lets exclude the hate thats brewing for the equipment aspect the 6/9/2011's update and talk about the the new design for slimes and nifty new entrance animation for gun puppies what do you all think
thoughts on the new slime design and other design changes
Alright a couple things:
* When there are jelly cubes present they don't have a mid range attack, the entire room gets a bonus floor spike hazard.
* Pushing slime cubes w/ nitronome does not affect their attack (how this makes sense, I'll never understand)
* Spike entrance decal is not clear enough and had to see through shivermist/ash of agni/nitronome blast
* Jelly cube is 1/6th the size of a lichen colony but has the same range (and again the spikes aren't coming out of the cubes, they're coming from the floor so pushing a jelly cube actually gives it way more range than a lichen colony)
* charge time on spike attack is way too fast They can pretty much tackle and hit you with the spike at the same time lmao
* their spine attack can hit you on the other side of the wall. I've never tested it but I'm pretty sure lichen colonies cannot even do this
* large jelly cubes have 3 spikes but the spikes can appear in any formation and coming from any direction (read: not coming from the cube) which makes it hard to predict and avoid
How any of this makes sense, I will never understand.
I was expecting a raging rant but... those points (hurr, points) actually seem valid.
I agree with everything eek5 posted in that list.
I like the changes but things still need to be worked out.
Hah, I'm still laughing about how, after all the support behind a gunner rebalance, the spike update negatively impacts gunners the most, since their eyes are usually on the target, not their feet. I understand it really hasn't been that long since the Weapon Balance threads were introduced, but... *sigh* Oh well. Maybe next update.
@ohgodmyhead: That isn't true. I find that it isn't too different from when I am fighting a Lichen Colony. If you stay out if it's range and don't stay in one place for too long, you aren't going to get hit.
The Wolvers seems to be a bigger problem for sword users who are so accustomed to slashing at stuff till its dead without paying attention to how much damage they are actually taking.
All I have to say on jelly update is mid range my arse, haven't seen them in T2 yet but in T3 it's pretty damn far I was on the other side of a huge gap didnt even see the jellies but they saw me, suddenly spikes shooting up underneath me out of no where, not sure if it's a bug like how rockets vanish over openings but that range was longer than that of a Giant Lichen Colony.
I feel like I'm playing a test server sometimes or a game that's like in pre beta stages still that's in development and shouldn't even be a released game.
Maybe open a test server so maybe you know you guys can get feedback and work out the bugs ahead of time, seems like every update is followed by 1-3 maintenances to fix bugs.
I... tend to agree. Not having damage balance over enemies to begin with (basically, no piercing damage at all) when their defense cycle is pretty elaborate, having enemies that have the most boring attack patterns ever, and then upgrading them in a way that doesn't fit at all (goodbye smooth jellies!)... Really, I'm just seeing squandered potential everywhere.
Also, can we expect spiky jelly set armor? That'd be kinda cool actually.
ima wait till the JK gate rolls back around - then i will share what i think...... (if i can't bomb jellies anymore.... my satisfaction for this game has ended)
the spikes on the jellies strikes me as lazy design. jellies =/= lichens. they're in the same monster family, but they're a different series.
I would rather they gave that attack to smaller lichens at higher tiers (rather than the lichens having to merge and form a giant one to unleash similar attacks). that would make more sense to me.
jellies should have their own unique attacks / look. if they need to deal piercing damage, why not have them morph into some spiky jelly form during the attack (close range piercing attack). the new attack has too long of a range and just makes the two slime types too similar. why even have the two types then? why dont slime cubes just merge to make bigger cubes then... :P
The spikes probably had to be a different color compared to the rest of the jelly or else it would be harder to discern that this enemy can deal piercing damage. (This is actually the exact design rationale that led to Mario having overalls, a hat and a 'stache: contrast to help telegraph his movements better.)
Additionally, this means they don't have to make complex animations for the same attack with the same hitbox-- the usual "general flailing" can now deal piercing because it's covered in thorns, whereas without thorns you'd need to spend a few days or even weeks worth of work to make a new animation for an otherwise identical attack. And you'd have to pay the animator his wages for that extra work. And that means players would need to spend more real money on crystal energy for that.
It just seems more efficient and gets the idea across to a new player more easily. Without thorns, new players would probably cry foul when they see a Jellycube suddenly morph into a blade for a tier 2 attack.
On the plus side Piercing defense actually means something now. (Dusts off Wyvern Scale Mail)
Eeks, you need to stop being so concise and intelligent... seriously these forums are a place for shrill rants and trolls... you hijacked what was warming up to be todays entertainment for me.
But seriously... the non-move-ability you are describing sounds like the jelly spikes behave more like a bomb attack than a melee attack, so once the attack animation starts, that's where the spikes will originate from. Maybe they actually implemented it like a bomb? Though it would make them harder to handle, I'm tempted to say performing this rooting attack should cement a monster in place... I mean that's what roots do afterall, am I right?
clearly the quicksilvers were not difficult enough before. I don't like the new design -- they looked more elegant before.