Forums › English Language Forums › General › General Discussion

Search

Communication goes a long way

27 replies [Last post]
Thu, 06/04/2026 - 09:30
Pallaskat's picture
Pallaskat

Hello Grey Havens,

I'm grateful for your latest releases, despite the bugs, I'm still very happy the game is being worked on and that meaningful changes made it to live.
As of yet, the depots quantity and quality have mostly been underwhelming and this is really taking a toll on the game's economy.
You could argue that this benefits new players and make the grind a little less obnoxious, but the devaluation of energy is already starting to make waves. Endgame players are trying to get rid of their energy and some of them are even not accepting it as a form of payment due to the downwards trend energy has been following for years, and people are getting more reluctant to buy energy for real currency.

The following post explains the problem very well : https://forums.spiralknights.com/fr/node/125280#comment-1077254

I'm assuming that you're already aware of the situation by now due to the numerous feedback passed along to the team, but why aren't you acknowledging to issue?

Communication is a recurring issue it seems like, although you've gotten certainly better at it, there is still room for improvement.
I am not asking you guys to print a solution out of thin air and implement it in a short amount of time, but rather to acknowledge the most important issues, it could be as simple as : "We're aware of the situation and we will be looking into it" or just explain the motives behind the clear unbalance between crown and energy sinks that contribute to the devaluation of energy.

I truly appreciate your work, but I and other community members are dying to provide feedback, put our own funds into the game and enjoy the masterpiece Spiral Knights, but the problem is we barely feel acknowledged and this is really frustrating.

Thu, 06/04/2026 - 09:32
#1
Promethiean's picture
Promethiean
+1

Anything. Any communication at all would be nice. A weekly BTS notice would be better too even if it just said "still working on this or that"

Thu, 06/04/2026 - 10:22
#2
Gustim's picture
Gustim
+1

A weekly newsletter would definitely help bridge the disconnect between players and developers (and I'm appreciative of Clotho's recent involvement in the forums), and I agree - this energy crisis is going to affect your energy sales and has already negatively impacted lots of players. We've outlined ways that we think will fix the issue, but the longer we go without someone addressing our qualms, the more people will leave the game, and we JUST got them back!

Fri, 06/05/2026 - 00:08
#3
Pallaskat's picture
Pallaskat
Weekly?

I think biweekly is a little more realistic, a week of work is quickly over.
But we definitely need communication on the most important problems and general direction of the game

Fri, 06/05/2026 - 06:24
#4
Refraizen's picture
Refraizen
Hiiii

Hiii Pallaskat much love to you

I just made a post about this situation as well idk if you saw, but yes I agree we need more depots, economy sugg rn, gh ignoring the problem +1

Fri, 06/05/2026 - 08:28
#5
Pallaskat's picture
Pallaskat
Hiiii back to you

Your love has been passed along to the team.
Jokes aside, the more exposure about those problems, the better, thanks for your post.
Check it out folks: https://forums.spiralknights.com/fr/node/125359

Fri, 06/05/2026 - 11:35
#6
Clotho's picture
Clotho
Game Master
Thank you for the thoughtful

Thank you for the thoughtful post and for keeping the tone constructive. These threads do get read, and while specific outcomes can't be guaranteed, all community feedback gets passed to the team for consideration. Improving communication is one of the many things we're working on! ⚙️

Sat, 06/06/2026 - 04:04
#7
Pallaskat's picture
Pallaskat
Thank you too, Clotho

Clotho,

Thanks for taking the time to read this. Keeping the tone constructive is essential, communication is not just one sided, bringing negativity will never be helpful.

I like that you're answering this thread, not trying to be rude, but that specific part : "community feedback gets passed to the team" comes out as a little generic, an actual follow-up on those problems would be what I believe, we truly need.

What I would consider an actual follow-up would be your thoughts on community matters. Like for the energy situation, what do you think could be the solutions? Are what we're proposing actual stuff you consider or not and why?

With the suggestions we're handing, it would be great to have direct feedback instead of them being passed to the team and not heard again, so we know what to expect. I would really like you letting us know if it could be possible or not.

Sun, 06/07/2026 - 05:00
#8
Yatez
response to above

I think that people sometimes do confuse Clotho/Cronus with people on the development team of SK rather than being Game Masters. I do understand the sentiment of "passing it on to the team" being generic, but at a certain point, it is the most understandable response given the role they serve at GH.

I know since many of us are so passionate about the game it is hard to sometimes come to terms with stuff being unclear at times, but I don't doubt that Clotho/other GMs are forwarding our ideas/sentiments on to the proper teams. Could a person on the Dev/Balancing side of things respond? Sure, but I think we would all agree that them focusing on fixing stuff + implementing things is a better use of their time than responding to the 500 forum posts asking for certain features and changes.

It's not that we aren't being heard or ideas aren't being shared, I believe its just that Clotho wants to let us know we are being heard, but doesn't want to mispeak/promise anything that might not be possible. It's pretty clear with recent changes and additions that our ideas are being listened to.

Sun, 06/07/2026 - 09:32
#9
Vyre-Acidlashed's picture
Vyre-Acidlashed
About that...

Before I say anything - my apologies to Clotho personally, for accidentally causing some confusion in another forum topic that they had to manage on a very tight schedule.

It's not an enviable position to be in. When I was a younger gremlin, I actually wanted to be a voluntary community manager for SK or its forums but now in my thirties (and with a lot of perspective in industrial operations), I can probably guess that having to manage expectations of an excited community while *also* not stepping into hot coals is at least moderately stressful? Revealing something better kept secret or even potentially damaging development progress by igniting a demand to pivot what's being built is a very easy way to earn yourself a sternly worded email on monday morning.

I'm certain GH isn't beating its community managers with sticks, but they do have to be mindful. Pallaskat still has a point regardless, though - things like dropping Rage Boxes again without much fanfare, for example, is *proof* that we're being listened to, because I've seen that suggestion in this very forum prior to that and it does satisfy player desires, but dropping Rage Boxes again without an announcement is... strange? I didn't see one, but there must be one somewhere, surely...?

I know that regardless of GM awareness of what's happening behind the scenes, legacy redevelopment is volatile, and engine work makes the capabilities afforded to developers vis-a-vis creating future content even hazier, so they probably can't say much anyway... but they *might* be able to confirm whether things are going well back there, or whether the issues we've raised at least been nodded at with a, "yeah, we'll probably have to tackle that pretty soon but we need more time to solve a problem we can't disclose right now."

"That's basically the size of it, give or take" would probably do a lot of legwork as-is, honestly, with player optimism at the heights that it is, heh.

Edit: Another thing to have in mind; these same GMs are probably managing the Steam discussion forum too, and that division of attention (and the lack of a central dashboard) cannot be making their job any easier, so I do sympathise.

Sun, 06/07/2026 - 11:25
#10
Refraizen's picture
Refraizen
lmao

I feel like similar to any other game, the SK playerbase have such a love-hate relationship with Clotho and the rest of the team, which we are certainly much more vocal about on other platforms. But we keep it civil here on forums, luckily.

I'm kinda in the same boat, I sympathize with the team, but also wreak havoc internally (and externally) about things I wish were better addressed in the game, while also being very appreciative when the problems do get addressed. I'm sure it's a lot more complicated than we think behind the scenes, but man, do some of us really get upset when our expectations are not met. Much love to everybody and the dev/staff steam regardless!

Mon, 06/08/2026 - 09:39
#11
Pallaskat's picture
Pallaskat
Fair points

I think you guys are right, it would certainly be not productive to have devs actively answering our requests here, their time is better put to use while developping things for the game.
Also, it's completely fair to add that GMs should be careful about what they're saying is possible or not as they're not the ones developping. That said, it could be discussed with developpers and feedback could be passed later on.
I also think disclosing certain information could impact the game before the content is actually released, this is probably one, if not the biggest reason as to why some points aren't adressed directly.
I would love to have more insights about your reasons game masters so we can better understand each other.
Because the SK community has been neglected for years, I hope you can understand the lingering frustration that surfaces on occasion.

Wed, 07/01/2026 - 08:53
#12
Pallaskat's picture
Pallaskat
I'm gonna say it again

I'm gonna say it again, but you really need to engage more with the community.
The balance has been hinted at with a: "More soon" 2 months ago, and we're still in the dark regarding this matter.
We have no idea what's happening, and we're just getting hit with... more boxes. Don't get me wrong, boxes and cosmetics play a big part in Spiral Knights, as it's the only thing after you grinded endgame.
Truth is, we have yet to see more content in the game, if you want more people playing this game, it's crucial that rebalancing and gameplay loop get adressed and that you voice about it.

Wed, 07/01/2026 - 14:28
#13
Clotho's picture
Clotho
Game Master
Thanks for the kind words,

Thanks for the kind words, and fair point on the generic phrasing. It's not intended, but it does reflect exactly what I'm here for. Yatez put it really well, and I couldn't have said it better myself. Vyre-Acidlashed, you're right: managing different platforms does require some juggling. Also, no need to apologize!

To give a little more context on my role: I'm not on the development side, so it's genuinely not my place to speak to what's possible or not. What I can do (and what I spend a LOT of time on) is making sure community feedback doesn't just disappear into a void. That means keeping track of everything in an internal dashboard, categorizing it, and putting it in a format that's actually digestible for the team when they sit down to make decisions. We are a very small team, but with a lot of love for this game! ⚙️

Wed, 07/01/2026 - 16:33
#14
Thats-Rough-Buddy's picture
Thats-Rough-Buddy

@Pallaskat

Not to defend GH, but 2 months is nothing in game development time. 2 years would be a better interval to ask about progress. Maybe you play live service stuff like Fortnite with billion dollar backing and got used to that?

It's good to show demand for new content, but fix your expectations on SK's content update rate to avoid further disappointment.

The answers you got are pretty corporate, which is unfortunate. When the time comes, we'll see if SK's new content is any good, or prove that Nick had all the magic.

Wed, 07/01/2026 - 23:40
#15
Lynx-Vivi
@Pallaskat you quoted ""if

@Pallaskat you quoted ""if you want more people playing this game, it's crucial that rebalancing and gameplay loop get adressed""

I agree this is a big one for long term player retention.

Thu, 07/02/2026 - 10:38
#16
Witelite's picture
Witelite
Gameplay loop

I agree. I think by far the most important thing that needs to be addressed is the gameplay loop. We need better reason to run arcade (better payouts, suprise bosses, etc), and some reason to check back regularly, like random supply depot listings.

Even adding bounties like "complete a tier 3 arcade run for 20kcr" that would refresh daily, or "complete snarby shadow lair" for a free shadow key or something would be amazing.

Thu, 07/02/2026 - 09:42
#17
Draycos's picture
Draycos

@Thats-Rough-Buddy Two months of progress is indeed a short timeframe when, from what scant few comments have been made, we can assume that everyone working on SK is tied up on the technical side of things. Still, even if we charitably assume the game's scaling numbers are spaghetti and it's difficult and/or annoying to change damage values, it's unreasonable to assume that changing or removing a knockback flag, converting to a different damage type without messing with numbers, adjusting the size of a hitbox, or changing where a hitbox spawns relative to the player would be time-consuming. I've just described what would be welcome buffs to over half of the presently bugged or underperforming weapons and sprite abilities. Some weapon permutations even received fixes where other variations didn't, where certain Antigua shots still fizzle with the player's back to a wall even though others were adjusted.

As such, when they say "we're thinking hard about the FSC problem," "there will be some balancing" and "there will be nerfs," players have no idea what to expect, where it could even mean outright bad changes, retreading old history. GH has precedent for occasional spontaneous, arbitrary, negative changes, generally not openly responding to player feedback unless to dismiss it and sometimes even make fun of them. If Summer 2026 Revived Tell Your Friends Spiral Knights is different, where they're suddenly taking player feedback into account constructively, it makes more sense to talk about things like balance patches early to get a discussion going on what the design goals are and achieve them in ways that aren't tonedeaf or openly antagonistic. Why not sprinkle in little buffs to whatever weapon's getting sold for at least 6$ in this month's lootbox, like how remodels and recolors of those remodels include not just meta equipment but also infamously weak items like Cutters and Catalyzers? There's enough time to make a completely new model for them, but not enough to so much as flip WHB's Normal damage type to Piercing, a change that would see many players suddenly scrambling to make Hunting Blades?

For an example of something that happened without warning for the worse, the heart trinket changes that were relatively recent in respect to this game's dev speed (i.e. several months ago). Suddenly a hyper-rare drop is best in slot among heart trinkets, but not by buffing True Love Locket, and instead by nerfing the other trinkets to be below it. The subtext is obviously that they like giving (let's politely say dedicated) players a carrot to chase, where the strongest armor, trinkets, and UVs are all extremely low chances meant to sink literal millions of crowns and hundreds of hours. Maybe that's not negotiable. What would be is boosting TLL exclusively and leaving the other trinkets alone so they weren't made retroactively worse. The super-special trinket that was equal for years is now stronger "as it should've been" or whatever their exact words were, but nobody who invested their very valuable, very painful to farm Krogmo coins making them feels cheated.

I understand it's wishful thinking for wanting an open forum or compromise like that because even during the OOO days we'd have full-blown testing server sessions to try out new/modified equipment, but it was treated as more of a sneak peek for paying players than for actual feedback. The Gunner Update came and went with almost no discussion nor adjustments and ultimately did more damage than good to the game, and the Shard Bomb rework before it is arguably the most infamous gameplay change in the game's history (setting aside the Forge's gameplay changes). Leading up to the Shard Bomb patch, there was communication of why they were changing and what their goals were. There were all sorts of player responses to this, for and against, expressing many perspectives on the gameplay style they offered, and even some followups from the developers.

However, and I'm not making this up, a number of the promises somehow ended up being lies. Nick's own words: "It is not our intention to reduce the power of these bombs in any way," among other statements, and then almost everything about new Shard Bombs was weaker, not just raw numbers but mechanically too, ensuring none of the things players used old Shards for would be possible with the new Shards. There were some unhappy posts about this in the testing period when they went live, awkward silence from a number of players who welcomed the rework because they didn't like how the old bombs worked and trusted the new bombs would play well, and even some big petitions to "fix" them where the most the community was able to get out of the devs was "we're gonna make the game the way we want to, go away," to paraphrase. At one point the hit limit or 'invincitink' threshold was relaxed a bit without being removed entirely, but that's it. Over the years since the rework, I've only ever seen Shard Bombs used in spite or contrarianism. Similarly, I've never seen anyone say anything nice about them except in respect to what they could have been, even from players that disliked the original Shards. Tortofists are notoriously undertuned and a lot of that is from carrying a lot of the same anti-player mechanical baggage new Shards did, and this is with them being made long after the rework...

... anyway, the moral of the story is transparency's good and games where developers and their audience interact healthily are wildly more successful; the customer's not always right but devs that can admit where they're wrong are the ones that win it big. Communication's just the tip of the very neglected SK iceberg. It's not strictly necessary to have a whole roadmap or anything; what matters most is whether there's proof anyone's home listening. I agree that how thoughtful the balance patch is will be future-defining. It's disappointing they're not taking easy wins as they build up to what's implicitly PvE level creation, in any case.

Thu, 07/02/2026 - 19:01
#18
Thats-Rough-Buddy's picture
Thats-Rough-Buddy

@Draycos

It's tough to say how much development time is reasonable without knowing GH's development team size, expertise, codebase cleanliness, back end work, etc. Changing parameters such as knockback, hitbox, damage, and damage type should be trivial with well written code.

Definitely some psychology at play with your TLL example. It would have gone over better if the TLL was buffed to +7 (or more), instead of triggering the community's loss aversion by nerfing the Krogmo heart trinkets. This is a good lesson to GH for potential future changes.

Considering your other examples with the lackluster gunner update, poorly thought through invincitink behavior with shard bombs (moment of silence for Zeddy) and torto guns, etc, it would be interesting to list all changes GH has ever made to the game and poll all legacy players on if they felt each one positively or negatively impacted the game.

This would would filter out individual bias with enough samples and provide a clear statistical guide to GH what types of updates the aggregate playerbase responds to well. If nothing else, it would serve as a great reference point for someone making their own game inspired by SK if that ever happens. Or ask people what they would change if they had 3 wishes.

If that doesn't get GH focused on the right things, then it'd be safe to assume they have a halfhearted interest in SK at best.

I do agree that transparent communication can be good, but rude players like this probably won't help, as demonstrated above.

Also, GH telling very clearly dedicated players to go touch grass will never not be hilarious.

Thu, 07/02/2026 - 19:02
#19
Draycos's picture
Draycos

@Thats-Rough-Buddy

I don't think the Aesop with the heart trinket changes is about loss aversion so much as a need to mend the visible disconnect between what GH did and what they justified it with, which is why I mentioned Shard Bombs as a far more extreme example of this happening in the game's golden age.

Zeddy is an excellent guy, and many of the people I met through him too. Got me into Earth Defense Force, often roped me into doing reverse-engineering tests with him instead of making longwinded rants and suggestions threads, continues to be a good friend to this day.

"...poll all legacy players on if they felt each one positively or negatively..."
We got something painfully close to this with the Gunner Update, where some quantitative radio-selection questions were posed about what damage types players felt were missing, what they felt about individual guns, etc., but only at surface-level with no qualitative questions about how they actually worked mechanically. I filled it out myself! Then the update shipped and we got 36 armors when we should've had no more than 12, ideally fewer; the best guns in the game got buffed and became almost untouchably strong; the weakest guns in the game somehow got worse; and Magnus got a funky charge attack with weird behavior I hope they keep if they plan to make its damage output less absurd in the future. Big surface-level mess of blanket changes.

I don't really see that post by Pallaskat as rude. We've seen ruder from GH themselves. It's written in a direct and critical way, but impersonally, and a fair thing to bump with nearly a month later since we've had multiple promos go by with no more of a clue. Going to have to admit my biases since I obviously agree with the message, though.

The game's sitting on oodles of deprecated or poorly tuned content, so it's exciting to hear anything will be done, and there are so many angles they could start tackling that from.

Fri, 07/03/2026 - 00:49
#20
Pallaskat's picture
Pallaskat
@Thats-Rough-Buddy I have no

@Thats-Rough-Buddy I have no idea who you're refering to as "rude" because there haven't been a rude comment in this thread.

Fri, 07/03/2026 - 01:20
#21
Zeddy's picture
Zeddy

The trend I've seen in modern games for communication is roadmaps. Risk of Rain 2 did that during early access, and it set fairly realistic expectations for players (even if they lagged behind a month or two compared to the map). Players griped, but they put out quite a reasonable amount of content every 3 months, if you ask me.

I understand that this wouldn't be desirable for Grey Havens, because if players saw a roadmap that said in 3 months we'll get a new run of the casino with a 0.1% chance of a Prismatic Blorgleflorgh (reskin of an existing sprite you'll need to spend a lot of real actual money to finish leveling + actual weeks of grinding) they're going to do the rational thing and stop playing, at the very least until the time specified on the roadmap. GH would rather you kept playing the whole time, checking in every so often if there's anything to do in the game yet so you can have the current lootbox advertised to you.

I'm personally sticking to a policy of "when the game actually gets its fabled balance update I might play it" rather than burning out again before that actually comes to pass, but a changeset exists out there that would make me excited to play again and rope others in. Like if I saw a roadmap that had a "Who's that pokemon" silhouette of what is clearly Radiant Sun Shards I would hunt down old SK bombers and shake their shoulders and we'd squee in unison.

Anyway! I'm not the first to point out that the game could use some incentive for moderate, regular play. SK used to have that in the form of mist energy. It was removed and drop rates were nerfed encouraging a poopsocking meta instead of a "play for 1-2 hours every day" meta. Warframe has daily login bonuses and a "first win" bonus that doubles credits of your first run of the day. Deep Rock and others have small daily objectives you can finish over the course of three days in addition to weekly challenges. Small, healthy things that makes you check in periodically and feel rewarded for keeping SK relevant in your day-to-day would go an extremely long way if there was also a roadmap telling us something cool was coming in closer to 4 months rather than in 4 years. Danger missions were supposed to be this, but the reward isn't there.

I will lastly reproach that Draycos is a stand-up fellow you can count on for emotional support or straight up carrying your butt through difficulties. One time we were hard stuck in a DLC mission in Earth Defense Force 6 and invited Draycos to help us, fully confident that he would get us through it. He did effortlessly.

Draycos had never played the DLC missions in EDF6 before in his life. He can just do that.

Fri, 07/03/2026 - 04:56
#22
Nethorse's picture
Nethorse
Payout

There's a (probably) simple way to provide a decent daily play incentive: buff prestige missions. As it is, the regular mission doesn't really have any payout worth considering, and Danger Missions are notoriously so low-reward that they're done more for fun than for any actual payout. I could run numbers, but in general the dailies consist of two regular levels with an extra special tile generated at the end, which doesn't have much to speak of in the way of extra rewards. It's much better to run Arcade if there's a good gate up.

Speaking of Arcade, all loot in the game has a problem of odd strata paying out way less than even strata. What this means is that there are functionally depth ranges that have no worthwhile loot, and exist as obstacles to skip on the way to Basil so you can then play the game, if you are in the mindset of doing those T3 runs "efficiently". There's other loot scaling problems, like Elite orb drops basically not existing and the much more infamous elusive rad drops (which are still uncommon even after things like Shadow Lair clears).

In terms of the prestige missions themselves, maybe even generate a second normal mission per day that replaces Arms Appropriation/Supply Delivery/Monstrous Research/Geology since the former two are never worth doing and the latter are basically free. Could also populate the roulette with clones of some of the cooler story missions (e.g. Silent Legion) though I suppose that would have issues with ensuring players were of the correct rank to avoid spoilers.

If prestige is the game's daily system, gates could maybe function as weeklies, with a reward for each tier cleared (similar to how skipping tiers in mist days would tax you, but it's a carrot instead of a stick).

Fri, 07/03/2026 - 05:16
#23
Nethorse's picture
Nethorse
Transparency

GH seems to be in a difficult position of having fans rabid for communication, and quite possibly big plans, but little to actually communicate. Normally just being quiet would be fine, but as SK is a live-service game with a long history (and a number of very long-standing issues that most veterans could probably report accurately).

Sad as it may be to say, I post here more for love of the game itself than any actual hope that I will bring about change. I have a lot of ideas, which I try to think out the best I can, but as I am neither the programmer nor the game designer, I don't have a full scope of the details. And without that scope, GH's development does seem incredibly slow. Remember that it took them like, five years to fix the damage of Neutralizer, which was very clearly less than it was supposed to be and supposedly as simple to fix as changing a few numbers.

Draycos is right, though: most swords and handguns could be fixed by changing their damage output to be competitive with the existing good alternatives (or, in the case of a few outliers, like Acheron and Blitz Needle, toning them down appropriately); calibur, flourish, and spur style swords also tend to have hitboxes stubbier than their visuals, so they have issues with missing what seems like should have been a hit. Handguns and swords have a secondary problem in that it's generally far better to swap off them than use every attack in their string (shamelessly plugging my thread on that), which for handguns is more complicated, but another consideration. Doesn't help that the Gunner Update attempted to fix this by making shooting and reloading safer/faster rather than by making reloading worth doing.

Certainly, in terms of communication, laying expectations of what would be addressed in a balance patch would be much appreciated, though I suppose I can empathize that there would be a gulf between the players upset with their favourite braindead roomclear tools being nerfed and those that would happily see the playing field levelled (as long as the end result is actually fun to play, anyway.)

Fri, 07/03/2026 - 08:36
#24
Vyre-Acidlashed's picture
Vyre-Acidlashed
Yep!

@Zeddy - Hey, I like this guy!
@Nethorse - "I post here more for love of the game itself than any actual hope that I will bring about change." Same, honestly.

Kinda wish I could just +1 both of your posts without adding a kind of brainless "Yeah, what those guys said!" to the thread.

Fri, 07/03/2026 - 10:13
#25
Jcyrano's picture
Jcyrano
You are right about it

Lets start with better tooltips! and without needess-ly re-hauling the Entire UI be able to show actual info about Gear and Sprites... Instead of "Trust me bro" it does what is Says here in this almost filled gauge... with a moniker.
Does it need lovely explanations like the materials and Gear descriptions... not really, but does need to say, everything clearly.
The attack indicator on the enemies tell us the type of damage they do without having to measure pixels, is clear and concise. What Defense type we need against them is equally clear, the same color protects me. Telling without word is difficult but can be done.
Filled up gauges can do that, but need to normalize the values behind those, so they don't lie.
And also the sprites 5 marks of "Hunger" someone thought it was "satiation" therefore didn't feed it for a long while. We need better tooltips.

Also Zeddy said Something important, maybe with weapons is not that hurtful, but with Sprites the "re-skin" doesn't work anymore (maybe worked long ago as retention of players) Now is a burden, make the "costumes"... Did I get a Lizzard I get to use the dark, the gey, the light, the monkey the pig skin. A Kitty? the dark, the grey, the tabby, the siamese.. You got the point by now. abilities Ultimates Should be interchangeables now, like we switch perks of the sprite, so the ultimates (this is funny because some people don't).

We need clarity, I said it before, I join on this post to say it again.

Fri, 07/03/2026 - 12:47
#26
Supersaleh
@Clotho "What I can do (and

@Clotho
"What I can do (and what I spend a LOT of time on) is making sure community feedback doesn't just disappear into a void."
Does this include looking at the Suggestions subforum?

Fri, 07/03/2026 - 21:12
#27
Pdtopgun's picture
Pdtopgun

@Nethorse: Completely agree with daily missions needing some love to actually incentivize players to log in every day. Even without creating any sort of additional mechanics, the simplest change possible would be to bump them down to a more profitable mission level. The regular missions should be able to net you a handful of Radiants, and that final room in Danger Missions should be an absolute smorgasbord of them with how much you have to go through to get there. Coupled with the recent forge changes, that'd make them much more worthwhile than they are right now.

Powered by Drupal, an open source content management system