The balance in this game is horrible

46 replies [Last post]
AkuTenshii
Legacy Username

Most enemies can hit you well beyond the range that their attack animations would indicate.

Most enemies can move faster than you and/or get the POWERSLIDE FROM HELL so they can just warp right to your location.

Everything from the Lichen family. Just...What were you thinking!?

Dealing with multiple T2 Gun Puppies is already a chore. Let's add an entire second spawn wave on top of it. Who doesn't enjoy dodging curtain-fire while trying to melee with Mecha Knights?

There's a good 1 second delay between hitting the shield button and the shield acctually deploying. Also, even if it doe visably block an attack you might still take the damage.

You have to deal with a relentless assault from every angle, without a break in their attacks, and there's usually a healer or two making sure what little damage you can sneak in is erased instantly.

No status effect in the game can compare to the power of body-blocking. Screw being frozen, what gets you killed is the mob pressing in on you from all sides, attacking non-stop.

I don't understand how the hell I'm supposed to solo in this game. If you wanted to make a game that requires multiplayer, then just force us to form parties. Oh, but the BS is just another way to force more CE out of us, isn't it? Find new and creative ways to make the player die, because dying in SK costs real money. What a scam.

Lagretta's picture
Lagretta
lol... I solo all the time,

lol...

I solo all the time, and the only thing thats a "little" bit hard(for most i guess) is a T3 Arena(only Schock Fiend) or Queck danger rooms.

JCPedroza
Legacy Username
I must agree, the design

I must agree, the design could be improved. I think these need revision:

1: Block delay time.
2: Hitboxes and range of enemies.
3: Camera angle (option of top view)
4: Shield push as a separate action (as an option)

I think they also need more creative ways for mobs to attack. Currently, some of them have incredibly lazy design, or flawed mechanics. (quicksilvers or oilers, just to mention some examples).

The game is good, don't get me wrong. I enjoy it, but I'm not planning on spending a dime until it gets out of this wierd beta phase. And yes, I like to support the games I play.

Edit: Added 4th point.

Majikos's picture
Majikos
Tactics.

As far as body-blocking goes, when you put up your shield there's a brief pulse which shoves enemies back and gives you a little breathing room. Contact with enemies doesn't cause damage on its own, so as long as the red "attack charging" marker isn't showing it's moderately safe to drop your shield for a split-second, then bring it up again to knock them away.

Otherwise try to avoid getting cornered, stay on the move. You do slow down if you're charging some attacks (mostly gun attacks, I think), but otherwise should be able to outpace them quite easily - you're faster than almost all of the mobs out there, so kiting is a valid tactic. Run ahead of them while charging a sword attack, then stop and unleash it before moving on. Calibur line is good for this, as it has a pretty substantial knockback.

Gun puppies are annoying, yes - so deal with them systematically. Run up behind them and whack them while they're turning to target you. If they've already spotted you, circle them so they can't lock on.

Target healers as an absolute priority - they tend to loiter in the centre of the arena, so run around the outside while you charge an attack (being chased by hordes of other monsters), then dive into the middle and slap them silly. Retreat to the edge again, rinse and repeat.

I've solo'd T2 arenas with the Wolver set, Tempered Calibur and Great Defender. It's tricky, but manageable. Try and avoid fire and shock arenas, though, they're a giant pain in the butt because of the status effects involved.

Elrick's picture
Elrick
The game has its issues, but

The game has its issues, but were you trying to solo a level 17 arena with 2* gear with a gamepad? If you look around the forums or the wiki, or if you take some time to learn while playing, you will discover their weaknesses.

Splinter's picture
Splinter
1 Second delay between

1 Second delay between hitting button and shield deploy? Lag perhaps?

Might be some issues, but for the most part this is where I say - learn to play.

Make use of knockbacks from both a big sword and good shield.

JCPedroza
Legacy Username
@Majic. Actually, shock and

@Majic.

Actually, shock and fire arenas in t3 are easily soloable too.

That's not the point though, it's no excuse for lazy design, crap camera and flawed hitboxes.

JCPedroza
Legacy Username
@ Paska: Has nothing to do

@ Paska: Has nothing to do with lag, seems that you are the one that need to learn to play. ;)

On a second thought, it has nothing to do with learning to play. It's called game design, and it has some things that can be improved on this game.

Gigafreak
Legacy Username
"1: Block delay time. 2:

"1: Block delay time.
2: Hitboxes and range of enemies."

These are actually caused by latency/lag, not intentional balancing. Character locations and activity are tracked primarily serverside, not clientside. There does appear to be some lag compensation in effect (where it can detect when you actually started your melee swing and adjust the timing of the hhit to match), but it can't "predict" your blocking and dodging. So you need to block and dodge a split second early, like in most online games.

(You don't have to worry about latency in Phantasy Star Online, but due to its clientside handling of everything, weird things happen when the game desynchronizes-- the same monster being in two different places attacking two different characters at the same time, for example.)

If you're fighting Zombies and Retrodes, you need to remember that you can't merely sidestep their melee attack, as they track you during the windup and follow-through. Shield-cancel after the second combo hit to survive it.

AkuTenshii
Legacy Username
I'm starting to wonder if

I'm starting to wonder if this is one of those "Gear > Skill" scenarios, where no amount of personal ability can compare to having better stuff. I'll confess, I'm using primarily 2* equipment, but I was under the impression that was all I would need for T2, and it serves me well for the first 3-or-so floors. If that isn't the case, well I guess I'll be pummelling Snarbolax until I can get 3* at least. The only 3* gear i have right now is my Super Blast Bomb and my Toxic Vaporizer MK II, and I'm starting to question the latter.

So is that it? Is this just the game's subtle way of telling me to grind for better equipment?

jooozek
Legacy Username
The game is really hard when

The game is really hard when you play with random people, here is a few examples what they do to make your life harder:

  • trigger retrode beamspam
  • trigger flame/rocket gun puppies
  • spam calibur's charge attack (knockback)
  • finish heavy sword combos (knockback)
  • spam nitronome (knockback/visibility)
  • spam agni of ash (visibility)
  • spam antigua lines at wolvers/devilites (trigger dodging on all, don't hit any)
  • shield bash blast cubes at 1/2 till explosion on you
JCPedroza
Legacy Username
@Gigafreak You are

@Gigafreak

You are confused.

Lag/latency are factors that can be added to this design flaw, but they are not the cause.

Take a look at Bloodline Champions. You can play it with high latency values, you'll have downsides (like the inherent extended casting time), but the game still keeps the hitbox coherency. Defensive abilities (like block) still don't have that delay time nonsense (other than cast time, witch still is faster than SK). The delay time on block is just added to your latency values, with those values not being the cause.

Hope that helps.

Gigafreak
Legacy Username
That's because of latency

That's because of latency compensation in that game. Blocking and movement do not appear to have latency compensation in Spiral Knights-- get two computers playing together in the same room and you'll see the split-second delay when the other player moves or blocks. The latency compensation DOES seem to be applied to certain attacks, which is why you might sometimes see your combo finisher swing twice in a row, while still dealing only one hit.

Trouser's picture
Trouser
If it takes a full second for

If it takes a full second for your shield to go up, a lot of your problems are probably due to network latency. The shield should go up almost immediately. If it doesn't, it is an internet problem, not a game balance problem. There is nothing anyone at Three Rings can do about it.

Many monsters can quickly overtake you, but they can be repelled or, in many cases, you can simply walk away. You may need to apply your shield for this. See note about shielding.

I have no idea what your problem with lichen colonies is. They're not much of a problem at all unless you let a huge number of them join. It is a bit of a hassle that when they join, they appear to regain their health. Hardly "Just... What were you thinking?" territory.

When you talk about a second spawn wave of mecha knights on top of curtains of gun puppy fire, I imagine you're thinking of an arena? These areas are supposed to be a challenge. You can usually avoid them, if you so prefer. Some suggestions: Take out the gun puppies before the mecha knights, since the mecha knights can be easily avoided simply by walking around the room. Try shooting them, rather than stopping to fight them in melee. Manage your spawns more carefully, so you're not facing two brand new waves all at once. Leave one wave weak while you whittle down the newer, stronger one.

Getting cornered by a mob sucks. Keep moving and learn to not get cornered. Carry a sword with strong knock-back, or a lunging combo you can use to push free if you do get cornered.

Believe it or not, there are some actual skills you can learn to get better at this game. Improving your equipment doesn't hurt either. Then most of these "balance" issues will evaporate and be replaced by "fun challenge". Except possibly for your lag problem, which may leave you forever at a disadvantage for unfortunate technical reasons.

novareid
Legacy Username
@AkuTenshii

Let me address everything from the OP:

  • Oilers "POWERSLIDE FROM HELL" were intentionally designed as part of its attacks. I'm not sure what you mean by "the entire lichen family" because I've never had difficulties with them with the exception of Oilers that are on fire, Quicksilvers that have been electrified, and large numbers of Toxigels.
  • Gun puppies blasting at you while you try to kill 30 mecha knights is challenging, not broken or "lazily designed", in my opinion. I can solo an entire T3 fire arena with my Vanaduke character (DA/Peacemaker/Vog set), without dying a single time, and in fact without losing more than 50% of my health.
  • The delay between pressing shield and it actually deploying is most definitely NOT 1 second. At most, it's 15-20 frames (~0.3 seconds). You are more likely having latency/network issues. How do I know how many frames it is? Well, I don't. But I've played enough Street Fighter to tell you that my estimate is accurate enough for practical use.

Body blocking is definitely a legitimate concern while fighting, and one strategy that I employ is "feathering" my shield. Basically you're spamming your shield button to get the knockback effect multiple times. Using this and paying attention to the attack patterns of everything surrounding you, it's possible to get mobbed by oilers and mecha knights and emerge unscathed. And I'm not just talking out of my ass because I've been in this situation and not gotten hit once, on several occasions.

JCPedroza
Legacy Username
@Gigafreak I'm not looking

@Gigafreak

I'm not looking for the theory behind the flawed and sub par net code and hit box management in Spiral Knights, because I know it. Instead, I'm strongly suggesting them to improve those broken points in the game. All these having PvP play in mind

JCPedroza
Legacy Username
@Novareid. Can't spam shield

@Novareid.

Can't spam shield push, since it has a cooldown. Also, the shield animation is not synchronized with the actual shield ability. The shielding itself takes too long for this kind of game, even on a lag free scenario.

Gigafreak
Legacy Username
The only way to do anything

The only way to do anything about the latency issue is invent psychic servers that already know when you will and won't shield.

...and can also anticipate when I need a snack. Because why not.

Thotus's picture
Thotus
UGH.

I'm sorry, but you may have a laggy connection. OOO being a Java corporation does not help, apparently, but it works WELL with Spiral Knights. One can play it ANYWHERE. They sacrificed a little bit of performance for portability.

Second, Spiral Knights is server-side in order to prevent hackers from changing their client to do outrageous things. I play a client-side action game, which is some years old and has virtually no lag, BUT THE HACKERS ARE HORRIBLE. Lag or hackers? I'm surprised that no hackers are in Spiral Knights yet.

Third, once you have obtained a better connection or reset/repair it using Windows/manual methods, you must learn how to play better. I get lag issues as well, and it takes perhaps a second to register attacks from monsters. The answer is simple: keep your shield up longer until the effect hits. I must admit that my connection is from a USB Modem, so it is better than wireless. Even so, you must adjust your playing methods according to the lag: IT IS POSSIBLE, and with some games, it can be accepted.

novareid
Legacy Username
@JCPedroza, AkuTenshii

Yeah, I'm aware of that; to clarify, I mean that you could learn how long it takes to cool down and use it to your advantage. Along with knowing enemy attack patterns, I often dodge while my shield is cooling down.

I also want to add that it's not necessarily a "gear > skill" thing. I can personally profess to having huge frustration when I started playing this game, and sometimes even still in difficult battles. And of course there is a minimum gear requirement to not get your ass handed to you when you get hit; but you can definitely get good enough at this game to overcome minor to moderate gear deficiencies at T2 and T3.

Trouser's picture
Trouser
The other thing that may be

The other thing that may be contributing to slow shield response is the recovery time after an attack. If this is the case, you may be overcommitting yourself. Try using just the first strike or two of a combo. Or get a cutter line sword, which allows fast shield response just about any time you need to interrupt your attack to defend yourself.

JCPedroza
Legacy Username
@Trouserman The shielding

@Trouserman

The shielding "cast" time is a game design decision, not produced by latency. Latency adds to the "cast" time, but on lag free scenarios that "cast" time is still too long for a game like this one. I know it is a very subjective approach to the game mechanics, but it shouldn't be mistaken with larency issues.

"Challenge" shouldn't be an excuse for lazy programming/design. Having a slow defense vs fast enemies -and many of them- is a lazy unfortunate way to add challenge. I solo to the core on a daily basis, including arenas and danger rooms, and the mentioned issues in the game are annoying, not challenging.

You can make an incredibly challenging game with good netcode, hit box coherence, defensive mechanics that are activated on reaction and not on prediction (prediction makes the game many times slower than it should be) , etc. And I'm sure 000 will be able to achieve that. :)

JCPedroza
Legacy Username
@Gigafreak We are not talking

@Gigafreak

We are not talking about latency issues, but even with them there are many ways to reduce the impact of it by huge amounts, like GGPO's rollback technology. The "cast time" in shielding forces you to shield on prediction, and not on reaction, on an "action" based game. That's a poor game design decision, in my opinion.

The hit box - net code issue is just trash. So many games handle it just fine (just look at Bloodline Champions, to give one example), but you still think that we need magical prediction machines to handle it? The net code and hit box handling is sub par (at best), and this game can improve those 5 times and still be subpar. They need to adress them, it's urgent if they plan to implement PvP mechanics that will frustrate the players their way out of the game.

Your ignorance in the subject is clear, so let's just agree to disagree here.

novareid
Legacy Username
@JCPedroza

What's wrong with the current delay on shielding? Are you telling them to reduce it from ~20 frames to ~5 frames before the shield actually begins to block? Personally I think it's fine the way it is right now. I can still block precisely even with ~70ms of latency.

JCPedroza
Legacy Username
@ Novareid: 20 frames? At

@ Novareid:

20 frames?

At how many FPS you think this game runs?

And/or, are you aware that the shield animation isn't in synch with the actual protection?

novareid
Legacy Username
@JCPedroza

I've used Fraps to determine this about a month ago, and with "High graphics" + "Render effects", the game runs at about 55 FPS. My GeForce GTX260M is more than capable of processing ~200 FPS, and my other hardware isn't a problem either. I've played dozens of hours of Street Fighter 3: Third Strike on GGPO, and although it has frame rollback to buffer latency issues, it runs at about the same FPS, so I'm basing my frames off of this.

And yes I'm aware that the shield animation doesn't synchronize with the actual blocking.

My estimation of ~20 frames is just that; an estimate. But it works well for me. So what is your suggestion to change it?

JCPedroza
Legacy Username
You are implying that taht it

You are implying that it takes around 0.3 seconds to go from neutral state to safe state (on a lag free scenario)? My estimation would go more around 0.6 at best (with my experience on competitive PvP games, witch is not great).

My suggestion would be to reduce the "cast" time to instant, to promote reaction gameplay and not predictive gameplay. This doesn't mean it should cancel other action's animations though, it would work just the same, just faster. A strong point on this belief is the future PvP mechanics. The game in general is a little too slow, in the annoying way but also in the "it can be improved" way.

I like this game a lot, but it has some issues (some mentioned on this thread) that put it into shame when compared to similar games.

It is kind of free though, i'll give them that. They might not have the resources needed to make a first world gaming experience.

Trouser's picture
Trouser
@JCPendroza

The OP complained of a full second between key press and shield deployment. This is easily 10 times what it takes for me to have visual shield deployment, and is considerably longer than it takes for me to actually be protected. Whatever delays there are designed into the game, they are sufficiently low that blocking is reliable for nearly any attack, excepting devilite's throwing attack, which gives very little time to react. So the OP either has a laggier set up than I do, or is suffering from post attack recovery time.

novareid
Legacy Username
Actually that sounds like a

Actually that sounds like a good idea... I'll try to do some more numbers and make a thread in the Suggestions forum.

JCPedroza
Legacy Username
@Trouserman Even on lag free

@Trouserman

Even on lag free scenario, there are attacks that can't be blocked on reaction because of the "cast" time given to the shield protection. Not from the user to server order, but in the design of the animation and protection mechanic itself.

The OP might or might not have lag issues, given that he/she didn't provided objective tests information (or did a test), and that it has been proven that the non measured perception of second varies from person to person (as happened 3 times during this thread -at least-, including me).

The point is that, in the opinion of some of us, the game would benefit from a faster defensive mechanic (among other things).

AkuTenshii
Legacy Username
@Everyone splitting hairs on sheild cast time

Stop mincing my words. Just because it feels like a full second doesn't mean I acctually timed the damn thing. I don't know how long it acctually takes, I just know there is a definite, noticable delay between hitting the button and recieving the bacon. All of you who are overanalyzing my words...Just stop.

Dirt
Legacy Username
@JCPedroza

The only attack I can think of that's quicker than Devilites is Menders' bash attack. I have never had blocking issues with any other attack. I think people are confusing a lack of skill for broken game mechanics.

Trouser's picture
Trouser
Fair enough. I find it

Fair enough. I find it sufficient in almost all situations, and I don't consider myself to have fast reactions, so I don't really agree.

I have no way to confirm whether the delay between keypress and activation has a built in delay, or is entirely due to network latency. However, it occurs to me that since different people will have different network latency, having a built in minimum delay would put players on more even footing. While requiring better prediction instead of better reaction time might arguably be bad for PvP, so is giving an inherent advantage to players with faster connections. If there is an inherent minimum delay, though, it would make a lot more sense for it to be represented in the shield raising animation.

Dirt
Legacy Username
@Trouserman

Maybe it's an ignorant way of thinking on my part, but I don't think they should cater to people who can't properly access their services and in turn baby the rest of the player base.

JCPedroza
Legacy Username
@dirt You are the one

@dirt

You are the one confused. :)

It's not block issues (at least for me), as said before, I solo my way to the core on a daily basis including arenas and danger rooms. You completely missed the point, and I strongly suggest you to try and understand the thread replies if you plan to continue on this debate.

Just to quick adress your missunderstanding: let's give you 100% skill, you are the most skillful Spiral Kinights player in the history of the universe, and you are very popular with the women because of that. With all the real money you've got from your pro status, you were able to hire people to run tests on frame data on Spiral Knights. Write those numbers. Now put us the noobs that need to learn to play and lack skill into those tests. You'll notice that frame numbers wont change.

Also, if the speed of an attack (neutral to damage status) is faster than the defensive mechanic (neutral to protected) you are forced to play in predictive ways. You, dirt, still have all the women and are incredibly popular because of your Spiral Knights skill, but you are blocking those attacks on prediction not on reaction.

As you can see, we are not talking about what you are talking about. :)

I think this game would benefit a lot from reaction mechanics, even more with PvP gameplay.

archury
Legacy Username
OP, there are a few poor

OP, there are a few poor mechanics, but they're not overwhelming. Experience/skill is more important than gear, but it takes a while to gain that experience and so you'll generally have higher gear by then. That's why skilled players solo things in proto gear. The biggest part of improving your game is learning when to attack and when to shield. Combine that with enemies weaknesses to take down the tougher ones.

My advice would be to keep playing, practicing, and having fun. One of the best ways to learn is by playing with skilled players.

Trouser's picture
Trouser
Mincing words

Sorry, AkuTenshii. I don't mean to over-analyze or make you feel defensive. The reason for it is simply that I said it sounds like one thing, someone else said it's another. We can only guess at what's affecting you based on our own experiences, and your words. Thanks for the clarification.

Now, is the noticeable delay between keypress and visible shield activation, or between keypress and actual safety, with the shield visibly appearing very quickly?

Tive's picture
Tive
The aiming issues of

The aiming issues of zombies/some robots can be pretty stupid. sure it's not hard to deal with it, but it's just lazy to make em hit you as long as you stand in meele range. Might as well make the animation 360°

JCPedroza
Legacy Username
@TiVVV34 Exactly. Actual

@TiVVV34

Exactly.

Actual dodging on reaction is so rewarding and requires actuall skills (again, take a look at Bloodline Champions). But this game's current mechanic's approach rewards prediction too much, and extinguish reaction on many scenarios without other reason than lazy design or poor design approaches (like the one given by you).

Daystar
Legacy Username
I thought this thread was

I thought this thread was going to about actual balance issues, of which there are many. Instead most are just complaints about the game being too hard.

Lichen Colonies are one of the easiest enemies in the game, as long as you're geared properly and know how to block.

The only enemies that are OP are oil slicks that get ignited for any group that doesn't have a Shivermist, and metallic ooze that selfshock

Homing rocket puppies can be overwhelming if you get a lot of them, but that just requires you to be really careful when aggroing.

And the ghosts in graveyards are almost impossible in a group of 4 if even one person isn't pulling their weight, while in a group of 1 or 2 they're fair.

That's about it. The other hard enemies are challenging, but noting that experience and skill can't handle.

Ozymandius
Legacy Username
I agree!

The balance in this game IS horrible. Gunslingers really could use some love!

Pwnzord
Legacy Username
I think there is some truth

I think there is some truth with te body blocking problem - this game doesn't appear to have any sort of conservation of momentum. If you shield bash one enemy when there is another behind it, neither go anywhere! I do think this is a flaw in the game, as if you ever get stuck in a corner surrounded by many enemies all you can do is hope your shield lasts until you can bounce one through a gap in the enemies behind them.

This problem is particularly apparent when fighting the jelly king, as if you have the king on one side and get surround by (a lot) or mini jellies, your shield doesn't move any of them anywhere.

I personally don't find gun puppies too hard to deal with. Give me a group of flame puppies over a group of gremlin bombers or greavers any day (as long as the flame puppies aren't out of sync with each other :P).

Fauxanadu
Legacy Username
Remap shield to right click,

Remap shield to right click, attack to left click. Don't always use your entire combo of attacks. Problem solved.

Trouser's picture
Trouser
@Dirt

It's a matter of degree. You don't want to reduce everyone to 400ms reaction times, but a 100ms latency might be reasonable, and prevent someone with 25ms network latency from having an advantage.

Algol-Sixty's picture
Algol-Sixty
I'm starting to wonder if

I'm starting to wonder if this is one of those "Gear > Skill" scenarios, where no amount of personal ability can compare to having better stuff.

For what is worth, when the Jade Titan gate went online, I decided to get my T2 access by soloing as far as I could with strictly proto-gear. I soloed all of T1 and the first two levels of T2 (up to depth 10) without dying, and I stopped only because I ran out of time. I'm certain that this is not any sort of record, I'm not that skilled of a player. I doubt you can get through all of T2 with just proto-gear because eventually two healers can heal each other quicker than you can possibly deal damage and your proto-shield can't hold off greaver attacks, etc., but skill goes a very long ways.

Brawl's picture
Brawl
Powerslide From Hell!

That made me LOL

Loki
Legacy Username
The delay in the Shield

The delay in the Shield activating after pressing the button isn't due to lag at all, it's because you can't ''instantly'' Shield yourself. Your character has to follow through with the Shielding animation, putting it fully in front of them before the Shield's orb surrounds you. This is why people can quickly tap the Shield button and never see the orb, which is useful for quick ''Shield-bouncing''.
This acts in the same way a shield's orb would bounce enemies away, however it won't grant you any defenses from the shield.

Also, you can't always push monsters away. There are times when the monsters will basically ''support'' another one, preventing it from being pushed back. Though this really only happens during medium~large sized ''pileups''.