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The hot mess of the new Jelly King levels

32 replies [Last post]
Sat, 06/11/2011 - 22:41
Notbob's picture
Notbob

I think we figured ahead of time that adding thorns and spikes to the jellies in the Jelly Palace would make for a different sort of challenge, but, really, it all seems like a huge mess now.
Since jellies can send out roots like lichen colonies now, even on T2, they can reach under walls to attack players (I saw people dying on party buttons, not really having much of a chance--gun puppies can't reach you, why should jellies?), and the usual mobs of jellies just...ugh...nonstop spikes from the ground.
Suffice it to say that the Jelly Palace levels have become a lot less fun and a lot more frustrating. JK runs have been the only profitable activity for a while, but not anymore, given all the reviving that seems to be required. I have to wonder, were the Jelly Palace levels playtested much after the new jellies were introduced? If they were, was the general consensus a shrug and a "moving on..."?

So, be warned players, you know how on Depth 16 you have to stand on a party button and wait for someone to bring the blocks down before you can attack enemies? The jellies have no such restriction--they will reach through the walls to attack and quickly kill you before you have a chance to respond.

The Jelly King fight itself is now also a nightmare. Trying to get close enough to use vials when spikes hit you from below is not the nicest thing to attempt.

I'm watching experienced Vanaduke killers falling repeatedly to the new behavior. I think that JK runs for fun and profit are about to become a fond memory.

Sat, 06/11/2011 - 22:45
#1
Aliencereal
Legacy Username
I don't have any of those problems.

I like the added challenge :O It's not too bad and it's fun.

Sat, 06/11/2011 - 22:56
#2
nearo
Legacy Username
Are you kidding?

I was fighting jellies earlier; It was crazy; crazy fun!
sure dying can suck; but if you're careful/lucky and your friends are too you'll be fine, put up a shield while you sit on pad..?
though yes, maybe making gates block would be nice, it seems unlikely.

Sat, 06/11/2011 - 22:59
#3
Shoebox's picture
Shoebox
The words hot, mess and jelly

The words hot, mess and jelly used in the same sentence got me all excited.

Sat, 06/11/2011 - 23:07
#4
Sunless's picture
Sunless
hot mess of the new Jelly

hot mess of the new Jelly King

... Perhaps I should lay off the pornography.

Then again...

Sat, 06/11/2011 - 23:08
#5
Cobaltstarfire's picture
Cobaltstarfire
Sounds like an interesting

Sounds like an interesting challenge, but I do agree they shouldn't be able to attack through party button gates if that's what they are doing.

I look forward to seeing this though, I've been starting to feel complacent lately. Haven't personally found the new attack to be that difficult to avoid yet, but there's alot more jellies in the palace than elsewhere and I haven't yet tried it yet to see one way or another.

Sat, 06/11/2011 - 23:31
#6
Fallout's picture
Fallout
eh looks like i cant bomb no

eh looks like i cant bomb no more.
all i can do is spam left click with a silent nightblade.
I died less in FSC the in a JK run....

Sat, 06/11/2011 - 23:35
#7
Loki
Legacy Username
I did a Jelly King run

I did a Jelly King run (Including him) on the day of the update and didn't think anything was wrong. I enjoyed myself in fact.

Jelly Cubes aren't the only things that can get you even if you're behind a gate, wall, etc: Higher tier Wolvers have always been able to as well since they can burrow underground and pop up anywhere they choose, it took me by surprise when I had three of them go under the gate since I thought I would be safe.

Speaking of being able to go through gates.... I need to report some serious issues with Firestorm Citadel. The protection barriers are pretty broken, but they're more obvious in those levels.

Sat, 06/11/2011 - 23:59
#8
Malicus
I just did a Jelly King run

I just did a Jelly King run (and previously did one on the day of the update) so I could get full clearance on the new gate, and I pretty much echo what Loki said. The thing that annoyed me most wasn't the upgraded jellies. It was that the few random people that showed up vanished before even the second JK level, so I ended up soloing JK. ...I hate soloing JK, but not because of the upgraded jellies. In fact, the JK fight didn't seem very different at all.

I'm okay with the new jellies, but I feel kind of sad for the toxigels now. I think they need an upgrade of some sort, too.

Sun, 06/12/2011 - 00:33
#9
Acherpwn
Legacy Username
The added challenge is great,

The added challenge is great, and those levels needed an increase in difficulty anyway.

Did the boss, defeated the boss, didn't rly seem too different however.

Sun, 06/12/2011 - 00:54
#10
div3
Legacy Username
It's fine. The biggest change

It's fine. The biggest change is that you can't just lolherpderp through it. You have to be more careful, think, plan attacks, etc. I noticed I was blocking more, and tanking jellies is now harder. Running up to them, getting close, and swinging my faust isn't such a good strategy anymore. And you need piercing protection now.

Other than that it's the same old JK run but a bit harder.

I also don't have a problem with them attacking you from behind a wall. The idea is that their roots/thrones go *under* the ground.. so that seems to make sense. Again, just be careful and think.

Sun, 06/12/2011 - 01:10
#11
Espeonage's picture
Espeonage
If only they were filled with fruits and thorns were bananas

Performance-wise, the only change I'd hope for is removal of the screen-shaking. It's more annoying and disruptive than not when there are multiple jellies.

A somewhat more obvious warning for the ground spikes would be nice too. :>

Sun, 06/12/2011 - 04:02
#12
Dirt
Legacy Username
I didn't even wear my Deadly

I didn't even wear my Deadly Virulisk set when I did my first post-patch RJ run and it wasn't harder. If anything it was easier because the jellies were actually sitting still more and not just flying about with their spinning attack all the time.

Sun, 06/12/2011 - 07:33
#13
gell
Legacy Username
I can just bet that half the

I can just bet that half the time I stop to swing my gran faust once, a jelly spike will fly up my butt. The spike range is insane and the warning is hard to see in the grass (this is unnecessary though, since you can guarantee they will do the spike attack if you are within range even if they are DEAD). For melee, I have to use my vile striker in order to get a couple hits in to get the shield up. I like challenges and requiring a change to playstyle, but even this pushes it.

I used to use some shield bumping to keep lichen colonies separate, but I don't care anymore. After fighting 4 tier 2 jellies at the same time, a giant lichen colony is cake. I'd rather fight 3 giant lichen colonies than 3 jellies. Is this your intention, OOO?

A few things to think about:
- a T2 jelly can shoot spikes under walls (e.g. in the lower right room of the Royal Carpet Runaround. Because of their range, this can hit you even if you are near the player button in the center, before you ever broke their wall or opened the gate.)
- a T2 jelly has little warning before its spike attack, and it's almost invisible on some surfaces. The idea is that you have to keep moving, and if you are still even for one slow sword melee or movement stopping gun, you will get hit. Is this bad? Just gotta use fast weapons I guess. The best thing to do is to tank the jelly with a forward moving weapon, like a striker, so you can bet no spikes hit you where you stand.
- Even if a T2 jelly dies, the spike WILL still fire up afterward. A Giant Lichen Colony can't do this; no enemy can do direct damage to you after they've died.

Bugs me a little when tier 3 is easier than tier 2. OOO overcompensated a little with this one.

Sun, 06/12/2011 - 04:25
#14
Dirt
Legacy Username
I think there's something

I think there's something wrong with you guys if you're getting hit so much, haha. I'm using a Faust and Heavy Plate Helm and Armor and I still hardly get hit by the spikes.

Sun, 06/12/2011 - 05:39
#15
gell
Legacy Username
I didn't say I got hit that

I didn't say I got hit that much, actually. I don't get hit that much. But when I do get hit, it doesn't seem fair. I will take the blame when I fight gremlins and get hit by a flying hammer. It's my fault if I get hit by one of the many bullets in a bullet hell section; it's still fair, even if the angle is a little less than optimal for dodging, I get it done. My fault if a giant lichen hits me with a flying spike or ground spike.

Not my fault if I managed to kill a jelly and his spike still comes up. Not my fault if I haven't even gotten to the place on the other side of the wall in jigsaw valley I can't even see yet, but they were a jelly hiding there and he was sending spikes up past the wall. Oh now I know here's there. I guess I'll fight him in 5 minutes when I get around to that part of the map.

I don't recall if a giant lichen can shoot spikes up across a gap, but a jelly can.

Sun, 06/12/2011 - 06:08
#16
kbe2k11
Legacy Username
Yea I complained right after

Yea I complained right after the update about the gap thing, it makes zero sense because it's a root attack how would it travel across open air and even worse it seems to ignore the gap as distance giving the jelly's insane reach so much so they can hit you and you cannot even see them.

Kinda feel bad for people just starting royal runs, it's defiantly harder now than before but honestly before it wasn't all that easy I mean sure I was soloing it all but that's after having done dozens and dozens of runs I had a perfect routine for it but when I first started out it was difficult, died a lot and pubs were a nightmare but now GOOD LUCK. I'm done with the runs thankfully, don't need tokens and don't find the runs as profitable now due to rising CE cost it's more beneficial for me to do T3 solo basil runs and sell recipes, we'll see how long that last until OOO tweaks something in T3 to put an end to that too or until CE prices rise to 10k.

Sun, 06/12/2011 - 06:11
#17
Darkprion
I think the new JK gate's

I think the new JK gate's GREAT!! So much more of a challenge...I used to just slash around with my Fov and Gran while half sleeping/eating but now i actually have to pay attention! XD so they send out spikes psscch...get some piercing armour if u're that worried. In the words of Mr T..."Quit yo' jibber jabber! Get some NUTS!" OOO u did a good job with the jellies =D

Sun, 06/12/2011 - 06:17
#18
Loki
Legacy Username
@gell

Jelly Cubes can't use their spike attack when dead, only if they used it -before- dying. It's the same concept as a Demo Gremlin, except Demo Gremlin can -actually- throw a last set of bombs upon being killed, so not only are you incorrect about them being able to use the attack after dying (Or maybe just poor wording?), but you're also incorrect about there being no monster that can possibly still damage you even after dying since Demos actually can.

The nice thing about the Tier 2 Jelly Cubes is that their aim is sometimes not so great.

There are other monsters harder than Jelly Cube in the game, and have worse tactics to get you beaten on if you're not careful. That's the thing though: If you're careful enough and learn how monster attacks work then you take way less damage. Same applies with Jelly Cubes. At first, sure, it's a surprise with how their spike attacks work, but once you realize how they work you're almost never hit.

I was doing Tier 3 earlier, with a group of Jelly Cube (Tier 3 ones can deploy three spaced apart spikes at a time), in a small room and still took no damage, because I know exactly how to fight them now.

1: Don't stand still. This should be common sense when going up against any monster though.

2: Don't rely too heavily on slow-speed weapons, but mostly only when you're going for a charge attack as the charge is typically too slow to avoid spikes unless they flat-out miss on their own. The strikes themselves will still be okay, just as long as you don't have any Cubes at too much of a distance from you while you're performing them. Jelly Cubes still behave like they always have in the fact that they try to tackle you when you're close to them. They will not deploy spikes when you're close up to them, the only time this happens is if you lag, or you activated the spike attack before getting close enough.

Sun, 06/12/2011 - 06:43
#19
gell
Legacy Username
You're right, jellies do use

You're right, jellies do use their spike attack before they die, but if they die while it's preparing to come up, it still shoots up. This is not the same for a Giant Lichen Colony. If you manage to kill them while they are powering up, the spikes will never pop out of the ground after they explode into loot. Again, this DOES happen with jellies. I realize they started the attack before they died, but more than once there was only one jelly left and i knew he was super low on health, so I hit him with my sword, he'd explode into loot, and his spike would fly up at me.

I said "direct damage" although I meant instant damage. I was also not including things like shock greavers, who can leave a ring of shock after they die and potentially shock you for some damage. Regardless, bombs are easy enough to walk away from. A spike that shouldn't have come up is not.

Also, I was curious about if they always try to tackle you when you're close, and I concluded that they often do, but not always. A few times I ran up to a jelly's face to attack him and although I shielded in time, a spike hit me mere pixels away from the one remaining jelly. I am not complaining about this, just saying it happened, since you said it does not happen. Note the jelly was up against a wall, and I was right next to him egging him on just to shield him, and he tackled a few times, then he sent a spike at me. Result of lag as you say? I doubt it.

I paid a lot of attention to this stuff because I realize that when there are 4 jellies on screen, spikes can come from all 4 jellies and it's hard to draw conclusions from that, so I only made notes when there was only one jelly left, or I had separated them so far the other jellies didn't see me nor chase me.

Sun, 06/12/2011 - 07:17
#20
mouton_noir
Legacy Username
Yes, because Jelly King

Yes, because Jelly King levels were SO fun when you were grinding them for the 40th time, yeah.

More challenge=more fun for me. I do not play this game to farm.

Sun, 06/12/2011 - 07:42
#21
Eeks's picture
Eeks
> I didn't say I got hit that

> I didn't say I got hit that much, actually. I don't get hit that much. But when I do get hit, it doesn't seem fair.

EXACTLY. It isn't that you got hit. I don't mind them having split damage or ranged attack at all but the way they deal their "mid ranged" attack is just unfair. To compare it with something, I don't mind retrode attack either but at least when I DO get hit by a retrode it was usually my fault. When I get hit with spikes it's more of a WTF? How am I supposed to deal with that moment?

Range - For an enemy the quarter the size of a lichen colony, it somehow has double the range?

Unpredictability - Outside of a couple of mobs that spawn in JK this isn't an issue but this is a serious problem. The spikes are unpredictable. Sure, most of the time they'll come out in a straight line at you but sometimes they can come out perpendicular. This really makes no sense in the context of the enemy and is something that should be rebalanced. Again it isn't a matter of you getting hit sometimes. When you DO get hit it is complete bull. On top of that you can't really tell if they are going to do their spike attack or tackle attack. The animations are similar and the charge is too fast to tell the difference. If you're fighting a group of cubes then you need to be paying attention to the ground and not the enemies. This is really, really poor design.

Spikes Through Walls - NO, just NO. Spike pit + wall spikes + small area to navigate in? That is awful design.

Decals not clear, especially when bombing - Tell me where the spikes are going to come up in this screenshot. Spoiler: you can't and neither can I.

Fast Charge, No Cancel - The charge up on their spike attack is way too fast and on top of that you cannot cancel it. I'm sorry but if I can get hit during a BOMB DROP animation and somehow my bomb doesn't go off then they shouldn't get to throw their spikes if they get hit while charging. That is just UNFAIR. And yes the spikes after death is a phenomenon that I can confirm. This should not happen. Bug report it because it is obviously a bug.

Suggested changes:
Make charge for spike longer and cancelable. Reduce range on spike attack by 1/3 to 1/2 of current range to match jelly cube size. Adjust T3 spike attack to be more predictable. Adjust decal of pre-spike attack to be more visable. Remove ability for jelly cubes to spike across chasms or through walls.

Sun, 06/12/2011 - 15:21
#22
Pwnzord
Legacy Username
Lol Darkprion nice troll. If

Lol Darkprion nice troll.

If you've got a Gran Faust then you are not one the players for which the Jelly King is suppsoed to be balanced for. Being a T2 boss, a group of full 3* people should have a reasonably good chance of bringing him down (it shouldn't be too easy either), but even before the update without any sort of status inflicting weapons you might as well give up.

Why can't they make the JK a bit easier and pay a bit less so the people who need them can actually get tokens. It was hard enough before the update, if it's any harder I might as well leave and go do arenas :(

Sun, 06/12/2011 - 17:15
#23
mouton_noir
Legacy Username
Better solution would be the

Better solution would be the JK to drop more crowns so that people would actually try to kill him instead of quitting at the end of Red Carpet Turnaround

Sun, 06/12/2011 - 17:55
#24
JCPedroza
Legacy Username
I don't find the new JK run a

I don't find the new JK run a lot harder.

Regardless if you find it harder or not, there are design flaws behind the new jellies though. Hope 000 fixes them on the next patch. :)

Sun, 06/12/2011 - 18:00
#25
Dirt
Legacy Username
@JCPedroza

You keep posting in threads about these "problems" you seem to know about, and yet you don't say what they are. You aren't really helping the problems get fixed by keeping them to yourself.

Sun, 06/12/2011 - 18:39
#26
JCPedroza
Legacy Username
@Dier

@Dirt

Actually, that was the second time i mentioned them, and i've posted them before. I want to keep every thread on subject, and the flaws around the new jelly design are everywhere on this forum. They are a secret just for you, i strongly advice you to read the threads you post on for now on.

Hope this helps.

Sun, 06/12/2011 - 18:44
#27
Arblis
How is it tougher?

I don't really find the Royal Jelly Palace to be any harder now. While the slimes gained a new attack, their AI doesn't really know what to do with it- they are incapable of leading it, and sometimes they decide they want to use it but nobody's in range.. or they just spam it and stay back.

Personally, I found one of the biggest killers of the Jelly Palace was being blobby-blocked and shoved into spikes or other incoming attacks, with so many jellies swarming me that sword sweeps won't get me out of the center of them. This happens *LESS* now, since many of the jellies are now sitting back and using their slow, slow spike.

The tactics used to handle the whole place are different now, but... Just because everyone finally got used to the old tactics doesn't mean the new ones are actually harder to do.

Attacking through barriers that are supposed to separate sections is pretty crap though. Screw that, and T3 Alphas and Rocket turrets.

Sun, 06/12/2011 - 18:47
#28
kbe2k11
Legacy Username
Bad team mates makes it hard,

Bad team mates makes it hard, ones who hit stuff into you, die constantly because they don't know how to shield and counter attack, waste the useful potions and have no clue what to do on the royal jelly.

Reason I've gone 99% solo in this game.

Sun, 06/12/2011 - 19:12
#29
Dirt
Legacy Username
@JCPedroza

I saw your recent posts in these threads:
http://forums.spiralknights.com/en/node/11115
http://forums.spiralknights.com/en/node/11108

And then your post in this thread. You didn't even say anything of worth. "Yup, there are problems." is essentially what you posted. You aren't offering your own solutions. Even your second post about "netcode" was a garbled mess in 11108. You don't need to confirm there are problems, we already know. If you have some soft of helpful insight please let us know, otherwise refrain from such mindless posts.

Sun, 06/12/2011 - 19:28
#30
Crimson-Lily's picture
Crimson-Lily
i tried JK run for the first

i tried JK run for the first time since the piercing patch with only minimal equipment:
- 2* calibur
- 2* demo helm
- 2* demo armor
- 2* plate shield
- 4* freezing atomizer bomb.
and i found no problem at all, not died even once, just a slight change to play style and tactic.
full party of 4 people, but i need to constant revive them though -.-

long story short, basically you must not stay in 1 place for more than a sec. and pick the best time to put your bomb (like put it after the jelly root their attack, not before).

so i must say it's still pretty easy though, we just need to adjust our tactic and playstyle according to the new attack behaviour.

Sun, 06/12/2011 - 19:35
#31
JCPedroza
Legacy Username
@Dirt On the first link, im

@Dirt

On the first link, im just agreeing with OP. On the second link im saying that there is a lot of room for improvement in net code, both for PvP and PvE. In other thread I even gave you a lecture about netcode, introducing you to rollback techniques (like GGPO).

Sadly, I'm not a netcode programmer, so I can't provide it to 000. That's their job.

I'm not even sure if you play the game now or you just log in to troll in the chats, given your complete ignorance about the basic subjects discussed in all of your replies. Also, if you want to continue this out of topic and personal nonsense, please do it via PM. It's not everyone's problem that your ignorant induced blindness doesn't help you to see what's directly in front of you. Neither it is my problem, but you keep barfing all these nonsense to me for some reason.

Sun, 06/12/2011 - 19:51
#32
AndreaL
Legacy Username
HATE IT

I ABSOLUTELY HATE IT. ESPECIALLY THE BATTLE ARENA> 3 of my 4 parties died there :( For ppl with only 2 or 3 star eqs it really sucks.

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