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Seriously, Get Rid of all the Creeping Colony levels

34 replies [Last post]
Sun, 12/08/2013 - 22:53
Reihyperion's picture
Reihyperion

Do I need to explain this to anyone? These levels are the most terrible, annoying levels to date, no one I've worked with likes them, no one ever says anything positive about them, let's all just save any more trouble and do away with them. Thoughts?

Sun, 12/08/2013 - 22:58
#1
Dibsville's picture
Dibsville
My thoughts.

My top 5 thoughts.

1. Nope.

2. Nope.

3. Nope.

4. Yes.
/kidding
Nope.

5. Nope.

Most annoying levels, you say?
*cracks knuckles*
Let me tell you about these things called Danger Missions.
Actually, I'm not even going to explain.
Go try one for yourself.

Also, pretty sure this belongs in the suggestion sub-forum.

Sun, 12/08/2013 - 23:08
#2
Blue-Flood's picture
Blue-Flood

Graviton vortex + Triglav charge = Compounds win

Mon, 12/09/2013 - 00:11
#3
Hexzyle's picture
Hexzyle

Oh no! An enemy that can't be roflstomped by a Blitz Needle! Better nerf it!

Mon, 12/09/2013 - 00:56
#4
Fangel's picture
Fangel
Creeping colonies aren't hard

But by golly are they annoying. Of the three types of compounds, those give me the most trouble because I don't have a good bomb to counter them.

But when the gunner update comes out, that grim repeater will be my gun of choice for those levels.

Mon, 12/09/2013 - 03:52
#5
Zeddy's picture
Zeddy

You know what, I tried a creeping colony using Leviathan Blade the other day and it went fine. I could simply slice through groups of them with a single combo. I don't understand how people are having problems with these things at all.

Mon, 12/09/2013 - 04:18
#6
Drischa's picture
Drischa
speakings of a nublet

Ok, call me a noob, but my only 4* swords right now are a venom striker and a khorovod.

Cutter lines on those things is just... you can imagine. The huge lack of knockback means that you can only hit once then you have to back off and hit again later. Extremely slow to the point where you'll probably die just due to you're not killing anything.

Then comes the Khorovod. "Oh, well that's got lots of knockback and a huge AOE, it should be fine!"
Ehm... A lot of dodging these things relies on mobility. Not a heavy sword's strongest point. Also, unlick other enemies in the game, these slimey blobs have no physical hitbox for you to run into when they're all spiky and evil. Or at least it feels that way. Using the charge launches you forwards, and in a confined space such as most of the compound's final sections, it's extremely difficult to actually hit things without stepping on them and dying first.

(Oh, I do have a Graviton bomb, but because of the slow walking speed I often get hit while charging it, which puts the fuse down, so I have to charge more, and get hit again, and it doesn't end well.)

To me, success in compounds seems mostly due to having one of a set of weapons that simply works. If you don't have one of those weapons you're probably not going to do so well.

I wouldn't say remove them, but I think they need a change. The thing that sets the drops apart is that they're constantly attacking... There's no "charge up" as such, they just have a long period of time where if you touch them you take damage. Same as the scarabs, but scarabs fly in a straight line, so you can dodge them. In a confined space it's pretty damn difficult to dodge blobs, for idiots like me at least.

If they only moved in a straight line or their turning speed was reduced dramatically, I can see things being quite a lot less annoying.

TL:DR weapons you need are too specific, confined spaces are difficult, nerf heat-seeking turn speed or make them straight line attackers.

Sorry if this annoys someone (It probably will)

Mon, 12/09/2013 - 04:25
#7
Xtweeterx's picture
Xtweeterx
Are you damaged?

Because I think you mean "Chittering Burrows"

Mon, 12/09/2013 - 04:30
#8
Blue-Flood's picture
Blue-Flood

I duno.. not gona brag, but it's doable with a variety of items. Just takes practice and a lot of patience - best to stay alive
Just some simple weapon combos:

Graviton + triglav charges (already mentioned)
Switch shooting status alchemers
Leviathan blade charge
Sentenza, random alchemer, toothpick - basically run this loadout all of clockworks
Nitronome with ctr max - this thing is just TOO good.
Brandish charges
Other status bombs
DA/GF and Valiance

I agree that the venom striker is probably the worst option here, just place a bomb before you agro the enemy, make them walk into it, and double swing if you don't have enough CTR

Just tryin to throw some ideas your way

Mon, 12/09/2013 - 04:36
#9
Xtweeterx's picture
Xtweeterx

Trolling aside, I bring in my Skolver Stuff, Elite Shadow Harness (Elite Normal if it's mixed monsters), Levi, Obsidian gun, Shiv, and Dark retribution. Obsidian Gun's charge just wipes them out.

Mon, 12/09/2013 - 05:07
#10
Machucogp's picture
Machucogp
Two words:

Dark Retribution

Mon, 12/09/2013 - 08:20
#11
Thunder-The-Bright's picture
Thunder-The-Bright
gods ain't gonna help you, son.

just get a gun or a bomb that isn't graviton or electron. come on, even shard bombs are viable against them.

Mon, 12/09/2013 - 09:01
#12
Zeddy's picture
Zeddy

Why shouldn't they use graviton or electron? Both are fantastic against minis.

Mon, 12/09/2013 - 09:09
#13
Thunder-The-Bright's picture
Thunder-The-Bright
gods ain't gonna help you, son.

I disagree. the slow movement speed on the charge cripples you against glob drops. then there is the instability on the sucking mechanic, which makes the subsequent explosion too unpredictable to be used with something that kills you if directly smacked into your face.

Mon, 12/09/2013 - 10:36
#14
Krakob's picture
Krakob

You need to use it before you're swarmed. With enough experience, you know where enemies will spawn so you prepare bombs and drop them when the enemies spawn and follow up with a Troika or something. Since the minis have little health, the explosion of the bomb should kill them if your combo does not.

Mon, 12/09/2013 - 13:09
#15
The-Vindicar's picture
The-Vindicar
Chittering burrows are

Chittering burrows are certainly worse, though I prefer not to play compounds at all. They're just not worth the trouble right now.

Mon, 12/09/2013 - 14:04
#16
Corewalker's picture
Corewalker
The compound levels are OOO's attempt

At giving us something we cannot breeze through, as response to "it's too easy" remarks, hiss. I think.

It seems petty to ask them to make the only challenging content we have outside of ultimate vana easier, when the rest of the game is a cakewalk.

Mon, 12/09/2013 - 14:14
#17
Thunder-The-Bright's picture
Thunder-The-Bright
gods ain't gonna help you, son.

shien, the problem is, compounds are more challenging and give less reward than any other level. if they give a reward in par, I don't think there would be so much trouble in them. instead, they cripple your speed, your health and your profit.

Mon, 12/09/2013 - 14:16
#18
Dermog's picture
Dermog
I like my poker. Don't judge me.

My reaction was this:
....

Compounds.

They should be the ones getting to you.

(Or wait, maybe I'm being stupid.)

:P

Mon, 12/09/2013 - 14:34
#19
Corewalker's picture
Corewalker
@ Thunder, hiss.

I see where you're coming from. I dislike how there are no prize boxes to be found at the end of the level like most others. Reward should be scaled up, certainly. But as it stands now, I don't mind the difficulty.

Mon, 12/09/2013 - 16:13
#20
Skyguarder's picture
Skyguarder

Chaotic Haze.

Mon, 12/09/2013 - 16:24
#21
Skayeth's picture
Skayeth
Yes

Chaotic Haze. Minor curse? Already overpowered. Should be called Chaos Aura, but oh well.

Update: I guess OOO added it in so you can actually get a bomb.....

Mon, 12/09/2013 - 16:29
#22
Fehzor's picture
Fehzor

The issue here isn't the minis, its that the level has literally only 4 treasure boxes, and is far harder than a 4 box level. The bottom line is that a standard clockwork tunnels level has 10 boxes on it in two treasure spots AND a chance at a danger room, an additional 10 boxes if you pay and why wouldn't you?

I say buff the pay- it is objectively harder than clockwork tunnels, so why not add an additional 6-8 boxes at the end?

Mon, 12/09/2013 - 16:30
#23
Skayeth's picture
Skayeth
I agree

Maybe the only time I will ever agree with Fehzor. :P

Tue, 12/10/2013 - 01:32
#24
Fangel's picture
Fangel
There's a pretty simple fix

Replace those dropped crowns at the end with prize boxes. Bam, no issues here.

Tue, 12/10/2013 - 03:45
#25
Glittertind

Personally, I love the compound levels, and I have ever since they were released. In my opinion, every level should look more like this, and not the wicked long, boring walkways you usually see so much of (which is most likely just a product of old design, which is fine, but I would have liked it if some of the existing sections were changed with a bit more updated sections). For me the Compound levels are proof that Three Rings has some neat level-making skills. The levels themselves can offer a bit of a challenge, but as long as you prepare yourself properly, it should be perfectly manageable. By bringing entirely wrong weapons the level can become very punishing (they usually have some of every enemy type anyway), but as long as you have a trusty normal-damage weapon, you'll be fine.

The minis are an interesting addition. Adding a type of enemy below the existing enemy types creates a nice variety. Not everything has to be bigger and badder to make things more difficult, small enemies in large quantities can easily make things more hectic while fighting and they make for some nice hacking, slashing and slaying which feels fun (if you haven't tried using Dark Briar Barrage on an army of dust bunnies yet, I'd recommend you go try that).

The only gripe I have with them is the payout. As Fehzor said here (and has mentioned before if I remember correctly), the payout for these levels doesn't seem to be all there. Changing the coins on the end to prize boxes as Fangel said would have been appropriate in my opinion too.

Tue, 12/10/2013 - 04:17
#26
Aplauses's picture
Aplauses
@Fangel

Then 80% of the boxes are vials.

Naw..

Tue, 12/10/2013 - 04:58
#27
Rezzler's picture
Rezzler
Nitronome...ctr...anything

Nitronome...ctr...anything really.

You cant lose. Like, you have to try to die with a nitro and simple enemies.

Put away your blitz and AP and try some new gear.

Ill make a list of viable weapons for compounds:
Nitronome/any blast bomb
Volcanic Pepperbox ctr h at least
DA
GF
Suda
Trig
DR
Supernova (wall of Knockback ftw)
Polaris
Neutralizer
Levi
CIV
FoV (sort of)
And probably some other stuff

i have personally tried all of the above in some manner (except nautralizer). Best option is blast bomb, followed by 360 spin swords, then by heavy swords. FoV is my favorite since it one hits just about every mini with the charge. Though you may finish the level with fewer sparks than before....

Tue, 12/10/2013 - 09:03
#28
Yvanblo's picture
Yvanblo
I agree with OP

I generally leave the clockworks when compounds come up. They are just too annoying to play through. If you bring the wrong weapons, whihc for me it happens a lot, you will not have fun. If the beginning of the level showed what was coming up, it would be soooo much better. The worst for me are those annoying little glop drops... I hates them! There is NO WAY to shield against them! They just spike me. every. single. time. aaaahhhh!

glop-drops, glop-drops, I hates them, precious! Nasty, wicked compoundses!

Tue, 12/10/2013 - 16:45
#29
Skayeth's picture
Skayeth
No!

Yvanblo: glop-drops, glop-drops, I hates them, precious! Nasty, wicked compoundses!
Glop drops: *Grabbing and spiking*
Me: YOU SHALL NOT PASS!

Tue, 12/10/2013 - 19:13
#30
Fangel's picture
Fangel
Actually, you always can tell what is coming up in compounds

The color on the gate tells you what's inside the compounds, and the name of the level tells you what minis you'll be up against.

For example: Blighted Colony, Creeping Colony (and the color of the positive space on the icon being orange) means you will be in a poison compound with slime minis, and gremlins inside the structures. Here is the wiki page for compounds.

The levels themselves are different, and you can't run in with your sword and expect to escape without a scratch - those buggers bite! I would recommend a bomb for compound levels.

Wed, 12/11/2013 - 00:29
#31
Qwez's picture
Qwez
Two wo-... One word

Twinmillions... Ouuuhhh Yeeeeaaaaaaaaahhhhhhhhh~~~
Spam dem swordbullets into dem creeparz
If I'm more serious, I bring some DA or Faust or Triglav or FoV(extra melee combo range on 2nd and 3rd strike, which I will keep mentioning until people mention it back to me). Many people have problems with the creeparz because most players don't understand how to hit enemies with the edge of their charge attack, or try to use the brandish-melee combo. Unlike Gremlins, Metaknights, Retrodes, etc., dem creeparz will hit you as soon as you touch them, invalidating the charge spam that many knights have honed over the past two years. Also, using the regular brandish attack combo likely results in the player getting hit because the 2nd and 3rd strikes have abysmal range when facing enemies that can instantly hit on body contact.

Wed, 12/11/2013 - 13:36
#32
Yvanblo's picture
Yvanblo
@Annilaton: Must. spam.

@Annilaton: Must. spam. Polaris.

@Fangel
Wow, I looked for that a while ago, is that page newish? It's certainly very helpful, but who wants to go to that page before every single floor? I'm certainly not going to memorize it...

This game requires like 30 print-outs sitting on your desk at all times... but who does that? I feel nerdy enough just having the enemy damage and vulnerability sheet on my desk. If we have to spend 5 minutes preparing ourselves for the next level, when will we have time to actually play?

Wed, 12/11/2013 - 14:21
#33
The-Vindicar's picture
The-Vindicar
@Yvanblo

That list is available by F1->"Monsters" if I remember correct.

Wed, 12/11/2013 - 14:32
#34
Yvanblo's picture
Yvanblo
Dang

I must not be very observant while in-game... Or perhaps these features have been added after I started in 2011...???

Just goes to show: you learn something new every day.

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