolvers...

Why do people keep accusing wolvers of teleporting mid-attack?
They don't. Once their attack warning signal comes up (and it comes up long before their lunge), they don't teleport again until their lunge is complete. They also tend to teleport back to where they came from when they are jumping rapidly. That means it's not impossible to guess where they are likely to show up and not impossible to evade them when they do start an attack.

Wed, 07/13/2011 - 22:35
#31
Draycos's picture
Draycos
@ShuwashuwaMonstes: I never

@Shuwashuwa

Monstes: I never said they were bugs, and honestly, I can solo t3 gremlin danger rooms fine despite the 'issues' with them, but cheap attacks that you can't react to are just... unfair. Dunno how else to say it really. While Darkfangs aren't THAT broken, they overshadow Wings by a long shot. I'd like to see either DF Menders nerfed or Wings buffed... nerfing meaning prevent self-healing but allow them to heal over time passively, or preventing them from reviving other menders.

You can't tell me with a straight face that Devilites are perfectly balanced compared to other enemy types. You just can't.

Tier 3 Rocket Puppies cannot be dealt with in groups of them larger than three. Otherwise, you can't shield, you can't dodge, you can only hit what you can and waste away your health capsules and remedies...

Fang: Well, hmmm. Valid points. I know that you get stuff from actually doing the levels, but doing the same thing over and over and over... not to mention Vanaduke being the toughest foe to fight in the game... eh. In any case, while you do need to craft up some items, note how the elemental Brandish lines deal more damage than the Fang does with normal attacks. Maybe the charge shouldn't be changed, maybe it could just be something minor like a slight boost to attack speed; the thing is, is the only thing that makes a Fang better than other norm/ele weapons is the charge. That's all there is. The fire it deals doesn't deal all that much damage and is only useful for high-health enemies or Ice Jellies. It just feels... strange that the only real strength it has over other weaponry is the power of its charge attack. With, say, a Divine Avenger, you've got a useful normal attack with high damage, good range, and good knockback, with a multipurpose charge attack to boot. It may be another item you can only get with boss tokens, but take into account that everyone and their dog runs JK anyways.

Remember that I mentioned I made this when I was in a really, really bad mood. Which is why I changed the title.

I mentioned the minor bugs with the sound and some weapons because they 'should' be very quick fixes; just a volume change or summat.

Senshi, I've had many a time where me and a friend were whaling on an Alpha and then it automagically teleported RIGHT BEFORE it attacked, hitting the one of us that wasn't shielding because it was apparently after the other (which on rare occasion happens with regular wolvers too). That and Alphas can and will teleport during their attacks. It's happened to me countless times; maybe it's only with multiple players, but it still happens. While I should have mentioned that it's primarily with Alphas, it still happens with the regular Wolvers.

In other news, I added a very annoying bit to the list. The third attacks of Phantoms and Mecha Knights hit farther than the animation even shows.

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