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Thank You, and Change Shadow Lairs Please. (Feedback for the Recent Shadow Lair Changes)

32 replies [Last post]
Thu, 05/07/2020 - 08:40
Rakaraka's picture
Rakaraka

Thanks Grey Havens for putting the Auction House to back the way it was. We as a community are much happier now and I hope that we can find a way to fix this problem together. We can make Spiral Knights a better place one change at a time!

This is the change of this feedback thread: https://imgur.com/a/wLI5Ww4

That said, there is another huge change the the community absolutely hated, the decision to keep Shadow Lairs absurdly difficult. Almost no one in the community plays Shadow Lairs anymore due to this, new players can't even get into them because the monsters two shot you most of the time and the health points are insane!

Fishmclishy made a video here: https://youtu.be/QsDGuZGGY8s
Here's another thread backing Shadow Lair changes: https://forums.spiralknights.com/en/node/123065

I'm sure other players will share their experiences with new Shadow Lairs on this thread, but the jist of it is.
Shadow Lairs after that update all the way back in summer now take 3x longer and cost on average 10x more sparks. This makes them not worth doing at all and players are just outright avoiding the content.

Solutions:
>Revert Shadow Lairs back to their former selves, with the normal T3 Health Points and Damage
>Greatly Increase the payout of said Shadow Lairs so that they're worth running, say like 60-70kcr from a lair and a great amount of rarities
>Greatly Reduce key prices or make Shadow Lairs free entirely.

The reason we didn't leave any feedback on this way back with Turbillion update is because the community did not think Grey Havens would listen, we hope that you listen to our pleas.
Thanks.

Thu, 05/07/2020 - 08:42
#1
Turbillion's picture
Turbillion
Please, this is a much

Please, this is a much requested change and we've been trying for it to reach the developers for months.

Thu, 05/07/2020 - 08:42
#2
Blazing-Galaxy's picture
Blazing-Galaxy
^

^

Thu, 05/07/2020 - 08:44
#3
Destroy-Destroy's picture
Destroy-Destroy
Pleaseeeeeeeeeeeeeeeeee

It's been 9 months man atleast tell us something or actually do it bruh.

Thu, 05/07/2020 - 08:54
#4
Azuresh's picture
Azuresh
Yes, definitely!

As GH once listened to revert the AH change, it would be excelent if they listened again and put in a little more work to fix the current SLs.

I disagree with making them free as people would run them too often and they would get boring, and would be too OP as a rad farm and make SL mats super cheap. But decreasing their price, or at least giving us more free shadow keys from sources like lockbox drops are definitely good things that can be done.

Additionally, i dont want to see T4 configs entirely gone. D40 configs are fine for dreadnaughts and trojans in terms of health ( NOT DAMAGE!!! ), D30 configs are fine for enemies like lumbers. But D40 carnavons everywhere is not something that makes anyone enjoy the game more.

Thu, 05/07/2020 - 08:47
#5
Bidoknight's picture
Bidoknight
I agree that something needs to be done.

But for me that something isn't urgent, although I would appreciate more loot since at the moment arranging runs is too difficult between the price, difficulty and payout.
Especially for a noob wanting to do his first run.
But at the same time I assume Grey Havens are already working on this as the current situation makes no sense.
That said though, it's been quite some time and it'd be nice to at least see the payout increased even if you're planning to make a different reward in the form of new equipment or whatever you're planning on doing.
At this point reverting the Shadow Lairs would feel weird and I'd rather the payout is just massively increased since waiving or reducing the value of Shadow Keys will make those who have one get annoyed. Although that would also be a nice change.

Thu, 05/07/2020 - 08:49
#6
Gome-Xyz's picture
Gome-Xyz
There was no reason for them

There was no reason for them to be changed, and now it just hurts the user experience and also hurts the already small endgame. If the next step up from reverting the Auction House is this, and it comes into fruition, more players will start to take the developers seriously, and trust will be regained.

Pellets: 25

Thu, 05/07/2020 - 08:51
#7
Worvera
Old shadow lairs are more enjoyable

I believe the reasoning behind the change was to make SLs scarier?
There are many ways to make them scarier and buffing health/damage wasn't really a good one.
First one or two runs feel scary because you don't want to get close to enemies, but after that they get tedious and punish for mistakes too much, which, in turn, makes players use many more sparks of life. Rabid Snarbolax pretty much requires using sparks because of how healthy silkwings are, otherwise any and all damage will be reverted after a few seconds and the bosses can't be poisoned to prevent the healing.

T4 could be possible if the overall knight strength matched the SL difficulty. Currently, using even best available methods is not enough to reliably complete a shadow lair. Using more enjoyable weapons is not even an option anymore, it's just too tedious. Old shadow lairs were more fun.

Thu, 05/07/2020 - 08:53
#8
Irishespeon's picture
Irishespeon
As a player who does Shadow

As a player who does Shadow Lairs quite often, I agree with everything in this post.

They should be the go-to end game content, and if any of those suggestions are done it would open up a lot more unique challenges for most end game players. As it stands right now, they feel like a chore more than anything.

The change I resonate the most with is at least increasing crown payout or lowering key prices if they are meant to be the hardest content in the game, both level design wise and Tier Scale wise. Players can adapt to tier 4 if they are given incentive, but if you guys don't want to add more payout, then reverting back to T3 will at least make them more fun and enjoyable.

Thu, 05/07/2020 - 08:53
#9
Not-An-Furry's picture
Not-An-Furry

Agreed! The old shadow lairs were much more fun and they were an actually viable rad farm for late game, and at the moment we are very starved of those.

The t4 SL changes have ruined the only truly good and interesting rad farm in the game imo.

Thu, 05/07/2020 - 09:01
#10
Whoever-Nice's picture
Whoever-Nice
BRING BACK OLD SLS!

I LOVED to run RRT before this change, it was one of my favorite levels in the game! It promoted teamwork in such a good way, truly felt like it brought the team closer together as they ran it.

Now RRT is very sad and frustrating. Its legitimately very annoying. Every time i get killed because someone aggroed the rocket puppy and i was unable to flinch it because it was so tough... It makes me feel like alt+f4ing!

Thu, 05/07/2020 - 09:10
#11
The-Ancient-One's picture
The-Ancient-One
Dissent

The buffed lairs are most of what keeps me engaged with the game at this point. I go on them every other day and love it.

https://www.youtube.com/watch?v=QEdUTzf8NkM

https://www.youtube.com/watch?v=yMtJS7khwjQ

https://www.youtube.com/watch?v=ghHdbXgyLJ4

I filmed these during my last week or so of playing. I think if anything the enemies could use a slight nerf to their attack and that vitapods should be sold at basil (+21 vitapods that is), but that their defenses and health are reasonable. Status effects could also use a buff in tier 4 and everywhere for that matter.

Thu, 05/07/2020 - 09:13
#12
Top-Platinum's picture
Top-Platinum
Agree

Agree

Thu, 05/07/2020 - 09:16
#13
Chainguy's picture
Chainguy
Half-disagree, keep Tier 4 health.

Honestly, my only issue with Shadow Lairs as it currently stands is the ridiculous Tier 4 damage, that even with the right resistance half of ones health is gone. If Shadow Lairs flat out returned to normal they'll barely be a challenge anymore in my opinion. Everyone will just go back to pure damage weaponry and ditch all crowd-control, which Shadow Lairs encourage in the first place for the latter.

Ice Queen in a 3-man after the change was the most fun i had in the game in like forever, even though i burned at least 2 sparks doing so. Completely made me play the game differently on a defensive front, and abusing game mechanics such as flinching enemies at the right moment, instead of going for pure damage, and keeping more dangerous enemies like Lumbers on me and away from the team.

Keep the Tier 4 health, remove the Tier 4 damage, or at the least restrict said damage it to the Unknown Passage. Standard Tier 3 health enemies simply go down far too quickly in a well coordinated and experienced group, Tier 4 health allow enemies to still be a threat and encourage coordination or crowd control if necessary.
I personally don't think they overstay their welcome with it, it's too cheap to simply one shot tougher enemies like Trojans in one go from a single charge attack like Blitz Needle, they are elite enemies for a reason. Overpowered weaponry robs them of that, even for stuff neutral to it like Deadnaughts.
If Tier 4 health is seriously that concerning for all of you, then make it so it doesn't apply to certain spawns, such as the Silkwing in the Rabid Snarbolxes fight.

Thu, 05/07/2020 - 09:21
#14
Rakaraka's picture
Rakaraka
Regarding what Chainguy and Wrench-Wizard Said

Shadow Lairs now take around 2 hours at the fastest but give around the same payout - this turns off the large majority of the community. I think the health definitely needs to go. However I agree with Shadow Lairs offering some sort of challenge that the players need to strategize to overcome. Perhaps we can reach some sort of compromise.

Thu, 05/07/2020 - 09:31
#15
Azuresh's picture
Azuresh
Current UGWW rabid snarbies are pretty ridiculous

Those silkwings are just... painful...

Thu, 05/07/2020 - 09:29
#16
Xakepa's picture
Xakepa
+

Zero incentive to do shadow lairs, other people have mentioned a couple of good solutions already.

Thu, 05/07/2020 - 09:36
#17
The-Ancient-One's picture
The-Ancient-One

Ok. Instead of harassing me on discord for expressing an opinion lets think about this for 12 seconds and come up with something like-

Step 1: Split SL materials into elite/normal/advanced variants.

Step 2: Revert the normal mode dungeon to D30, make advanced D33 or something and keep elite D40!

Step 3: Make a few SL themed variants of weapons and shields to fill in the new gaps in the future or just move some of the existing gear around to fill in.

These kinds of common sense balancing changes are what the game needs

I could go on but I don't think anyone cares about me or my opinions here.

Thu, 05/07/2020 - 09:37
#18
Static-Diskgun
Revert T4, please.

I'd like to thank GH for listening and reverting the change to the auction house, I hope we as a community can work with GH to change this game for the better, albeit in a more civilized manner.

I've never ran many Shadow Lairs myself, having only done 2 or 3 before the buff. Even then, SLs were quite challenging and required the upmost teamwork in order to succeed. The SLs in their current state are nothing short of unfairly difficulty, requiring a lot more external resources and time put into them simply to finish them. I experienced this in It Came From Below before it was patched there, where top damage and gear such as Blitz Needle and Iron Slug did little to dent their mac-truck levels of health.
I'm not saying to completely ditch T4 configs entirely- like Azuresh said, it could be possible to tinker with the configs so that SLs can be fun and difficult without placing damage sponges everywhere. Alternatively, the payout could also be massively buffed to compensate for the difficulty-otherwise there'd be no point to running SLs due to how mediocore many of the SL armor sets are (although balance is for another time). It would be a subobtimal solution IMO as it dodges the problem of why T4 is unfun to play, but it would at least give a reason to trudge through the difficulty.

If anything else, reverting SLs back to their Tier 3 state would do many a big favor, from giving reason to run SLs, making it more accessible to newer players and generally incentivize people to run it.

Thu, 05/07/2020 - 09:44
#19
Gome-Xyz's picture
Gome-Xyz
Reverting is better than anything else

The current state of lairs are not friendly to less experienced players. It may be argued that the previous ones were not either, but the difference between them is that before, the player wouldn't have to spend over 40 sparks to get through the lair. Difficulty before was determined by clever level design, not overcharging the enemies with 3x hp and 2x damage on top of the already difficult level design.

The current HP scaling only increases the length of the lairs for no good reason, and while this may be fun to players who are already well versed in the layouts of the lairs, this hurts the experience of many others.
The damage scaling so punishing that building defensive gear gets invalidated, and the player is forced to build as much offense as they can.

I'll reiterate my previous post, there was no reason to touch the the Shadow Lairs, they were made by level designers who knew what they were doing, so lairs were fairly balanced, and they were a solid piece of endgame, but now the incentive to run them is gone, and are too punishing for many to find enjoyable, all the while taking 2-3x the amount of time.

Thu, 05/07/2020 - 10:04
#20
Eurostar's picture
Eurostar
honestly

i am not even bothered by the difficulty, but the payout is disappointing

Thu, 05/07/2020 - 10:09
#21
Fallen-Feces's picture
Fallen-Feces
Yea

I mean at first people DID ask to keep it, to be fair. We're now realizing how stupid of a decision it was for us to support the change when it first happened.

Thu, 05/07/2020 - 10:11
#22
Shaktimaan
No T4 Sl Please.

The best thing to do would be revert them back to normal as stated above in many comments.
They are just tiring instead of being a challenge.
if reverting them back isnt possible,please consider some of these changes.
1.Increase the payout by alot.
2.Decrease abit of their defence or increase our attack in Sls.
I hope you guys do something about the Sls and make them fun again.

Thu, 05/07/2020 - 10:18
#23
Chainguy's picture
Chainguy
@Azuresh

I'm not implying at all either SK needs to be a "tryhard" game, that's taking it way too far on what i actually said. Then saying it's not for the challenge? Shadow Lairs were made in the first place to offer challenge, all the way back when they first came out, even with end-game gear.

There's of course been power creep, to the point even these end-game areas were reduced to a pile of rubble that everyone just runs pure damage with no crowd control, that kills the points of Shadow Lairs and what they encourage. There's just no variety in playstyle needed, Tier 4 health forced one to do that and approach cautiously, plus abuse the games mechanics to ones advantage.

None of this is barely done in lower Tier's from all of my experience playing, everyone just goes pure damage even if it means not interrupting a devastating attack, drawing a dangerous enemy away, immediately focus on more dangerous targets, and other stuff that isn't all about damage. Enemies die way too quickly for this to all matter, i feel like the only one that fully takes advantage of these mechanics in terms of enemy aggro and flinching.
None of this is out of brag, just to note. These mechanics are incredibly under utilized even for end-gamers, because they are not explained enough. This should be fixed and Shadow Lairs should encourage them. Because damage simply outdoes all even if one dies in the process, like blitzing a hoard of Devilites who easily kill them in return with chairs/pitchforks to the face.

While i agree elite enemies should retain Tier 4 HP, the rest are still going to remain relatively weak by Tier 3 standards. At the least, perhaps give them double/triple stats sans damage? That wouldn't be as ridiculous and at least give them a chance to retaliate while still surviving devastating blows. Instantly killing something on the spot in a end-game area without proper coordination from the entire team just doesn't feel right, it just kinda becomes no different to soloing by that point.

Sorry if i came off passive aggressive, being called a minority ticked me off quite a bit and had to re-write this a few times. Please accept my apologies.

Thu, 05/07/2020 - 11:04
#24
Almondtasterad's picture
Almondtasterad
Opinion

I have to agree with Chainguy. This game more than anything nowadays can be quite boring to endgame players because, once you obtain BK or Chaos, you basically throw defense out of the window in exchange for high damage. Monsters are not extremely challenging, and having all of that damage output against low-hp monsters is not a challenge.
From what I can see, the health of the monsters does encourage a player to use all of their knowledge to the fullest in order to not die, and it highly encourages team coordination. Besides that, having BK and Chaos not being extremely powerful here is a breath of fresh air in a way. We should have this kind of thing in the game at more points, such as a mini boss in each level of arcade with those kinds of stats.
Not to say that SLs are great where they are. If players are going to sink 2-3 hours into an SL and spend quite a few sparks, then there seriously needs to be a buff in profit gained. Like other people have said here, I think that something around the 30-40/45k ish would not break the game, considering all of the effort being put in. Also, I really do like Wrench Wizard's idea of giving SL weapons, putting in all of the effort should have a reward other than crowns, and lets face it, the SL armors are mostly useless except for Snarby and Merc Demo.

Anyways, just wanted to express my opinion here. I do want to thank GH for listening to the players during the whole AH deal. Seeing how GH actually did pay attention to the community then, I really hope that we can continue this newfound communication between playerbase and GH, it would definitely help the game out a bunch.

Thu, 05/07/2020 - 11:13
#25
Yu-Gaz
Difficulty? Not like that!

i may agree that Shadow lair at their previous state were too easy, but hold that thought for a second.
In general there are ways to make something more engaging/difficult instead of playing the Numbers game like many others have previously, which led to huge shitstorms and complaints about the game Design.

Take Payday 2 or The Division (1) as an example.

Those both games just increased the damage and Health Values and left enemies as dumb as they were with all the Stupid AI Paths, it was just mostly a race between player and NPC to race eachothers health down.
This was at a point where certain game machanics completely lost to others since the difficulty was not accounting other factors; For Example Grenades in The Division dealth about 34k damage to enemies that had a value mostly above 1M HP for the weakest member of them.

And Payday 2 used to have 3 Viable classes while Death Sentence and One Down removed the chance to play Armorer completly.

What does this have to do with all of this?

Simple. The entire problem was just to increase values and having to abuse certain Game Mechanics to kill enemies, this was realized by Ubisoft themselves and made enemies easy to kill while difficulty just increased their aim, tactics and Boldness to make something more difficult in their second part of the game (And made weapons like Granades to lure out enemies also deal damage if the intended result would not occur, so the incentive is there to use grenades more often.

And the modding community of Payday 2 also saw how they failed on their promise to "Heist Smater, not harder" and instead they released a version where enemies coordinate, get more dangerous tactics, more support and stick together and introduced another Mechanic to engage someone ib a battle.

Enough about other games tho.

How can Spiral Knights learn from this?

This is not as easy to talk about but either you give the players more reason to play something (By increasing Loot and chance of Item drops even)
Making enemies more difficult by letting them react faster and recover from Status effects (Or give them Temporary Immunity like a Diminishing Returns effect)
Or the more interesting approach that makes the game more difficult but needs some balancing and development of giving Shadowlair enemies their own types (Which look diffrent, have even more attacks and can only appear there)
And those Elite Mobs empower other enemies around them meaning you have to focus your attacks on those first.

Thu, 05/07/2020 - 11:29
#26
Poppinuzis's picture
Poppinuzis
SL's are fine the way the

SL's are fine the way the are.

Just make Monster UV's do additional damage to max damage. Then the vets and new players have gear to work towards or change loadouts for funky SL builds.

Thu, 05/07/2020 - 11:37
#27
Gome-Xyz's picture
Gome-Xyz
Kcolefil

I think you have the best response Death-Key, Shadow Lairs before were either easy or reasonably challenging depending on your skill level, this is true.

The best change would have been actual mechanical changes, 3x hp, 1.5x defense and 2x attack damage on enemies was not the way to make the lairs harder, enemies have ~4.5x effective hp than before, while also boasting double the damage, so you are forced to not make many mistakes, when everything takes so much longer to kill. This is not properly balanced.

If enemies just had increased damage, so the mistakes you did make were more punishing, this would be fine.

The only enemies that are better from a game design standpoint are the larger enemies like Dreadnaughts and Trojans, as they're supposed to be beastly enemies, but currently get defeated in a few seconds without much effort in Tier 3, common enemies shouldn't have as much health as the larger enemies.

But the main thing that I believe many people fail to recognise currently is that GH are small, so large scale changes are unfeasible, that's why I believe a revert is healthier than what we have now.

Thu, 05/07/2020 - 11:54
#28
Fishysh's picture
Fishysh
Hi

I run dfv either solo or with a party very often. In total i have ran it over 200 times, mostly before the update. The difficulty isn't a huge issue for me, but these new lairs are content that is being avoided by a large majority of your player base.

This addition hurt the game more than the entire vault update made it better.

Why would anyone run a mission for twice as long as they did before, or even longer, while getting the exact same rewards. Even if you're good enough to run it sparkless (which barely anyone is) it's still taking 2-3 times longer with no increased reward. I'm all for insanely difficult missions but this is just not the way to do it. We need any increased incentive as to why people should want to run this lair.

As it stands, for the large majority, this content is better left untouched. This is a small change that the unknown passage in it came from below received and currently there is no reason why shadow lairs shouldn't receive it to (unless you increase incentive, that is).

This is almost a reversal of when sls first came out. Back then, people really wanted to run them but couldn't due to how rare the keys were. Now, people are avoiding the content despite having access to keys due to how poorly it is now balanced. Please revert the depth 40 scalings or increase incentives.

Thu, 05/07/2020 - 12:38
#29
Rakaraka's picture
Rakaraka
Agreed

There are definitely better ways to do difficulty, mass buffing stats is not one of them as it just makes Shadow Lairs feel like a really long and tedious grind rather than a fun challenge. I don't know if the developers are up to doing a complete revamp however, it may just be better to do a few simple fixes as Fishysh noted.

Thu, 05/07/2020 - 14:59
#30
Gome-Xyz's picture
Gome-Xyz
Please read the 6th line of

Please read the 6th line of this post. https://forums.spiralknights.com/en/node/29852

Thu, 05/07/2020 - 15:22
#31
Exelius
Poke

I think originally the shadow lair difficulty change was half and half, it was nice to have a difficult challenge but at the same time it ruins it for the less hardcore players. At this point in the game shadow lairs are at the lowest popularity they've ever been though I believe, they are more trouble than they are worth. If the "tier 4" difficulty is sought after at this stage I think it should have its own optional difficulty with the standard normal, advanced, and elite followed by a "nightmare" difficulty to be in place of the tier 4 difficulty. Shadow lairs before were still challenging and enjoyable, they are needlessly difficult now with no increased gains, personally I won't do anymore unless they are changed in some way. I always appreciate your efforts Grey Havens, the community appreciates you all the more when you take time to respond to us.

Thu, 05/07/2020 - 16:25
#32
Fishysh's picture
Fishysh
New and experienced people

New and experienced people are avoiding this content not only because of difficulty, but due to double or triple the time spent with no increased reward.

I hope you all at gh understand that the sl change had a bigger impact than anything else in the vault update, and it wasn't even announced. This is the biggest gameplay affecting change since the gunner update. Super hard missions that require different strategies to be adapted to are welcome but if something is flat out going to take 2-3 times longer than before, please increase incentive.

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