Thoughts on the new update

57 respuestas [Último envío]
Imagen de Mohandar
Mohandar

I'm not a fan of shock traps zapping quicksilvers or fire traps lighting oilers, UNLESS oiler fire also damages enemies, and other enemies can get statused by the same traps. Also, freeze bomb haze should be able to put out oil slicks- right now, once you get a pack of lit oilers in an arena, you're pretty much in for a world of hurt unless you have maximum fire resist. Putting out even packs of oilers is an exercise in futility, because they will simply come in contact with a burning slick while still frozen and light on fire again (and heal).

Anyone else have thoughts one way or the other?

Gigafreak
Legacy Username
The change makes some sense,

The change makes some sense, but absolutely terrifies me.

It also bothers me a bit that enemies can gain benefits from status traps, but are immune to negative effects from other status traps.

At least they fixed the wacky flamethrower bug?

Imagen de Richy
Richy
I like having large packs or

I like having large packs or quicksilvers or oilers. Makes the game more of a challenge for me. If you don't like fighting them avoid them.

Gigafreak
Legacy Username
"I like having large packs or

"I like having large packs or quicksilvers or oilers. Makes the game more of a challenge for me. If you don't like fighting them avoid them."

Do you have any tips for fighting Quicksilvers in danger rooms after the update?

Imagen de Dogrock
Dogrock
I've been practicing with the

I've been practicing with the Graviton Bomb just to hold and redirect the Quicksilvers and Oilers. With some strategy and baiting they aren't as difficult as the seem. (Unless you're in an arena, in which case have fun!)

Gigafreak
Legacy Username
How strong was the Graviton's

How strong was the Graviton's knockback again? Is there a risk of the explosion launching them into a status trap?

Imagen de Dogrock
Dogrock
How strong was the Graviton's

How strong was the Graviton's knockback again? Is there a risk of the explosion launching them into a status trap?

It's not so much strong as it tends to piggy back on other dash movements resulting in the monsters flying some place that isn't you. This is especially notably with Alpha Wolver dodges sending them a screen length away.

Yes it will fling them into a status trap, but I'm usually using it in response to the suckers already using special status attacks.

jooozek
Legacy Username
- If choosing to start at

- If choosing to start at tier 2 or 3, you should no longer be matched with a party that has just completed the previous tier.

Farewell vitapods :/

Imagen de Tenkii
Tenkii
Quicksilver strat?

Do you have any tips for fighting Quicksilvers in danger rooms after the update?

I haven't played yet today, but a strategy that I've been using (and successfully even cleared a t3 quicksilver room without using energy!) in teams is war-of-attrition:

1) Each time one person dies, immediately give them health.
Repeat the above until the last person dies.

2) When everyone is dead, wait it out until quicksilvers clear the room until there are a manageable amount.
3) Closest person to the last dead person (or closest person to a heart) will get up and give that person health. At this point, this person should basically just try to stay alive and/or kill quicksilvers to try to get the next wave to start.
Repeat step 2 and 3.

Pills make this much easier to pull off, too.

If status traps set them off, even better - wouldn't that mean quicksilvers are going to be more likely to go berserk, making step 2 more effective in cleaning them out?

Imagen de Gwenyvier
Gwenyvier
Objectives - Added in a

Objectives

- Added in a failsafe for stuck or bypassed Rescue Camp objectives. Head out the front gates of Haven just South of the town square fountain to trigger the next objective if you are in haven and your current objective is 'Cross the Chasm to Haven' or 'Explore the Rescue Camp.'

Levels

- Concrete Jungle levels will no longer appear at Tier 1.
- Added new Scarlet Fortress level: Grim Gallery.
- Bramble thinned out in Concrete Jungle Totem Trouble 2.
- Fixed an issue that caused an inaccessible floating island to appear in the Clockworks

Matchmaking

- If choosing to start at tier 2 or 3, you should no longer be matched with a party that has just completed the previous tier.

Steam

- A warning now appears in the exchange interface when the Steam overlay is disabled, and the checkout button is disabled.

General

- Fixed issue that caused system-wide slowdown at around 5 AM PDT.
- Fixed an issue that caused new players to be unable to enter Rescue Camp/appear with white armor.

Monsters

- Fixed issue that caused fire based attacks to spread over large areas.
- Status slimes can now have their alt-forms triggered by status traps.

Objectives: Bugfix, neat. If it helps the people having the issue I'm all for it

Levels: I rarely play in T1 unless I'm getting Snarby tokens, no effect on me, but is good for new players since those levels are complete junk for crowns. Always happy to see new floors being added. And I never had any issues with the brambles so neutral towards it. Floating island never had anything on it to my knowledge so again neutral.

Matchmaking: This only effects people joining groups. If you're joining a group you don't want to join one at the sub-town anyways. Should have no effect on people starting a group, so you can still get your Vitapods. Oh... and VERY HAPPY ABOUT THIS!!!! I HATE joining a group and having Moorcraft Manor/Emberlight show up as the floor

Steam: No effect on me, not a clue.

General: Bugfix, neat. Fixed slowdown at 5am, very neat. :) If I can't sleep I am sometimes on then.

Monsters: Flame fix is very appreciated. That was an big thing that needed fixed for Tier 1 and 2 considering that feels was more like a Tier 3 effect (even if the damage was Tier 1/2 correct). Quicksilver/Oiler going psychotic from floor traps? That could be rather interesting. Expect complaints about how much harder they just got though. Personally I love a challenge.

~Gwen

Imagen de Sunless
Sunless
- If choosing to start at

- If choosing to start at tier 2 or 3, you should no longer be matched with a party that has just completed the previous tier.

Yesssssssssssssssssssssssssss!

- Status slimes can now have their alt-forms triggered by status traps.

Noooooooooooooooooooooo!

jooozek
Legacy Username
@Gwenyvier

Im not talking about the NPC sold ones, im not dumb enough to waste crowns on them. Im talking about players dropping their vitapods. Seriously, 8-12 in Tier 3 can increase your chances of survival. I thought it was obvious that im talking about dropped by players stuff not the NPC ones. Do you know someone buying them from the NPCs? I dont. Same goes for vials.

Imagen de Gwenyvier
Gwenyvier
Unfortunately I have seen

Unfortunately I have seen people buy them from the NPC, I just shake my head and continue on. And agree, the extra 8-12 can be rather useful. Hadn't actually thought of waiting for the people to drop them. Hehe, wish I had now though.

~Gwen

Imagen de Eeks
Eeks
We'll have to see how it is

We'll have to see how it is but the danger room w/ four fire pits is going to be a huge pain if oilers spawn. They pretty much won't have an alternate form in these danger rooms, rather, their main form will be the fire one and they'll spread oil slicks all over the room making it impossible to move if you don't want to get lit on fire. On top of that you won't be able to shield since their pierce is likely to break one of the 3 non-pierce fire resist shields in the game.

Quicksilvers, I think, won't be much different than our new oiler overlords. Again I'l need to see how it works first but quicksilver sseem to only damage each other when a charged one hits a non-charged one. If they're all getting buffed by a shock pit, it seems like it won't be as easy to sit in a corner and let them kill each other anymore (or possible at all).

My main problem is that the traps in danger rooms alternate so the one in the top left and bottom right will be up then they'll switch places. This means that quicksilvers and oilers spawning in waves at least in two corners of the room are likely to immediately get statused and if you are unlucky the trap will switch and it will status the whole room.

I guess the solution to both of these mobs is to just avoid danger rooms but that seems like a very inelegant solution as it really fixes nothing.

OnmyojiOmn
Legacy Username
Problem: Oilers and

Problem: Oilers and Quicksilvers are wildly OP.

Solution: buff Oilers and Quicksilvers.

Thanks, OOO. Meanwhile:

- Jelly Palace is up 100% of the time, it's still the easiest thing in T2, and the crown payout is 150-200% of what you'll get from any other stratum. Enjoying the game and progressing in the game are almost mutually exclusive.

- The friends list is still about gaming the system rather than keeping track of your friends.

- Shock is still broken.

- Phantoms still scale exponentially with additional players.

- Every gate continues to be polluted with Wolver spam. Careful gear choices are effectively broken by newly-buffed Wolvers appearing everywhere you go.

- Menders still hide in spikes.

- Danger rooms and arenas are still completely dominated by Gun Puppies and Demos regardless of theme.

- Energy gates are still broken. Payouts are never worth it. Never.

- Crown rewards for the first half of a run versus the second are still broken. You cannot justify drastically reduced rewards for the first half of a run as long as you refuse to balance stratum themes. Every time you patch the game without fixing shock status, Phantoms, Devilites, etc. you are saying to yourself, "I am perfectly aware that these are serious issues and I consciously choose not to address them. I choose instead to fix achievements. I'm okay with this."

- Level/arena completion music is still way too loud, a problem I could fix myself in 30 seconds.

- Devilites and Rocket Puppies are still OP. Devilites effectively drain your health as long as they're on-screen and rocket hitboxes are too small.

- Melee ranges for Oilers and Zombies are still broken.

- Some items still lack 5* or even 4* upgrades. These should have been in the game at release, even if it meant using placeholder artwork, which you obviously don't have a problem with.

- The auction house still hasn't been replaced with a materials market interface, similar to the one we have for CE. Whichever designer decided the game needed a traditional AH needs to grow up and let it go.

I could obviously go on and on. Look at the suggestion forum. Do SOMETHING. Each patch, just pick one serious, legitimate problem and fix it. Just get ONE FIX in, and you can spend the rest of your time playing with achievements or adding spikes to snipes.

Loki
Legacy Username
''- Status slimes can now

''- Status slimes can now have their alt-forms triggered by status traps.''

*Takes headset off and throws it against the monitor*

The hell is this crap?!

Pupu
Legacy Username
Uh

Do status traps even appear anywhere that isn't a danger room?

Malicus
There are a few places with

There are a few places with them, yes.

Loyal2NES
Legacy Username
Hit the nail on the head, sir.

I agree with pretty much everything OnmyojiOmn said. Though the matchmaking fix is nice.

Imagen de Eurydice
Eurydice
Community Manager
> Every time you patch the

> Every time you patch the game without fixing shock status, Phantoms, Devilites, etc. you are saying to yourself, "I am perfectly aware that these are serious issues and I consciously choose not to address them. I choose instead to fix achievements. I'm okay with this."

OnmyojiOmn, it is perfectly reasonable to express disappointment upon seeing that the items you consider to be absolutely crucial are not in any particular release. That's cool.

Your above statement is complete horsepucky, however. That kind of argument is nice if you want to rile yourself up, but it's rude, and what's worse, it's false. When something isn't in a release, all it means is that it's not in that release. It doesn't mean it's not being worked on for some other release, or that no one cares, or that no one has noticed, or that someone's sitting in a room somewhere giggling and making what you consider to be bad decisions on purpose.

Your feedback, as always, is noted and welcomed. Stick to facts, though.

Loki
Legacy Username
''or that someone's sitting

''or that someone's sitting in a room somewhere giggling and making what you consider to be bad decisions on purpose.''

The change to Slime interaction with Danger Room traps say otherwise on this one.

Ian's drink is about to get a hell of a lot saltier....

Imagen de Eurydice
Eurydice
Community Manager
Ian likes the game to be

Ian likes the game to be challenging. That's why he giggles. He's not giggling because he's thinks he's getting away with peeing in the pool.

If the balance is wrong, the point can be made using facts, not insults.

OnmyojiOmn
Legacy Username
@Eurydice

I obviously got a little carried away, and I'm sorry for that. That said:

"When something isn't in a release, all it means is that it's not in that release."

Shock status and everything associated with it, including shock strata, shock resist gear, and every enemy with a shock attack, have been broken for almost three months. Which release should I expect this fix to be in?

Imagen de Shoebox
Shoebox
Ian's drink is about to get a

Ian's drink is about to get a hell of a lot saltier....

The first thing that came to mind wasn't tears.

BuffCookie
Legacy Username
Wait.. so literally my entire

Wait.. so literally my entire screen will no longer fill with fire?

But that was funny as hell. Especially on T1.

kevomatic
Legacy Username
It's not a matter of "too

It's not a matter of "too hard or not"... but yeah, a couple types of monsters being much harder than anything else in the tier (and increasingly so!) is a problem. Ugh.

crazy10101
Legacy Username
@buffcookie

yeah, us with the negative fire resist also found it funny. In a Dwarf Fortress-y way.

Imagen de Sunless
Sunless
Shock status and everything

Shock status and everything associated with it, including shock strata, shock resist gear, and every enemy with a shock attack, have been broken for almost three months.

How?

IceMilkTea
Legacy Username
=(

No word on the auction house bug and the negative crown bug?

:(

Undying
No word on the auction house

No word on the auction house bug and the negative crown bug?

Go on..

shires1992
Legacy Username
@ OnmyojiOmn I agree with all

@ OnmyojiOmn I agree with all the problems you said

@ Replicant Because once your shocked you are screwed, it lasts for what 10 secs? you spasm roughly every 3 seconds, where you are unable to shield for 1 second, this is a major problem in arenas

I really hate the new update, with a passion, the only thing i like about it is the fire spam fix.

Imagen de Dogrock
Dogrock
Huh? I only ever suffer Shock

Huh? I only ever suffer Shock for about 4 seconds and get 2 spasms. It's not that hard to time the spasms so you can get out of the way of monsters and then shield just in time to block the damage..

Imagen de Sunless
Sunless
Because once your shocked you

Because once your shocked you are screwed, it lasts for what 10 secs?

What? I hope you're joking. It last for 5 seconds at MOST. It's not hard to deal with at ALL.

you spasm roughly every 3 seconds, where you are unable to shield for 1 second, this is a major problem in arenas

Not really. It seems to be less of "this mechanic is broken" and more of "I can't properly deal with this mechanic" to me. Then again, maybe I'm just super-awesome as I almost never die to shock related incidents.

We're ignoring that if you shield while shocked, it blocks the shock and the spasm most of the time - or maybe that only works on the Grey Owlite Shield. Hm.

Malicus
When shielding with a shield

When shielding with a shield that ought to block shock, it blocks the DAMAGE from the spasm, but the spasm itself still happens, leaving you wide open.

Imagen de Sunless
Sunless
Is that so? Hm, I faintly

Is that so? Hm, I faintly remember the shock bouncing off my shield and preventing a spasm on many occasions... GUESS I'VE GOT BRAIN PROBLEMS.

Senshi
Legacy Username
Shock...

I believe shock gives you three spasms if you have no shock resist, but I almost always do have shock resist and normally only suffer two spasms. My memory of running without shock resist is a little hazy now.

Anyway, as for when shock is going to be 'fixed' ... it probably won't as such, not if it seems that people are finding strategies to deal with it. (I do have to say though, that it is one of the most -annoying- status conditions as it basically puts you out of action until it wears off, unless you've been shocked so many times that you find shielding just at the moment of the spasm natural.... )

Spasms only drop your shield for a fraction of a second anyway, not a whole second. Maybe a quarter or half second, I have noticed reshielding is not instantaneous and it can sometimes really hurt if there's nowhere to go.

Quicksilvers, however, I believe are broken, as the only strategy anyone has for them is 'shield and hide in the corner and pray'. This is not a fun way to play. (I refer really to packs of 4 or more quicksilvers in locked room battles... 2 quicksilvers in a locked room battle is manageable, and pretty much any number of quicksilvers is manageable if you have room to retreat. Not -easy- ... but possible.) I might hate them less if they didn't seem to only show up when there's not too much else around. I've never been able to appreciate the way they can kill other monsters because, well, I could have killed that pair of jelly cubes effortlessly anyway.

Shock greavers are also horrifying in locked room battles, but quick piercing swords make them at least -possible- for someone with very low latency and quick enough reflexes.

@Replicant ... wtf? When you are shielded and spasm, you avoid damage but your shield drops and until the 'spasm' animation completes you can't reshield. Maybe you hacked your client if your shield stays up... it drops for everyone else.

Imagen de Nechrome
Nechrome
quicksilvers

For me, qucksilvers aren't very hard since I can 1hitKO them with my Troika(actually now a Kamarin). I haven't fought any oilers yet though.

Senshi
Legacy Username
@N3 ...

In Tier-3? Quicksilvers outside of Tier-3 are boring and easy, or were until this patch, you just had to know not to shock them. Now they'll be a bit of trouble in a few places.

In one sense I do like this change - it means that there will be energized quicksilvers in T1 danger rooms. I might have to try some slime-shock danger rooms in T1 where they might actually be possible.

Imagen de Trias
Trias
cringe

OnmyojiOmn: "Phantoms still scale exponentially with additional players"

No, they don't.

You might want to look up what the word "exponential" means. The word you are looking for is probably "quadratically". (And even then it seems to be false because monster HP doesn't seem to scale linearly with the number of players, rather it seems to scale with somethingpha like the square root of the number of players, making phantoms scale approximately as a power law with power 3/2.)

OnmyojiOmn
Legacy Username
@Trias

http://img826.imageshack.us/img826/3923/attitudegirl.gif

Heh. What I was getting at is the fact that both both health and the number of Phantoms scale, increasing difficulty exponentially. Does that work?

Gigafreak
Legacy Username
Basically, the more phantoms

Basically, the more phantoms there are, and the more health they have, the more time you need to spend fighting them. Since their downtime does not change, some phantoms will be recharging while you fight off the others. As a result, a greater percentage of your time must be spent fighting phantoms with more players present; as that percentage approaches 100%, it becomes more viable to simply flee for the elevator.

This is all completely irrelevant if someone has a Shivermist Buster. Freeze and Stun are the only two status effects that can affect Phantoms. If one player stays behind with a Shivermist to continually re-freeze the Phantoms, the rest of the team can clear the path ahead. Mercifully, the only party button in a graveyard is the one in the very first room.

Imagen de Trias
Trias
@OnmyojiOmn

Does that work?
No, it doesn't.

Seriously, look up the word exponential. You will find that it is not a synonym for "faster than linear".

Exponential would be if for every person add to the party the difficulty of the phantoms would increase by a constant factor. It does not.

Imagen de Trouser
Trouser
@Trias

In mathematics, "exponential" relates to a specific form of relationship between quantities. Outside mathematics, it has a vaguer informal meaning of "becoming more and more rapid", or simply "rapidly increasing". I'm all for promoting correct use of technical language, but one should recognize that the terms are often used differently by laypeople.

Imagen de Richy
Richy
Do you have any tips for

Do you have any tips for fighting Quicksilvers in danger rooms after the update?

I have often found that staying near a corner or the opposite side with your shield up will allow the quicksilvers to destroy everything else in the room. Once everything else is gone I normally either pick them off when they are alone or if they are in a pack keep using a shivermist buster to freeze them and destroy them.

Gigafreak
Legacy Username
AThis just in!They nerfed

This just in!

They nerfed Oilers and Quicksilvers! They also nerfed Shock status!

Those darned things will be less brutal now!

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Griffinbane
I love nerfs. I really do.

I love nerfs. I really do. YAAAAAAAAY!
Although the removal of duration of shock spasm concerns me a bit.

Imagen de Nick
Nick
Developer
Shock still causes spasms,

Shock still causes spasms, but the maximum duration time was reduced. What was removed was the defense debuff that it added when spasming.

Imagen de Kilrain
Kilrain
herp da nerf

Question: Does this change to shock apply to status effects we put on monsters too, or just to the nastiness happening to us?

Good changes though, oilers / quicksilvers needed a bit of a nerf. Maybe this will quell some of the forum caterwauling (though it is still the internet). And maybe graveyards will be possible outside of solos now! :D Now my personal list of headaches is down to devilite attack speeds and greaver mist.

The other stuff never really bothered me, but I'm sure dodging was annoying to gunslingers.

Imagen de Nick
Nick
Developer
Status conditions are shared

Status conditions are shared between players and monsters, so monsters will also no longer get the debuff. Basically, shock just had too much going on.

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Madadder
well at least we know OOO

well at least we know OOO listens or at least recognizes the imbalances within the system

OptimusPunk
Legacy Username
Mixed feelings about the balancing

I viewed the difficulty presented by the monsters as a challenge, so nerfing the whole lot kind of makes me kind of sad...

I loved the challenge presented by phantoms, devilites and wolvers, now seeing them weakened bothers me.

Although I fully understand the fix on oilers and zombies (especially since I was up against those earlier today).

As a general rule, I usually stay quiet when it comes to game mechanic difficulties, so during the multitude of threads posted about how this is broken and something is too hard, etc., etc., I just read and moved on because I never let those problems get to me. However, now I find myself posting my feelings about about an update. I don't know, maybe it is all for the better. In another year from now, no one will know how different the game except for the veteran players who stuck through it all, because they truly love the game. Either way, I'm glad you guys are always working hard to make this game the best it can be

I will miss how these monsters struck fear into the hearts of players, but things must be done.