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Nerf (Darkfang) menders

27 replies [Last post]
Fri, 11/24/2017 - 19:53
Falminar's picture
Falminar

(Edit: Rant OP plz nerf)

Title. Menders OP plz nerf.

Silkwings:

- Melee range
+ Can't be interrupted
- Can't heal themselves or other silkwings
+ Heal everything nearby slightly on death
- No special abilities

Menders:

+ Far range
- Can be interrupted
+ Can heal themselves and other menders at will
+ Can push players away
+ Put up a shield at low health, delaying their deaths significantly
+ Can revive other menders (and all the other extremely annoying gremlins)
+ Can create AoE healing fields that heal a large group of enemies too rapidly to out-DPS, making the area impossible to fight in for several seconds

Hmmm. Perfectly balanced, eh?

Maybe buff silkwings someday so they're not completely useless, but in the meantime, how about we instead nerf the universal menders?

A shadow weapon on the side is impractical to earn as getting decently leveled gear is extremely expensive. It's already a long, difficult grind to satisfy the Hall of Heroes progression walls - having to craft up several alternative weapons for specific situations (such as multi-mender spam) will take it too far without having access to the standard endgame grind-zones. Having a shadow weapon as our main weapon is equally impractical due to all the irritating enemies that are resistant to it.

Obtaining poison vials/barriers is unreliable unless you spend half your income on Basil, not everybody has Maskeraith, and I already covered weapons above. That, and poison doesn't work too well anyway in poison levels...

Now that I'm done with that brief rant, let's get to the actual nerf part.

We can't get rid of every aspect of them, but we can at least take off one or two.

Some possibilities:

- Get rid of their area heal, or at least nerf its duration significantly (if not just make it a single tick).
- Prevent them from using other attacks while their area heal is active. (via Nitronicx)
- Get rid of their shield; they still heal everything with their full effectiveness, but they can be killed more reasonably
- Get rid of their revive; they still are fully effective, but once they're dead, they're dead for good
- Give them the same disadvantage silkwings have; don't let them heal other living menders, but still allow them to revive dead ones and self heal
- Same as above, but also allow them to indirectly heal other menders without targeting them directly (via their two AoE heals)

Personally I'd be in favor of the fifth option. It's not a crippling nerf and they keep all of their abilities, but it should still make fighting them that much easier if it'll be more difficult for them to heal themselves. It'll also mostly just change groups, which is the main case where they really start becoming unfightable.

The second one is also good. Again, a small(ish) nerf, but it still may well get rid of the more unfair-seeming situations.

At the very least if everyone is insistent they want to keep them as they are, the sixth option is available as a compromise.

Fri, 11/24/2017 - 20:42
#1
Fangel's picture
Fangel
i uh

But they already have been nerfed - they used to have a melee attack every time they dodged away from you (making swords dangerous to use on them) and a ranged projectile attack that you can see on the knight wrench wand variant. This made healers a threat rather than a support monster. It wasn't the greatest time to be a gremlin hunter...

I don't think nerfing the healer who does a pretty dang good job at healing is the solution when you basically listed "don't tell me how to beat this difficult enemy via methods that are great for killing this difficult enemy". That's like saying "don't tell me to make a blitz for vanaduke because I shouldn't have to" - sure, you don't have to, but it's pretty dang handy for both vanaduke and literally the rest of the game.

I'd sooner have a darkfang thwacker's spin attack be more choreographed than nerf a darkfang mender to be a complete pushover.

Fri, 11/24/2017 - 21:04
#2
Falminar's picture
Falminar
{extremely predictable response}

when you basically listed "don't tell me how to beat this difficult enemy via methods that are great for killing this difficult enemy"

What options are there to get these methods, exactly? Getting vials and barriers is unreliable (unless I throw a bunch of crowns at Basil, 'cause that'll help me gain profits).

Meanwhile, there's already an irritating, heavy fire crystal/orb of alchemy/recipe funding grind to actually get to the levels where getting decent income to upgrade side-weapons for this kind of situation. How are you supposed to get those weapons for specific mender-heavy situations practically without vastly extending that grind?

Case in point, arenas. Likely the single best area for a variety of things vital to progression, but they're full of menders that allow everything else in the arena to slaughter any players who don't have those counters ready effortlessly.

So what are my options?
A: Level a weapon specifically for menders that isn't remarkably effective elsewhere. There are a hundred weapons effective in Firestorm Citadel and I'm pretty sure Acheron and Venom Veiler are not on that list.
B: Continually run at the menders and die repeatedly.
C: Grind somewhere that lacks menders, and proper income.

Maybe if alternative variants were cheap so as to actually support the heavily situational counter-based gameplay...

Sat, 11/25/2017 - 10:10
#3
Nitronicx
Why they feel overpowered and cheap

To me, Darkfang Menders aren't fair either. You need to have enough damage to defeat them. You can try taking some low-DPS weapon and kill a single Darkfang Mender. You may notice they will use their "Stay close!" attack when their HP drops below certain value. Your only hope is that you can inflict enough damage before their cooldown runs out or that they forgot to use it (I'm not sure about this one but anything can happen in Spiral Knights). This isn't a big flaw since you're not supposed to take low-star gear to Tier 3, but is worth mentioning.

My biggest issue is that area attack. It heals any monster in big area for slightly lower amount of HP than single-target heal about 12 times (in what seems like 1 second interval). What's even worse, Menders can cast heals elsewhere while this attack is active. Also, there's nothing stopping them from casting it second or even third time. The fact it looks like regular single-target heal until it is executed is only icing on the cake. I can't think of different tactics than moving monsters from healing area, trying to outdamage this powerful healing or attacking healers.

If you want to focus on a single monster, you can simply bump it out of that area. However, it still gets healed once or twice before you can do that. For outdamaging, you need high DPS weapon and this tactic is anyway rather slow. Attacking the healer seems to be the best thing you can do. It usually isn't hard (unless he decides to step into his healing circle, basically reseting your progress). When he uses his shield, he is usually at low HP and doesn't heal much. But in many cases he uses his close range heal or that area heal and again starts healing anything he sees.

When two fellow Menders meet, they cover their greatest weakness well. While one is hurt, the other one can heal him freely. When one uses his bubble, the other can heal him to full HP. When one dies, the other can revive him and reset his bubble spell as well. This luckily doesn't happen very often, but requires you to keep the living healer away from the dead one. What isn't easy at all, because when you meet them, you're usually against some difficult end-game content or Deconstruction Zone where it isn't that bad. You could try damaging other monsters along damaging healers, but many damaged enemies mean higher chance for their area heal. Again, it usually isn't very bad if you've got good weapon and are not playing Shadowplay. Sadly, many monsters with dual healers and their apparently broken behaviour is simple recipe for hard fight, and the game happily exploits it.

But almost nothing requires you to have good weapon. It is possible to clear Firestorm Citadel with Proto set, but it isn't possible to clear Clockwork Tunnels with arena with a Darkfang Mender. Again, this isn't that good of an argument for the reason I've mentioned above, but comparation with Silkwinges should. While I'd say Silkwinges need some sort of buff, Darkfang Menders' area heal is what wins a nerf. It's as if Dark Briar Barrage exploded 12 times instead of 1. I could now question Dark Retribution too, but I can't, since I don't use it.

I would nerf them to at least don't use other attacks, while their rune is active. Just like when Zombies use their breath, Menders would be keeping their rune active as long as their pointing to it with their wand. I believe this would solve the biggest issues they have.

I'd also like to mention one thing. When Mecha Knights come close, they can do regular or charge attack. The best is the fact you can interupt the regular attack with a rather precise timing. When charging, you bump them away. Then, there are Almirian Crusaders. It feels incredibly well to sneak in your attacks while they are executing their own. It feels pretty much like Dark Souls, awesome feeling. Ironclaw Thwackers are similiar. It feels very well when you try to fight them with your sword. This is somewhat destroyed in Tier 3, where they can use their spin attack and your only 100% safe tactic is to approach them with disrupting attack. That's either final hit of your sword combo or a charge attack. I know, you can't do this much when there are many of them, but when they are alone (or in low numbers), all of this can feel fair (except that spin attack), but I can't feel guilty for all my fight progress being reverted due to me being unable to counter overpowered RNG attack(s).

TL;DR: The next-to-last paragraph. That short one. Please, teach me how to write short posts.

Sat, 11/25/2017 - 11:19
#4
Kryophyre
Glad I'm not the only one

I have to agree with this.

The 2 most frustrating features in my opinion are the sudden barrier and the Area-of-Effect-Heal-Over-Time-Zone (or AoEHOTZ for short XD). While I get what they're going for, there are certain attributes about each that push it over the top for me.

First the Barrier:
In concept, I'm okay with this. Healers get focused, they need some form of defensive "Trump Card". But the sheer reliability of the shield is frustrating when there's no counterplay to it. The worst part to me is that even if you knock one down it still get's its shield. And then once it's in its shield it keeps healing things (And usually puts down an AoEHOTZ just to rub it in). And the REFRESH! At the very least don't refresh the cooldown upon revive! They're hard enough to take down once, please stop making me go through EVERY part of it again!.

The AoEHOTZ:
It lasts way too long for how fast it heals and the hit box is much larger than the actual visual. I have no problem with heals over time, or area of effect healing spells, or even potent bursts of healing. BUT putting these together to create fields of immortality is pushing it too far. Especially when the Menders tend to jump backwards into them and ESPECIALLY when you have TWO of these things going at once! This is an ability that I'd like to see either removed or nerfed severely. It's far too effective and is just not fun to play against.

Everything else about menders is fine by me. The "Stay Back" spell is great. Even the revive adds a unique dynamic. Also, you'll notice that Most of the problems arise when you have multiple menders at once. It feels like they were balanced for just having one at a time.

DISCLAIMER: This is coming from a largely solo player who doesn't have time to grind out new weapons for every situation (Believe me I'm trying). Admittedly, in a full group, I hardly notice these things. Maybe if Mender abilities scaled with party size they'd be less frustrating. But as they are they can be Frustration Incarnate for a solo player

Sat, 11/25/2017 - 14:02
#5
Mintagen's picture
Mintagen
Might not need new equipment (also alt farm locations)

The main part I find OP about darkfang menders is not their heal AoE or their Gremlin revive. It's their godlike dodging capabilities! One of them dodged an entire chaingun charge attack! All 15 shots missed! Darkfang menders are Neo!

In all seriousness, I see where you are coming from. Tier 3 menders are a large leap forward compared to the tier 2 menders. But don't think there is a specific method or a specific loadout that will make them easy to deal with. Maskeraith will only keep them poisoned for a few seconds and shadow weapons won't prevent their abilities from occurring in the first place.

Every knight has an enemy they despise. I had a problem with the minis in the compound levels for quite some time, but when I found out how to beat them without the recommended equipment but with the equipment I was familiar with, I felt good!

My point is: you might not need new equipment.

Also, cuz I wanna be at least a bit helpful. Arenas are not the only place to farm orbs and a crowns. For Elite orbs and Glowing Fire Crystals (and around 3,000 crowns per run) try farming the rank mission "Sewer Stash" rank 6-2. For Eternal Orbs and Shining Fire crystals (and around 1,500 crowns per run) try farming the rank mission "The Rotting Metropolis" rank 8-2. Try both in Elite difficulty. The best part about these missions: they both don't have darkfang menders!

Sat, 11/25/2017 - 23:49
#6
Zero-Chill's picture
Zero-Chill
Can you please search for

Can you please search for solutions before you scream like a kid "PLEASE NERF"
Have y'all heard of poison? Greatest status of all time, I used to only have Dread Venom Striker at some point and I didn't need anything else then... You saying Venom Veiler is useless in other places? LMAO this is the best support bomb in the game. And SURPRISE did you know that poison weapons are also a viable option to use in poison levels (except Venom Veiler)?! And wait you DON'T WANT TO WASTE YOUR RESOURCES ON CRAFTING NEW WEAPONS?!?!?! Do you know that this is a game about crafting weapons?????????

Sun, 11/26/2017 - 02:28
#7
Fangel's picture
Fangel
well

You may consider running in parties that cover your weaknesses, both with monsters you find difficult and damage types you don't have.

You can kill a darkfang mender with an elemental brandish, and taking one down with a calibur line is fairly straight forward even without damage bonuses. Failing that, you'll almost always have some consumable at your disposal. Barriers, vials, sprite abilities, etc are all proper tools for taking on that challenge that you face - you don't have to simply go shooty mcshootyface on everything.

Personally, my "oh lordy" enemy is the ice cube. They're so simple yet if they hit me, even with freeze resistance, it's often an ER being used unless I get lucky and freed from their freeze lock. However, I understand that this enemy is fine, and it's simply my own personal issue against them. It's why I almost always have my drakon on me - not only does it suit my playstyle, but being able to ignite ice cubes turns them into a non-threat!

In a game that's about crafting gear and playing with other people, when an enemy is tough, if you ask the question "is this enemy tough, or do I not have enough party members or the right weapons", you'll often find the latter is the answer.

The one time I can say darkfang menders are complete BS is in grinchlin assault, since they respawn and can heal the boss battlepod, thus ruin your progress. I do enjoy the challenge however, and a proper team taking a proper approach with proper weapons can take down that challenge with no casualties.

Sun, 11/26/2017 - 12:07
#8
Falminar's picture
Falminar
Honestly I'm impressed a Geo response didn't come earlier.

I would nerf them to at least don't use other attacks, while their rune is active.

That sounds good too. Probably would be better than removing it or directly nerfing the rune itself.

Also, you'll notice that Most of the problems arise when you have multiple menders at once. It feels like they were balanced for just having one at a time.

I can definitely agree on that. Thus my preferred solution, nerf other menders' abilities to heal each-other without changing an individual mender's healing.

For Eternal Orbs and Shining Fire crystals (and around 1,500 crowns per run) try farming the rank mission "The Rotting Metropolis" rank 8-2.

I may well have killed that Toxilargo a couple hundred times already...

Have y'all heard of poison? Greatest status of all time, I used to only have Dread Venom Striker at some point and I didn't need anything else then...

Well obviously I have, since I've mentioned it several times before.

You saying Venom Veiler is useless in other places? LMAO this is the best support bomb in the game.

Useless? No. Suboptimal? Sure. There are better things to use when there are no effective healers around, and using it requires sacrificing a sword (primary DPS) or gun (long-range whatever for literally anything you care to fight at long range for any reason... so, a lot of things.) Assuming, of course, that you aren't spending money or crowns on constantly upkeeping bonus weapon slots, and/or that you don't have a second group member with you in literally every area you go...

It certainly has uses, but it's hardly a universal kill-all, is it? You need proper DPS alone to get by in most places.

And SURPRISE did you know that poison weapons are also a viable option to use in poison levels (except Venom Veiler)?!

Usable, yes, actually effective comparing to a not-poison weapon, no.

And wait you DON'T WANT TO WASTE YOUR RESOURCES ON CRAFTING NEW WEAPONS?!?!?! Do you know that this is a game about crafting weapons?????????

"Don't want to waste your resources"? How about "don't want to waste 50 hours of my life grinding before being able to reach proper endgame grind zones so I can actually get new weapons effectively"? Sure I can craft new weapons, once I actually have access to the high-tier missions everybody grinds in for new weapons.

You may consider running in parties that cover your weaknesses, both with monsters you find difficult and damage types you don't have.

Finding parties who actually care to do the same thing I do is difficult, especially since my current guild is dead and all the not-dead guilds seem to have some kind of overcomplex recruiting and selection system.

That, and my experience with other players in groups... tends not to be particularly pleasant.

Sun, 11/26/2017 - 13:38
#9
Zero-Chill's picture
Zero-Chill
-_-

I use menders as a source for damage and they do a very good job, I don't want them nerfed because some noob doesn't know how to deal with them. Either aim for the mender, use a poison weapon or let someone else do it but please don't create a thread asking for a nerf and writing walls of text that most people won't actually bother to read... It's annoying AF.

Sun, 11/26/2017 - 13:48
#10
Cinoa's picture
Cinoa
Solution

The Venom Veiler practically renders any mender helpless.
It causes them to damage instead of heal, and cuts attack/defense by about 45% and 50% respectively.

Sun, 11/26/2017 - 15:08
#11
Nitronicx
OK, not too bad when game doesn't exploit them

I have to admit, I'm a solo player, who very often avoids certain options games offer to him, and thus usually has problems when games expect him to use everything he can. I personaly don't have a bad time against Darkfang Menders when I'm on regular runs, since I can dispose them very quickly with my Obsidian Edge. But you still have to admit, that area skill is too powerful. Even the fact you can use it as effective damage source despite the fact that poisoned enemies are damaged by fraction of healing power says something.

But one thing is certain for sure. If Darkfang Menders don't need a nerf, then T3 Silkwinges need a buff. Then we can all agree that the game expects us to tackle the problem differently. What do you propose for buffing Silkwinges? Leaving temporary auras of healing akin to auras of Sloombargos or Giant Toxigels?

@Fangel
Brandishes are too powerful thanks to their split damage. Try something like Warmaster's Rocket Hammer. With low enough DPS, you'll notice the behaviour I was talking about.

Sun, 11/26/2017 - 19:39
#12
Cinoa's picture
Cinoa
@Nitronicx That's the thing

@Nitronicx
That's the thing about "using everything you can". If you had a weapon that dealt with everything, or could just solo the entire game, that would destroy the teamwork aspect this game has (or used to have).
If an offense class needs help, they can invite a support along with them. This makes the game more entertaining. Or, if one wishes to be solo, this situation incentivises obtaining new equipment and strategies to deal with the problem one is facing.
T3 Silkwings leave a healing mist on death.

Sun, 11/26/2017 - 20:02
#13
Fangel's picture
Fangel
err

If you're using a rocket hammer (pure elemental damage) on a darkfang mender (resistant to elemental damage), that's not a fault of the enemy. The fact that a rocket hammer can kill a darkfang mender in a reasonable amount of time when solo even goes to show that it's pretty dang powerful.
Should you be trying to take a mender down with, say, an arcana however, your point stands pretty proper.

This is a reason you should almost always bring two different damage types with you unless the level has no chance of changing its pace. Royal Jelly Palace you can bring all shadow weapons and fair pretty fair, but a standard clockwork tunnel and arena level has a random element to its spawns. I've taken down darkfang menders in fiend arenas via a riftlocker many times because they decided to show up instead of silkwings.

Many of the strengths of darkfang menders are also their weaknesses.
- Their healing bubble immobilizes them, meaning you don't have to bother with them following a group of enemies that you need to prioritize.
- Their healing rune turns into a massive damage element, to the point that in a gremlin, beast, slime, or construct arena, it's actually a very valid tactic to bring a poison mist bomb for damage. Poison construct arenas are often dreaded by veterans for this simple fact.
- You can bait any elite tier non-scorcher to dodge, so if a mender is running away from you if you shoot at it it'll dodge towards you and likely into sword range.
- If you can kill an enemy gremlin in a corner, you may be able to bait the mender to approach the body for a revival, in which case you can take them out or at least knock them away.

Basically, darkfang menders can be approached in a multitude of ways. They are difficult because tier 3 is difficult (notice how earlier tier healers are complete pushovers), and do an effective job at making common enemies a larger threat, but proper gear (pretty much the point of the game to collect a large arsenal of gear) makes tackling that challenge much easier.

Now, if tier 1 and tier 2 menders had runes, bubbles, and revivals, then I would agree they were a bit of a problem. But tier 3 enemies being difficult is pretty in-line with how it ought to be.

Sun, 11/26/2017 - 22:26
#14
Flash-Flire's picture
Flash-Flire
hold on

Poison construct arenas are often dreaded by veterans for this simple fact.
so does that mean the next danger mission should be poison construct?

Mon, 11/27/2017 - 01:16
#15
Fangel's picture
Fangel
i mean

We already have a poison danger mission with gremlins via Compound 42. However, a poison construct (negates both heal bypassing and sleep status right there) danger mission would prove hard hitting.

Why do you think so many people have trouble with the end of Shadowplay anyways. ;P

Mon, 11/27/2017 - 07:30
#16
Cinoa's picture
Cinoa
@Fangel/Ze-Epik

Wouldn't a VT help with that kind of mission?

Mon, 11/27/2017 - 16:12
#17
Nitronicx
I'm getting lost in this

I think there was slight misunderstanding. I am aware that bringing low damage weapons against them is not valid tactic. I said that as a proof that they are "DPS walls" - impossible to cross without enough DPS (but probably easy with enough DPS?). Luckily, minimum requirement for DPS is low enough for this to be very subtle problem (unless second mender showes up). It's just that there are none DPS walls except Darkfang Menders and Royal Jelly.

You've proposed lots of tactics I'll surely need to experiment with one day instead of using general rush tactic. But still, I think that spell is overpowered. You (almost) can't see it coming and it heals enormous amounts of HP. It depends solely on the mender itself whether he fills entire arena with runes or doesn't use them at all. Why it shouldn't be overpowered when your only reliable tactic is poison, which might not always be at your disposal (and vials/barriers may not be sufficient)? My biggest problem is that this spell has basically no limits (seemingly no cap for number of active runes, no cooldown, impossible to interupt).

But I'm mostly repeating myself now. The more we talk about it the more I think I'm defending only a few people with this problem. Many of your points seem valid and I haven't played proper T3 run in quite a while. Maybe it only looks overpowered but in reality isn't really, what would be really confusing.

@Cinoa
My idea for a T3 Silkwing buff was that they could constantly leave healing auras anywhere they fly,

Mon, 11/27/2017 - 16:26
#18
Fangel's picture
Fangel
somewhat

The individual mender abilities look pretty dang overpowered on paper, I'd admit. In application however, it's stupid easy to overcome them. For example - don't fight enemies on mender runes. There's hardly a situation where you cannot shield bump, shield bash, or lure enemies away from a healing rune with the exception of turrets.

That being said, it is important to use everything at your disposal. I know of a player who bring rocket hammer + obsidian crusher literally everywhere. They use the hammer on gremlins too. Why? Because they have a maskeraith who they use to pelt enemies with quills, essentially turning them into a time bomb for the hammer regardless of resistances. It's a fairly valid tactic, but a good example of how you can make a bad situation better via using everything that you own. :)

As for a T3 silkwing buff, I would reckon them increasing the defense of their targets would be a force to be reckoned with. I wanted a defense buffing swarm silkwing myself that would leave a swarm seed/spawn on death until it's killed 3 times, but applying the defense buff on its own to the T3 silkwing wouldn't be invasive but would give them a different kind of buff.

Mon, 11/27/2017 - 17:58
#19
Wolf-The-Gangstar's picture
Wolf-The-Gangstar
Don't agree so much.

You could always use poison as an option, Venom Veiler and Obsidian Edge wipe the floor with gremlin menders and gremlins in general. In addition you can use Winter Grave and single switch its standard attack at practically almost any gremlin type (including menders) and they'll be flinchlocked and so they can't do anything, and probably frozen in the process. Also the charge of Winter Grave is damn devastating against gremlins. You could also use the other Magnus lines to the same effect, though it won't be as damaging nor be able to flinch reliably as Winter Grave in deeper depths.

Wed, 01/31/2018 - 22:59
#20
Yoriichi's picture
Yoriichi
-1

Not hating, but later game players need a challenge, they;re actually not much of a challenge if you target them before attacking other monsters, and if they were nerfed, arenas would become so much less of a challenge and honestly sort of boring. There's already ways to counter this even if its not convenient to you specifically but the whole point of the game is to be challenging in the first place, what's a game if you are almost always winning. These harder monsters (especially the fiends) push lower and higher players. If the menders are bothering you this much, consider switching to maskeraith

Thu, 02/01/2018 - 08:57
#21
Nitronicx
Maybe I should stop with this

Well, if we talk about arenas... I do remember how I ran endlessly in circles trying to weaken and eventually kill other enemies (usually mecha knights) but more importantly hit those healers in the middle that always have 5+ monsters around them. It was quite entertaining I think, especially if you managed to get out of there alive.

If they were nerfed and you would kill them quickly, you probably wouldn't notice a thing. However, it's true that some difficult fights would get easier. My biggest problem with them is the aura, which feels straight up unfair and on top of that game exploits it to create afforementioned difficult fights. Though if I'm being honest, I personaly don't have very bad time fighting them (unless Shadowplay etc.). It's just there's something wrong with them. Something more annoying than hard.

I feel at times Arsenal would be better place for discussing this.

Also @Fangel,
sorry ran away after trying to turn the discussion to buffing Silkwinges. Regarding your idea, I think it wouldn't help them that much if they gave defense buffs. On the other hand, it can be made significant enough to be relevant. From existing situations in game it didn't seem to have much influence on the fight.

Thu, 02/01/2018 - 10:31
#22
Umbra-Lunatis's picture
Umbra-Lunatis
darkfang menders need to man tf up

imo menders don't do enough as enemies. they need attacks.

The wrench wand is a great bludgeoning tool, and yet these hippie menders don't use em to save their own lives.
We need to follow in the footsteps of that one 4chin post and tie a buncha menders to balloons and force them to float around helplessly until they get angry enough to fight

Thu, 02/01/2018 - 15:33
#23
Melonfish's picture
Melonfish
I fear their abilities are purposely overblown. However...

Darkfang Menders do plenty as enemies, they simply follow a code like the rest of the menders.

    "* Gremlin menders have taken an oath to do no harm. (Fixed issue that was allowing menders to attack with their wand.)"

Of course, that does not stop them from remaining as competent as they are spiteful.

Thu, 02/01/2018 - 16:52
#24
Umbra-Lunatis's picture
Umbra-Lunatis
@melon

Ok, fair, but when a mender just stands there and takes the hits that's kinda lame too.

I propose a system where Menders, upon realizing that there are no allies to heal, run directly, constantly away from players. Upon entering this phase and then dying, they also drop slightly more hearts.

Thu, 02/01/2018 - 18:31
#25
Melonfish's picture
Melonfish
"FIGHT ME!" "No."

In my experience, menders (and possibly helpless enemies in general) seem to actively target the way to the starting point of the level as the direction of where they attempt to scatter to. Considering an enemy will possibly drop loot past the one-way barrier next to the elevator from the previous depth when slain, I stand by the notion of their prickly temper even in the face of hopeless match-ups.

Thu, 02/01/2018 - 21:31
#26
Fehzors-Forum-Alt's picture
Fehzors-Forum-Alt

This thread makes me sad.......................................

A shadow weapon on the side is impractical to earn as getting decently leveled gear is extremely expensive. It's already a long, difficult grind to satisfy the Hall of Heroes progression walls - having to craft up several alternative weapons for specific situations (such as multi-mender spam) will take it too far without having access to the standard endgame grind-zones. Having a shadow weapon as our main weapon is equally impractical due to all the irritating enemies that are resistant to it.

Option A) Nerf the game so that you can play it without having to craft gear

Option B) Let the players craft gear at a normal rate

Hmmmm option B seems sensible but the devs might actually go for A ...

Sat, 02/17/2018 - 20:38
#27
Fangel's picture
Fangel
whee

I feel like the defense buff silkwings could give would slowly increase over time, up to 50%. This makes silkwings a much higher priority since they have the potential to start outhealing your damage with the defensive boost.

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