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Test Feedback: Mysterious Spikes!

90 replies [Last post]
Sun, 08/02/2026 - 12:17
#51
Shieldbasherbrono
Good for experienced players, not so much for the newbies

My experience with this new floor modifier was tons of fun, but it also raised a question of how less experienced or skilled players should interact with it. I tested Tier 1 depths in the arcade, across both stratums, and toyed around with what was added. My first "experiment" concluded with me losing ~99% of my health (even though all my equipment was 5-star with heavy normal and elemental resistances +true love locket and Penta heart pendant) because a Tier 1 Thwacker attacked me at light speed after picking up 12 crystals that I physically couldn't prevent him from gathering. The buffs this modifier grants to enemies sometimes lets their attacks pass through my shield HP (shield HP isn't lowered, but my Knight's HP is affected (this happened only once, but my other attemps at recreating this were met with regular shield breaks accompanied by half of my health missing)), which leaves me wondering if players using 0–2 star equipment should entirely avoid these enemies and even levels with this modifier altogether.
Despite how harsh my experience with this modifier was in T1, it's great for Tier 2 and Tier 3 depths. It prevents arcade runs from getting too stale, provides a good challenge, and, in my opinion, allows players to better learn how each enemy type behaves. However, some enemies start bugging out when they get enough crystals attached, such as Shankles (those square spike slimes in Clockwork Tunnels). When a Shankle gets these crystals, it starts moving off its designated track and eventually gains an ability to move diagonally. Furthermore, if a crystal spawns in the exact same spot as an invincible Shankle, the Shankle gets stuck and is unable to move until the crystal is picked up by you or an enemy (after i removed the spike from an invincible Shankle during my run, the Shankle also started bugging out). Overall, this level modifier is very good, but it still needs a bit of polishing.

Mon, 08/03/2026 - 11:06
#52
Nitchy
visuals/polish/bugs swords vs guns and further ideas to build on

Hello,

Love the idea of these spikes, and the general idea which I am guessing is to have rotating buff events on different enemy types in the clockworks. This is great as it adds some varying challenge and the opportunity for better rewards. It forces you to respect the powerful enemies and play more safely/strategically than you otherwise might.

Fit and finish

Someone else mentioned the colour, what I am imagining is that this yellow is the luminite colour, and there will be different energy attunements of the 5 crystals. However there are 6 enemy types, so not sure how that matches up.

The pickup sound of the crystals doesn't feel quite right to me, doesnt quite fit in with the rest of the sounds imo. sounds a little bit cold, hollow, whereas the rest of the sounds in game are generally bright, full and sort of golden (hope that makes sense)

The spike positioning, floating above the enemy, keeps it uniform across enemy types, but seems a bit odd to me, I had envisioned them actually coming out of the models' backs or something. but then you'd need to rig every model, so this makes sense. They just seem a bit "removed" from the enemy

Power level!

I think aside from just accumulating the floating spikes, it would be awesome to have some other indication of their power level, for example, advancing through tiers of: none -> size increase -> energy aura -> bigger aura + spike effect etc. Some more indication of their power.

Rewards

As others have said I think there needs to be a greater variety of rewards available from trading in, perhaps including crowns directly, but definitely craftable diskgun materials!!!

Ideas from PSO2

I used to play PSO2 (not new genesis) a lot, which does PVE fighting really well imo. One thing they have is a "PSE burst", you basically kill lots of monsters in quick succession and you have a chance of triggering a burst, which will then keep spawning mobs, eventually culminating in a mini boss fight. This could be tied in with the spikes, by eg. you collect lots of spikes, which then draws out a miniboss enemy (can be reused from what is already present in missions/prestige etc.)

Mon, 08/03/2026 - 12:10
#53
Jhdsaer's picture
Jhdsaer
Some issues I have discovered and other feedback...

(1) Enemy spawners can create an effective infinite amount of spikes as monsters respawn.

(2) Friendly NPCs are attracted to the spikes even if they cannot pick them up.

(3) Spikes are enabled during introduction levels which can make it more unfair to starting users.

(4) Spikes appear to boost an enemies stats exponentially instead of linearly, meaning any monster with three or more spikes is far too fast to evade. Perhaps you should implement a reasonable cap.

(5) Perhaps make the monsters drop greater crowns and heat as more and more spikes attach to them, since the difficulty increases.

(6) Certain enemies can pick up spikes where it is unreasonable, such as golden monsters (those that remain in an invulnerable state perpetually), preventing the player from picking up the spikes.

(7) Perhaps make the stat bonus randomized so there is a greater amount of variety of effects.

Mon, 08/03/2026 - 17:28
#54
Rhagnarock
my 2 cents

How I generally feel about the update

The good:
Really like the vibe and the aesthetic. Love the supped up/juggernaut mobs type that forces ppl to focus on different enemies vs doing the same thing over and over. I prefer improvising in a fight vs having the same steps: get aggro, avoid trojan attack, (or skip first 2 step) charge blitz, kill. This is right up my alley and dig the variation it provides in a fight. I really love the unlimited stack potential because unless you set it up it never stacks that high but it was genuinely the most fun I had in Spiral Knights since 2015 watching enemies flying on my screen. Also gives the ability to do silly challenges like "most spike stacks in Spiral Knights without dying" which I think is never a negative.

The bad/criticism:
While I do love the unlimited stacking potential, the movement speed and damage stats per spike currently cause problem for 1-2 player experience. The jump between 2 and 3 is too big. You should make it that 5 (or 6) spike is the current 3 spike speed/damage (consequentially current 4 spike should be 6-8) . I would prefer to tone down the % of each spike but add a smidge more to spawn so that 5-6+ can happen more often vs mostly 1-2 and rarely 3-4 enemies (in a group bashing it's way through 23-29). I don't think limiting the spike to a max 3-4-5 is the way to go.

The hate/I want it gone part:
Flinch resistant enemies on Dark Briar Barrage specifically. Remove HP upgrade per spike or make it so my Dark Briar Barrage flinch ppl again. Bombing against an arena of spiked enemies on D26+ with a damage setup is just so bad and unfun anymore. I was doing wet paper damage against gun puppy towers and couldn't assist in anything but shoving with a Nitronome in full bomb damage gear. I think DBB flinch should be pushed to T4 threshold or I will be switching to status bombs in arenas (if you don't add DBB flinch to T4 could you please buff damage on stuff like ash of agni and voltaic tempest, I never have reason to use those 2 due to venom veiller + stagger(or shivermist) + sword/gun do more damage and has better setup)

Suggestion:
Spike number should be easier to distinguish after 5 if we do keep unlimited spike stacks. I suggest making a crown that has 5 spike and each one they pick they add one spike to the crown and at the end you just display a number on top of the crown above 5. Maybe just yoink the vitapod number and turn it yellow and resize it. Like I said I think balancing the % per spike should be the way to go along with keeping the unlimited stack going. Another idea I had was that it could also be tiers of power and enemies needing multiple spike to reach another threshold rather than it just being 1. Like needing 3 orb to craft rather than 1, they need 2 or 3 spike to get to the next level.

Also I know it's not gonna happen but I have to ask, please make a spike difficulty for missions above advanced. I wanna do Vana and all prestige mission with it.

Final thoughts:
Yay new content and yay the SK preview is open again. I'm poking old friends for the past months about SK having QoL update and whatnot. This may be the push needed to bring back everyone although a lot are asking for story content (I personally don't care, just happy SK is still around). I think a new shop should be introduced with new content because I think reusing old content like crystals/orbs/sprite food for reward is kinda cheap attempt. Really curious what the mats will be used for. Arcade specific content maybe like krogmo coin for pvp content? Also having the shop in Arcade like Basil would be dope as hell vs having it in Haven. Hide a special one in SL and don't say anything in patch note would be top tier trolling.

Promoting the Arcade as a bomber, a student of Zeddy and lover of T3 arenas I am beyond excited.
I give it a good 7.5-8/10.
Thank you for still working on this game.

Edit: If I do play more I will edit it to reflect it. I didn't mention the glaring issue people already mentioned like out of bounds spike drops on SL RT after boss. This is mostly my opinion as a 15 years old veteran of Spiral Knights.

Tue, 08/04/2026 - 04:32
#55
Vyre-Acidlashed's picture
Vyre-Acidlashed

Love Nitchy's idea building off PSO2's mechanics, and I think Jhdaser and Rhagnarock have valuable commentary too. Got to wondering about an alternative means of using shards that's kind of a compromise position between uncapped growth and an artificial ceiling - what if every 5 shards gives an enemy access to attacks exclusive to later tier forms and resets a portion of the growth? I sort of assume it's a matter of just enabling those behaviours... And if they're already at max tier, giving them something like a buff aura that affects enemy teammates, instead of just making one single enemy limitlessly big? I'm still rolling the idea around in my head but someone else might have a more developed take on it.

Equivalents to spikes for other enemy families / floor types would be a nice periodic event thing, too, but I think that was already mentioned before.

Tue, 08/04/2026 - 09:29
#56
Jayzio
Feedback

Thanks for letting us test this new mode/event GH! I've categorized my thoughts and feedback into pros and cons to hopefully make them easier to read.

Pros:
New Objective/Change a pace - Makes running the arcade more interesting and gives it a breath of fresh air

Increased difficulty that's accessible to everyone – I've been wanting more difficult content, and while the spikes seem to mostly provide a stat boost, it's still fun because they increase the danger of getting overwhelmed if you aren't able to defeat enemies quickly enough. In the future, it'd be cool to see this expanded upon.

Good sound when picking the spikes up - pretty satisfying picking of the spikes haha

Potential for rotating monster types – Starting with Construct-type levels is a great start. Once this system is fine-tuned, seeing it become a rotating event for other monster types would be awesome and would continue to keep the gameplay loop feeling fresh.

Cons:

Difficulty scaling balance – The scaling for each spike picked up is a bit too much. Monster speed is the biggest issue. I do like them moving faster, but there needs to be a cap or some adjustments to how speed scales because it eventually reaches a point where it becomes unplayable. Many people have already suggested different ways to rebalance this, so I'm sure it'll be looked at, but a cap on the speed boost seems necessary. That said, I do like that scaling is infinite because defeating a monster with 8-10 spikes is satisfying.

Arcade only? - I understand preview server was just to test the interaction of spikes, but this spike event applied to missions which I don't think is a good idea from a new player perspective. Spike monsters were showing up in lower missions such as 2-3 The Collector. I couldn't imagine how a new player could clear it without either spending an unhealthy amount of sparks or getting help from a vet to clear it.
My suggestion would be to limit this only to arcade (gives more incentive to run arcade) or provide an option to opt in/out of having spikes appear in missions.
Players will always gravitate toward the most efficient farming strategy. Once they figure out that a particular mission is the best for farming spikes, they'll likely ignore everything else.

Is it worth it? Concerns: I like this idea and I want to continue interacting with it, however if the rewards aren't worthwhile, people will simply go back to farming existing methods.
It seems like the vendor currently has placeholder items, so I won't comment much on that. However, imagine a four-player party fighting a heavily spiked Construct that takes several minutes to defeat, only for it to drop 25 crowns and some spikes. At that point, the rewards don't feel very satisfying unless the spikes themselves end up having good value.
I noticed that we could vendor the spikes on the preview server, but we can't feed them to Sprites, which makes me think they won't be vendorable later—similar to Ancient Shells from Tortodrone. If that's the case, I think the initial enemy drops should be increased to get that initial satisfaction during combat. Ultimately though, we'll have to wait and see what the vendor rewards look like.

Overall - I like this idea and it has potential to be great. Looking forward to seeing how this plays out and would love to test again once feedback and changes have been made.

Tue, 08/04/2026 - 23:12
#57
Legendarios's picture
Legendarios
Big Concern Regarding Rewards

From the wording that you gave us with:

"Fire crystals are locked for trade-in."

I really hope this isn't implying that fire crystals will be the only reward. I understand the sentiment for newer players or even returning players who need to heat certain weapons up to catch up with the changes, but the biggest issue with that is the rest of the playerbase who have farmed enough FSC to have hundreds to hundred-thousand+ fire crystals sitting in their arsenal. There needs to be more of a reason to farm a rotating event than just fire crystals. It would be very underwhelming eventually for even newer players if they play long enough. The effort of dealing with said difficulty this gives mobs should be worth much more than this.

Wed, 08/05/2026 - 06:29
#58
Ogygus's picture
Ogygus
Need more fixes

Things that should be fixed:

  1. Infinite amount of spikes per mob, set limit or let us to knock some spikes out.
  2. Unbound material (take 3 dummies with you, leave them at start, collect all spikes, trade with dummies and get x4 spikes).
  3. Infinite farm is still possible with respawn tiles, mobs doesn't have loot but intiate spikes appearance.
  4. Used spikes should be dropped as usual material, it shoudn't be reused by mobs. Just imagine that you spent 10 minutes and 10 sparks of life to kill the last mob with 20 spikes, at the next moment new wave spawns and another mob collects all spikes.
  5. Material quality is bad, if you want us to play arcade, give something more decent. 4* spikes (allows to create 4* fire crystal) are useless for endgame players, all they want are 5* fire crystals, that's why people farm FSC and don't play arcade (good amount of 5* fire crastals appear at the last two depths 27-28). If you let us to collect 5* from the start of Tier 3 it will be great.
  6. Trader still has placeholder prices, 1 level ~45 mobs = 45 spikes = 3 fire crystals. It's the same as 1 extra box per level but requires much more time to complete.
  7. Skybox still sends fake signals about spikes, you see light pillar, but it's just background, not real spike, but you already spent your time to check it.

Here is invincible mechaknigt just got 638k HP at depth 5:
https://i.postimg.cc/hKzBsThc/arena.jpg
Why is this possible:

  • Endless spikes due respawn tiles issue
  • Not limited amount of spikes per mob
  • Reusing dropped spikes

+ Minor issue, drones (shankles, wisps) start to go diagonally if spike is near.
+ Spike spawn delay is good and bad, if you kill mob in a few seconds, spike will not appear.
+ Treasure trove is construct too?

Wed, 08/05/2026 - 00:20
#59
Amnimonus
It's worse somehow

So going to keep it shorter this time.

The delayed mechanic doesn't help if the enemies can path to it before it even spawns and because you have to wait to pick it up too you have to let the enemy take it, defeat all the enemies fast enough or take some hits. Also the delay does basically nothing for deconstruction zones

The enemies behave better now so they can rip me to shreds consistently now, 4 shards seems to be problematic if there is multiple enemies around (even with max elemental armor and some uv's and pet perks.

Speaking of enemies being problematic at 4 spikes, I thought it would be easier to not let them get to many spike but I was wrong, it will happen in arena (maybe it will better in a full party?). I had to use so many spark to clear that arena and I was trying.

Odd behaviors, I noticed that if to close to a monster both of us pick up the spike, not sure if more than one enemy can pick up the same spike.

Also were we always given the spike directly to our inventory? I thought we had to finish the level to get them like minerals?

The lower spike cost for fire crystals probably means they weren't a place holder. That means the all but huge spike are worthless, there is no point in the because all other crystal are easy to farm. Even for the huge spikes the pay off is terrible, I won't be during construct levels in the arcade ever again if thats the case why waste the sparks when I can do vanaduke, dreams and nightmares, or jelly levels near the core when the chance arrives, at least i get slime coins there.

Spikes for crowns, they should at least give the same amount of crowns as other materials maybe one tier lower, might make a good crown farm, but even at 10 crowns a 4 star spike is still pretty bad considering how many sparks you will go through.

Maybe only 3 tiers spike would be better, but even then just fire crystals will be the reward? And very small amount on top of that?

Wed, 08/05/2026 - 04:55
#60
Life-On-Evil's picture
Life-On-Evil
Please remove the HP

Please remove the HP increase, or make it much smaller. I can't kill any enemies with my bombs anymore.
Reduce the movement speed increase by a lot. Fast enemies become almost impossible to hit, especially with bombs.
Add diminishing returns after each Spike, or simply cap the stat increases so they don't scale out of control.

Right now, the scaling feels too extreme and makes some weapons and playstyles much less viable.

Wed, 08/05/2026 - 08:07
#61
Cronus's picture
Cronus
Game Master
While you're giving feedback

While you're giving feedback it would be helpful if you also tell us what tier you were playing in and the gear you were using. Did you create a loadout specifically for constructs? etc.

Similarly, as we are making changes, it's helpful if you note when your feedback is from. For example, we readjusted spike boosts, so if your comments are referring to last week, they're not as helpful as your feedback from last night.

Below are the changes that went out on 08/04:

  • Readjusted spike boosts (speed, power, etc). No more supersonic moon-walking monsters.
  • A spike will glow-warn before spawning in
  • Spikes will no longer appear in missions or boss levels.
  • Fire crystals are locked for trade-in.
  • Spikes only sell for 1 crown. All of the buy/sell numbers you're seeing are placeholders. Feel free to provide freedback on what you think are balanced choices, but please keep in mind that what you see on Preview will likely change.
Wed, 08/05/2026 - 08:21
#62
Nitchy
different level types experience

Just playing a bit more after the new changes on 04/08, something I noticed was that the experience is quite different between different level types, basically whether it is an open level or arena, vs a pathway level.

In a deconstruction zone the experience is that all the spikes have already spawned (I was prepping my gear for a min) and there a bunch of hopped up gremlins ready to beat your ass as soon as you step out of the gate. I died quite a few times there.

With a pathway level (tunnels, jigsaw valley, etc) It doesnt actually feel like it makes much of a difference, as the spikes spawn in with the enemy groups as you walk around. its generally easy enough to clean up those groups before they can pick up the spikes and then it feels quite similar to a regular level. Maybe some enemies need to spawn in with some spikes? not sure.

When you get to an arena in the pathway, then it feels a bit different again, but not as crazy as a deconstruction zone, real arena, or compound with all the buffed minis.

T3, loadout: iron slug, grim repeater, arcana, vortex. (made for constructs and gremlins)

Wed, 08/05/2026 - 09:29
#63
Mergu-Md's picture
Mergu-Md

Overall I like the mechanics here, I think they make for some interesting scenarios and it's fun to intentionally load up an enemy with spikes.

Shield bashing (or any source of stun) could let us knock spikes out. Would be a fun way to deal with enemies.

A lot of people I've talked to are underwhelmed with the fire crystal trade-ins & concerned that is all that's planned here. We still miss our viable UV ticket farm too, comes up daily in the discords. People are so desperate they're unbinding gear and paying people to roll for them. Ripe for scams. jussayin

Monsters get buffed by spikes. Maybe we could too.

Wed, 08/05/2026 - 09:45
#64
Jcyrano's picture
Jcyrano
"No spikes will no longer

"No spikes will no longer appear in missions or boss levels."
Does this applies to Roamulus Twins and the Built to destroy?
Oor also affect Spark and Roar? Because if it affects Spark and Roar one of the best place to test behavior is lost, Yes is a mission and the first level a Compound!
While I agree that the final iteration (going on live server) must be Arcade only, Unless we get Construct only portals, testing is going to be hindered by this change.
on a Side note I like this convertion rate (Spikes ->Crystals) a lot more. Hoping to see more of this.

Wed, 08/05/2026 - 10:41
#65
Aytimothy's picture
Aytimothy
A bit late but...

Laaaaag... The whole reason I stopped playing Spiral Knights is because of the fustrations of rubberbanding and lag.

So that I could have a more accurate gauge of difficulty, would it be possible set up more geologically diverse test servers? (Though I understand that it be pointless/not with the effort because the number of people it'll serve is in the single to low double digits)
Zoomies + lag = death before the animation finishes playing.

As for the rewards, I think the prices are waaay too high; at roughly 20 shards a floor and a single crystal costing 50 shards, it feels like the whole thing could've been implemented as a flat % buff to whatever the current rates and/or increasing the number of boxes spawning in general for everything else.

What if each individual shard gives more boost to the enemy but they're significantly rarer (think: naturally spawning rare/unique enemies in Path of Exile), but in turn are worth significant more? Or, that the shards make unique effects on enemies, which could I guess promote build variety in that they would be tough (but not impossible) if you didn't have the right armour combination?

Wed, 08/05/2026 - 11:25
#66
Nitchy
boss levels/missions

Jcyranos comment nudged me, I think the ideal behaviour for missions/boss levels is that spikes never appear in missions, but can appear in any part of the clockworks. That way you can still do your normal boss missions for quick farming or progression, but if you want the better loot/higher risk you go to the boss in the clockworks. artificially taking it out of clockworks boss levels is a real shame.

Wed, 08/05/2026 - 12:18
#67
Life-On-Evil's picture
Life-On-Evil
I was in a Deconstruction

I was in a Deconstruction level with Dark Retribution and Starlit Gear. Normally, with bombs, you have the option of either running away and letting enemies come to the bombs, or staying inside the explosion zone and doing a close-range dodge. The attack speed and movement speed buffs make both options impossible.

Just stop buffing enemies. Let spikes be a catch-up mechanic to bring Arcade closer to FSC.

Wed, 08/05/2026 - 12:47
#68
Retrofit's picture
Retrofit
tidbits

Ran some more test levels. T3 with a variety of 5* loadouts (chaos/bk/iron slug/acheron/various haze bombs/etc - basically optimal veteran gear). Some more critical thoughts:

The movement/movespeed changes are good, but some of the other values still need fine tuning.

I feel like the "intended" gameplay loop of spikes involves intercepting spikes and they spawn/drop, and preventing them from reaching critical mass on any one mob. However, in the chaos of a fight, and especially on densely packed levels like Arenas or SLs, this "intended" loop isn't practical - you won't be able to reach every spike spawn in time. Eventually, something is going to get superbuffed.

In light of that, I think it's worth considering how spiked enemies should feel to just fight, straight up. The expectation when going into a level should be that you are going to be dealing with buffed monsters, and you are going to have to put in extra effort for extra payout. However, that effort needs to be enjoyable in its own right - I don't think players will enjoy banging their heads into meatwalls of hyperstats. Fighting faster, more powerful monsters CAN be fun, and I think a lot of experienced SK vets would relish a fun challenge - but fighting something which completely breaks the typical combat rules of SK isn't as enjoyable.

For lack of a better term, the current implementation of Spikes feels like "modded SK." It doesn't quite feel like a polished feature that's ready for main game deployment. Some of the numbers and encounters still need work.

In light of the above, a few specific points of feedback, based on playtesting:

a) I would not allow minis to pick up spikes, at all. The movespeed and HP buffs completely break mini encounters. A single mini slime with even a couple spikes can stick to one player like glue, and cannot be killed quickly. A crowd of them rapidly becomes outright absurd.

b) Spiked HP boosts, and Spiked HP recovery, are severely overtuned, and make fighting densely spiked enemies more of a weirdly tedious slog than an engaging challenge. Watching an enemy recover over 10k HP, or having to wail on an enemy for 20 seconds because it became a giant meatwall, isn't really engaging gameplay. I would significantly reduce both the HP buffs and the amount healed by spikes. Enemies being a bit tougher is fine, but enemies becoming giant obscene meat sponges doesn't feel fun to fight.

c) Some enemies gain near-instant attacks with even a few spikes (quicksilvers, gremlin thwacker spin). I would put a hard cap on how fast monsters can attack, even when heavily buffed - players should still get a half or quarter second to do *something,* instead of just getting instantly sent to the shadow zone with no reaction opportunity.

Working your way down the Arcade, through a horde of more dangerous enemies, could make for a fun new challenge in SK - but right now some of the spike buffs still feel too overtuned, creating an experience which yoyo's between oddly dull (giant HP meatwall enemies) and absurdly unmanageable (instant attack death machines). With a bit more adjustment, however, it could make for an entertaining feature.

Regarding Rewards:
The rates are a lot better, the Rad payout is definitely more reasonable - but anything smaller than a Huge spike still seems basically worthless for many players. When you have thousands of Shining crystals already, what exactly are you supposed to do with any Large or smaller spikes you amass? I wouldn't mind seeing the shop expanded with Forge Boxes, or something similar, even if they were a bit expensive - at least then veteran players would have a usable/valuable cashout option for their Large and smaller spikes.

Wed, 08/05/2026 - 12:29
#69
Carbon-Jm's picture
Carbon-Jm
Some Thoughts

1. Difficulty

When running though pathway-type levels (e.g. Jigsaw Valley, Clockworks Tunnels), the spikes only add a nice bit of difficulty. It's a welcome change. It is not unfair, and certainly keeps you on your toes.

However, Deconstruction Zones are absolutely awful because enemies get spikes, often multiple, before you even encounter them, meaning you get absolutely shredded by spiked up Thwackers as soon as you leave the starting area. Even with DMG and ASI Max, it is not possible to stagger these guys with swords because of their movement, attack speed, and health, so you are forced to use either Iron Slug or Winter Grave to deal with them as you run away or you spam either Shivermist Buster or Torpor Tantrum. It's not good gameplay.

2. Rewards

I cannot tell who this event is for. Experienced players, who will enjoy the challenge and be equipped with the gear and skill to meet it, have no need for more fire crystals (seriously, we have thousands, tens of thousands, or even hundreds of thousands of spares). Newer/less experienced players that still need fire crystals will be absolutely destroyed if they step foot in a Deconstruction Zone and might have significant difficulty with other levels.

It needs some sort of interesting reward. Unique weapons, or even reskins of popular weapons, would be a good start. Acheron, Arcana, Gran Faust, and Divine Avenger are all prime candidates for reskins. A spiked up Drakon would also make for a good reskin as it's the only sprite that doesn't have a craftable variant.

And once everyone has whatever unique reward there is, people will sell these crystals to vendors en masse. I would suggest giving them values corresponding to one star less than their own, similar to the values of trinkets - e.g. 5* spikes would sell for 25cr instead of 50cr, 4* would sell for 10cr instead of 25cr, etc. This would make them worthwhile to farm for, but not gamebreaking. A standard enemy in Stratum 6 drops ~33cr on average (if I recall the tests correctly), so this would increase the payout but it would still be less than double.

Wed, 08/05/2026 - 16:48
#70
Jcyrano's picture
Jcyrano
Indeed testing got hindered!

Indeed testing got hindered! I agree That the final version should affect the Arcade, We need to conduct test, and the gates are somewhat random to give Construct levels, while on the other hand we have several construct missions on differents Levels.

I know I'm annoying with give me comprehensible patch-notes and is because in order to get info into de the wiki a lot of test must be Done, which is good but then again is not the point, if the patch notes have the info on is not only more reliable also more comprehensible, otherwise a good testing ground is necessary, and the consistency of mission can be leverage for this kind of test so please put them back until 'final' deploy.

However, enemies stuck a lot less now when the level of spikes increase. The damage doesn't seam to escalate that fast(testing being done, different level and consistent enemies... are not easily accessed (arcade is really random)) still might be too high on lower depths specially for begginer players.
Defense doesn't seams to escalate much, health does(no problem with that).

@Carbon-Jm on the Drakon re-skin... If I have to re-level that lizzard then no... if it applies as a costume to my already lizzard(I don't have one but some players do and re-level one is obnoxious) then Yes.
Also on the re-skins for popular weapons what if? 1° rebalance, 2° reskins...

Wed, 08/05/2026 - 16:47
#71
Pineytea's picture
Pineytea
Thoughts on spikes part 2

I've played some more across three different tiers with tier-appropriate equipment in the arcade and I've outlined my concerns before in a separate thread with the first iteration of it, so gonna elaborate some more with the readjusted boosts

Boost Balance

  • The boosts after the changes are still very overtuned, in fact in a worse way than before - the significantly higher health increase per spike makes things way more spongy alongside attack speed boosts making any attack animation practically uncounterable. The attack speed increase before the change at least had some leniency to it, but with current iteration it makes enemies like thwackers, mecha knights or greavers an absolute nightmare to deal with due to their already generally quick base attack speed (as an example, thwackers have that follow up smack, so with speed buffs it makes them practically fly to you nearly instantly with just two or more spikes)
  • I still think the boosts overall need severe diminishing returns per spike on a mob alongside caps for the boosts - current 1 spike is close to somewhat okay, still needs toning down across the board. 2 or more spikes should NOT be a significant increase and the boost from that point on should be dramatically less, e.g current 2 spikes equivalent should be like more like 4-6 spikes. Essentially, more spikes get way less significant boosts, caps should be introduced to prevent scenarios with attacks (especially quick ones like mentioned above!) being borderline unfair.
  • Emphasis on the damage boost particularly, again. It should NEVER reach a point where one hit would straight up cut your health down to sonic-ing with a health boost coming from either the trinkets, battle sprite or the vitapod
  • Damage boost could be entirely removed in favor for adding in reduced attack cooldown instead (e.g mobs like thwackers or most constructs in general have a "recovery time" where they dont do any attacks after already performing one until that period expires, so you could instead have mobs do more frequent attacks instead)
  • I do agree with places like Deconstruction Zones (this being the highlight here due to mobs preemptively having spikes) or any high mob density areas like arenas or danger rooms being problematic with spikes, though I feel like the points above should help alleviate that problem somewhat.

The Rewards

  • As others have stated, the fire crystal rewards are generally pretty underwhelming for the amount of work required to be put in to collect the spikes, as well as for the fact that Radiants would be the only ones that would be worth working for. Currently the trade costs are too high and wouldn't be worth over just running FSC or DaN.
  • With Radiants being the only potentially worthwhile rewards, the non-5* spike materials would generally have no worth due to them only being able to get their respective star counterpart of Fire Crystals, effectively making running Stratum 1-5 of arcade meaningless.
  • It would be nice to be able to get the higher star counterparts of Fire Crystals with lower star spikes for a higher trade cost.
  • Additionally, the idea of being able to trade spikes for Forge Prize Boxes sounds really good. Should be player bound.
  • Generally agree in regards to spikes being player bound as well - they should not be tradable.

The Visuals

  • Would like to reiterate again that the amount of spikes should be more easily readable on the mobs, perhaps through an aura effect split between different tiers depending on the amount of spikes a mob has.
  • The spikes themselves could be embedded around the mob in different places
  • The background aurora sometimes tends to clip with the tileset environment, which looks a bit off.
Wed, 08/05/2026 - 17:49
#72
Amnimonus
Additional note from previous run

In the previous run I did I was trying a little bit of a defensive build instead of my usual black kat cowl and chaos cloak to see if it really was going to make little to no difference. I was using Mercurial demo set with elemental damage perk on my maskeraith and penta heart pendant. I could take about 2 more hits from 3 spiked enemy maybe 1 more hit with 4 spikes on the first half of tier 3. After the second it was not much different.

As for weapons winter grave was always equipped, but I also used the rocket hammer, acheron, dark retribution, nirtonome, voltaic tempest.

Strategies I tried involved using shadow cloak to get as many spikes as possible or taking out an enemy that would be difficult to deal with if they got spikes. Didn't work too well with enemies hovering over the spawns, some times I couldn't even see them spawn under the enemy or the enemy already had enough spikes to out run me or it would be too risky for me to get it before they do. Also if the spike spawns a on spike trap there's not much you can do besides decide whether or not its worth taking the hit.

I am interested to see how this works out in a party of 4, It should be easier to get the spikes, has anyone tried that?

New idea for spikes is that each enemy can only grab one but it grows to 3 in lets say 30 seconds after encountering a player? I feel that 3 spikes has been the most fair and fun.

Since people having been talking about rewards and it pretty much agreed on that only huge spikes have any value I have another take on it.

What if they made like a weekly resetting/ rotating spike shop that adds a certain amount of orbs, silver/slime keys, slime coins to mix maybe even rarer items at random, keep us interested and checking in. The quantity wouldn't be too high, maybe 3 orbs for each star rating, one key, 5 slime coins per spike type.

Wed, 08/05/2026 - 21:54
#73
Spark-Of-Kill
my late feedback

I was away for a trip during the first testing phase, and only got to play for a brief session at the end. So this reply will include things that didn't change since the first week, as well as my thoughts and observations from the current preview server.

First things first, the scaling of the spike buff needs to be brought waaayyy down. There's a line between "a comfortable difficulty spike"(no pun intended) and being genuinely unfun to play against that gets crossed after about three stacks of spikes.

Basic monsters with 3+ spikes often move faster than the player can reposition, attack faster than the player can react, deal your entire healthbar's worth of damage (even though a 5* shield), and can accumulate more health than some of SK's main bosses. Running isn't an option, tanking isn't an option, and monsters become such bullet sponges that it literally takes several minutes of non-stop aggression to take one down, even with META gear, dmg buffs, poison procs ect...

Why does picking up a single crystal nearly double an monster's health?? these buffs should only be like 10-20% increases at most. Some monsters will approach you at warp speed and instantly attack before you even have a chance to evade them, and again these attacks almost always bring you down to 1 pip of health.

With how quickly the speed buffs ramp up, some monsters literally just become unavoidable damage. (Gremlin Thwackers, Mecha Knights, Greavers and Glop Drops are some of the most egregious examples) This isn't fun. The attack speed buff NEEDS to be capped at a certain point, either that or have the bonus be lowered to such a degree where this doesn't happen unless a player were to intentionally stack dozens of spikes onto a single monster.

Spikes in earlier stratums (1-4) seems to buff monsters more than in Tier 3. That is to say, a regular monster in tier 1 or 2 can completely wreck a vanguard who's fully decked out in max level gear. After spending a considerable amount of time in Tier 1 and 2, I seriously don't understand the design philosophy here. You're basically asking newer players to close the game and wait for the event to pass. earlygame spiked levels are borderline unplayable with low-star gear (at least without using a bunch of sparks)

The implementation of an extra hotbar slot for mysterious spikes is both unnecessary and misleading. When I first saw a screenshot of the new slot, I thought we'd be able to "use" the spikes like an item (e.g. vials and barriers) to either buff ourselves or intentionally buff monsters.(assuming there'd be an incentive to) But it just does... nothing.

If there are any plans to make the slot interactable, please let us know. Otherwise there's no reason for it to exist, get rid of it. Which leads into my next point. Why are the mysterious spikes materials? Barbus' shop opens to the tokens tab (like any other event trader), the spikes more or less function like tokens, all the other events involve collecting tokens of some kind, the only exception being Tortodrones which have craftable items with the ancient shells. So likewise, unless there's plans to add craftable gear with mysterious spikes, change them to be tokens instead of materials.

Please for the love of god let there be something more than just extra fire crystals for event rewards. All of the other events have either craftable gear or costumes to trade for. Even if they're just reskins of existing weapons (winterfest), having something tangible to walk away with is far more rewarding than a slight boost to rarities that some players already have thousands of. Cronus mentioned that the shop amounts are placeholders, so I'll save the ramblings about how outrageous the conversions are.

In conclusion, there's a really good foundation here, but the difficulty ramps up far to much to be enjoyable in most levels, and the event hardly rewards the player for their efforts. I REALLY wish there was a reason to let monsters build up the spike buff. Perhaps if monsters dropped extra spikes the more they held (ex: killing a monster with 6 spikes would reward you with 2 extra or something). I dunno, just something to spice it up rather than playing a continuous game of monkey in the middle where monsters will instantly pick up Spikes form other dying monsters before you can get the chance to collect it yourself.

lastly, two bugs I encountered while testing is that:

  • Mysterious Spikes have a tendency to generate up in the air or under the map in procedurally-generated levels.
  • Shankles would randomly start traveling diagonally, even without being buffed with spikes.
Wed, 08/05/2026 - 21:59
#74
Carbon-Jm's picture
Carbon-Jm
@Jcyrano

Adding reskins of weapons is no different to what they already do with promos (adding new models into the game). That is a completely different beast to rebalancing. Also, all other sprite reskins have to be leveled separately and no one has an issue with it. If you don't want to level it, don't get it.

Wed, 08/05/2026 - 22:12
#75
Spark-Of-Kill
addendum

real quick I also wanted to echo some feedback between some friends and I:

The sound effect that plays when a Mysterious Spike is picked up just... sounds wrong. I don't really know how to describe it, I'm no expert in sound design but it doesn't "fit in" with the other sound effects of Spiral Knights. A friend suggested the idea of intentionally lowering the audio quality. Or perhaps finding a different sound altogether would be the best way to go.

Something else that bugs me with how this event plays out is that it almost forces the player to use the most optimal gear available. With the stat scaling being so absurd, there's very little room for suboptimal weapons to be considered. This is less of an issue with the Mysterious Spikes and more of a weapon/armor balancing thing.

In a similar vein, this event is kind of a spit in the face to defense, which is already a neglected stat that only becomes more obsolete as time goes on. The player is almost required to rely on the Sonic mechanic rather than actually reducing damage taken.

Thu, 08/06/2026 - 07:41
#76
Ogygus's picture
Ogygus
Upd 3

At now we get not so many spikes, 10-20 per depth (even less for fast run). It became even worse, delay + limited amount of spikes per depth.
Here is possible situation, spikes were spawned at the end of the level and i will get almost nothing before that gate:
https://i.postimg.cc/VL4DPcnL/gate.jpg
Upd: it's definitely reduced, but not that much, just got 50 spikes from arena depth, where mobs can get up to 4-6 spikes even if i try to collect everything, even some turrets got 2 spikes. I'm using brandish line swords, so i can't pickup spikes immediately after killing mob, so another mob will pick it up especially superspeed one.

It was wrong way. Set limit for spikes per mob (not more than 3) and chance of spawn, something like 75% per mob, decrease delay to 1-2 seconds.

But i still want to see ordinary player's buffs (pickups), 1 spike - 1 random buff, up to 3 different buffs per mob. It should be good, cause we know how player's buffs work and can project it to mobs. Even if you don't want to limit amount of spikes per mob, here is another idea: 3 spikes give pickup buffs, everything over it will give negative statuses (fire, ice and etc.)

Rewards are still weird, Tier3_1 should give something more, we already get enough 4* fire crystals. Also true endgame players don't need fire crystals at all.

+ Mobs see spike before it fully appears and step on it.
+ Think about command that will teleport player to the end of the level. I wanted to see how does respawn tile work after update, but i have to run through 6 levels before i reach guarranted spawn place (2 level of RT)

Wed, 08/05/2026 - 22:30
#77
Amnimonus
Deconstruction zone spikes nerfed?

The preview server was down earlier, were the spawn rates of spikes in the deconstruction zones just patched today (8/05)? I did it about 3 times and got half the spikes as usual.

Also something on the delayed spawn of the spikes, if you defeat the enemies too quickly does it feel like less spikes spawn? Or are spikes spawns down overall?

(Edit: @Ogygus so you also noticed drops have been nerfed then, it makes it slightly easier but now the rewards are even less appealing.)

Wed, 08/05/2026 - 22:35
#78
Mergu-Md's picture
Mergu-Md

150-200 spikes for a bound forge prize box of that tier and I'm sold. Especially if this is a temporary event like the others. Would even get me into T1/T2 gates if they had more construct stages.

I've seen some people getting placed a stratum higher that the one they're in. If this is intentional I think that is amazing.

Thu, 08/06/2026 - 03:28
#79
Nitchy
enemy attack speed buffs

This is still from 04/08 patch, when playing some more and getting super buffed enemies in arenas, I noticed that I was receiving damage before the attack animation had finished, in fact basically I got damaged before the attack indicator had even appeared. The enemy just runs up next to you and you take damage, then see the attack. This could be partially due to latency, I had around 100 ms (playing from eu). But that is not that much. Perhaps maximum attack speed buff needs to be reduced slightly more or the animations and indicator also need to be sped up a lot.

Thu, 08/06/2026 - 08:20
#80
Jcyrano's picture
Jcyrano
Carbon-Jm: "Also, all other

Carbon-Jm: "Also, all other sprite reskins have to be leveled separately and no one has an issue with it. If you don't want to level it, don't get it."
Cute, now lets not try that patronizing sentenece with someone that started the game and decided to get another one because, "ohh look event thing!" and Just because YOU dont have a problem leveling one because You have spent several year in the game, doesn't mean everyone has to do the same, sprites are a problem, either You want to see it or not. But not this topic problem. Wich reminds me The topic of this post is monster behaviour analisis have you noticed something on that?

Thu, 08/06/2026 - 12:34
#81
Gonnamad
Spikes need serious rework and overall detriminal for gameplay

The current Spike system has the following flaws:

1) 90% of mobs are completely harmless even stacked with multiple spikes due to
their low base HP or sluggishness. The other 10%—Wolves and
Constructs/Robots—turn into zero-fun death machines.

2) Spikes buff mobs in the dumbest way possible—just a flat % boost to speed
and damage. It’s the laziest implementation ever, causing obvious balance
issues where mobs completely break their decision-making breakpoints.

3) Right now, spikes are exchanged for Forge Stones. As a veteran, I easily
steamroll packs of spiked mobs and I DON'T need Forge Stones. A newbie needs
those Forge Stones, but spiked mobs just faceroll them and tank their clear
speed.

Pros: Spikes and the golden sky effect look cool.

To summarize: classic outcome for the past 20 years—"10/10 for the art team,
give them a raise; lead game designer is sabotaging the project with stupid
ideas, ruining yet another game in their portfolio."

How to rework it:

- Give the player movement speed and damage buffs, but increase the damage
they take. At the end of an Arcade run, the number of spikes determines the
bonus reward—basically, boost the Crowns-per-second for the risk of getting
one-shot.
- Split spikes into different types that buff different aspects of monsters,
or grant auras/modifiers instead of just raw stat percentages.

Thu, 08/06/2026 - 13:15
#82
Ainogommon's picture
Ainogommon
Feedback for the second patch, hopefully better this time

General words for the second patch: This has become the UNFUN level of difficulty
The plain stats given to the mob are still too powerful for the fast enemies
Spike spawn system still problematic for level with pre-spawned mobs. See the Deconstruction zone.
Fire crystal reward is also still expensive and generally not worth the effort required + endgame player has high counts of these.

Suggestions

  • Stats boost from the spike should be additive and not multiplicative
  • Spikes need to be able to spawn only when the enemies are being actively aggro; this will reduce the issue with levels that have pre-spawned monsters
  • Spike generation algorithm should be capped at the amount of monsters that can be spawned and ignore the respawn pad
  • IF the stats boost from the spikes still being huge amount, the spike should not be pickable by other monster once the monster with picked up spikes being deafeated. This is to prevent the snow-balling
  • Current stats given by spikes are too high. The HP it healed and gave is 7 times higher than the previous patch. This made the mob too tanky to kill and rendered it to be able pick up more spikes, on top of having HP higher than the final boss of the game (seriously WTF)
  • I suggest the max base speed spike can give is at 200% higher than its original base stats maxed. No more speed, as you can see from the clip I provide above. It is basically unavoidable damage with fast mobs.
  • Fire crystal reward should be around 5-10 spikes for one fire crystal, this is for the effort needed to obtain them. currently it is not appealing
  • Vendor needed to offer something endgame player would be interested. I suggest put a weapon reskins, battle sprite reskins or costume. or even a bound unique variant ticket: 200 spikes for 1uvs ticket, 750 spikes for 2 uvs ticket and 2,100 spikes for 3 uvs tickets. Or go all in and giving player a trophy item to grind for a price of huge amount, says 10k spikes.
  • This one might be harder to code. But if possible I would love to see a different type of buff monster will gets. Instead of plain base stats boost. Ex: Explode upon death. Leaving status mist trails, clones itself to mini version of them, becomes tiny with reduced hitbox, become bigger with higher HP but at cost of speed.
Thu, 08/06/2026 - 17:18
#83
Jcyrano's picture
Jcyrano
Ainogommon a Log escaling fix

Ainogommon a Log escaling fix point 1 and 6

Thu, 08/06/2026 - 21:27
#84
Darkexxod
Probably stuff a bunch of

Probably stuff a bunch of people have already said, but here's my notes:

Good:
- The new visual of spikes almost growing up from the ground is really cool
- I love the sound the spikes make; picking them up, monsters dropping them, both are very satisfying

Bad:
- Monsters are still way overscaled with 3 or more spikes - Scuttlepods become too fast to avoid when their pathing is locked onto you, Lumbers swing too fast to avoid and hit hard enough to break through a shield and take at least half the hp bar, and all enemies gain so much HP killing them becomes a slog rather than a matter of skill.

Neutral:
-Spike spawning seems kind of weird and inconsistent? In some areas they don't spawn at all, despite enemies spawning, and in others they continue spawning throughout a fight.
-Spike collecting in a level doesn't actually do anything, right? If so, I'm not sure why there's an icon on the hud for tracking them.

Thu, 08/06/2026 - 21:42
#85
Ogygus's picture
Ogygus
@Jcyrano

Why do you want to imrove current system. As i said before, it's better to implement ordinary player's buffs from pickups with the same effects. It's predictable, well known, has limits. 1 spike - 1 buff, we can say what it is by mob's aura.

Fri, 08/07/2026 - 07:57
#86
Jcyrano's picture
Jcyrano
@Ogygus: I don't think this

@Ogygus: I don't think this system is bad, numberwise exagerated? Yes, is it intentional? Yes, to see how and when breaks faster, Is it bad? NO, Why? because doesn't introduce changes that a new player wouldn't understand... like a moster becomes smaller or bigger or start fliying or shoots lazers from the eyes... is just the same robot that has a surge of power a 'power spike' so becomes a bit more of a threath, but is interactive, How? picking the spikes before they do.
I do understand that a lot of time has happen in the game without nothing but promo boxes so this is exiting! But lest level head and consider time for deployment. This small changes (statwise buffs) are simple to implement. On the number of buffs, let's assume the next:
Every monster has a base stat: that get's modified by depth, party size and dificulty... by how much... We got never told that in any patch-note... We are screwd it seams... let's bypass that.
Every monster has a base stats:
If we apply a log scalling the monster get a "Surge" on the 1 spìke and subsecuently less on the stacking, that will give us a Limit naturally with out the need of a hard cap. As an example:

0 spikes = Base stats
1 spikes = 1.5 x Base stats
2 spikes = 1.7 x Base stats
3 spikes = 1.8 x Base stats
4 spikes = 1.9 x Base stats
5 spikes = 2 x Base stats
6 spikes gradually slower grow
This avoids the Moonwalking and the teleporting mechaknights (that happens when speed goes so high) while also keeps accidental gravers in construct levels an intense enemy. It has been proven and shown that linear grow SUCKS for this and additive stats are not going to do anything good for the FUN. The team designing this already know they want to stress test. They probably figured the log scalling before the test server was implemented and now are throwing massive scalling for stress test.
Your limit one spike for monster is not bad but not interactive beyond if monster have one shoot or ignore.
Having a monster stacking spikes, You want to prevent them from getting more spikes, I take that as the reasoning behind the scalling they have choose, that You wil try to prevent them grom getting more that X amount so they don't get out of control. Which in some cases You are already outmatched and is already out of control.
I have tested and health increase but not defence that makes some weapons suffer more than others, reason why new weapons are being tested and that's good. In my case Venom Veiler and Stagger Storm even good have proven to be on a need of status 'strength' buff (because a barrier outclass them), And Voltaic Tempest really screw them because the shock cuts their movement and attacks giving me a lot of breathing room (although lacks damage +2 damage to the shock would be really good) although this is nothing new for me I play bombs, some other players don't like them nor tried them.

The issue is, We have been tasked with behaviour testing. the linear scalling allow us to see failure faster, moonwalking, monster not moving, etc on 3 spikes rather than on 574 spikes... Some players might get mad because they get one-shotted, this is a test server is the point, You are not superman, not a fantastic hero that always win, You are NOT important, Your finding are, not Your ego nor Your perception nor Your metagear, nor Your super orbitgun, Your findings, You are a test dummy, go test.

Not throwing rewards... (sprites reskins are not rewards are 'chores' I will stand on that until they overhaul them) the moment they say: "lets test rewards" I will say Orbitguns! I want orbitguns! let's test that reward!.
This is a test server asking for rewards here is meaningless. On the live server is another thing.
I undestand that this is exciting since there is a long time without new things on the game. But that's not an excuse to Not understand or disregard the task We have been given. We are here to tell them "What breaks and what we were doing when Broke".

I'm not a Designer I'm a Player, I do not Design I test and say what brakes, not how is done.

Is this a serviceable response?

Fri, 08/07/2026 - 11:42
#87
Azagwen's picture
Azagwen
A more thought out feedback about those rewards

This post is authored by @Calinou, but I'm logged in on my wiki account and didn't wanna relog :P
The post for spikes round 2 explicitly asks for feedback about those rewards, so here I am!

On the first iteration fo this, I felt like crystals were a welcome reward, but that the prices for them were too high, we should be able to get a decent a mount (50-100) of them for a fewer amount of spikes (40-50). But then I discussed it with other players, and an idea came up to make those rewards even more interesting.

What if, in addition to those crystals, the vendor would also sell: Alchemy Orbs, Sparks of Life, and UV Tickets, no RNG, no lootbox, just plainly sell them.

Some concept prices that I think are a fair risk/reward rartio could be:

  • 50 Fire crystals >> 40 spikes of the same tier
  • 100 Fire crystals >> 80 spikes of the same tier
  • 6 Alchemy orbs >> 60 spikes of the same tier
  • 2 sparks of life >> 40 5* spikes / 120 4* spikes / 200 3* spikes / 240 2* spikes / 300 1* spikes
  • 1 UV ticket >> 100 5* spikes / 200 4* spikes / 400 3* spikes
  • 2 UV ticket >> 200 5* spikes / 400 4* spikes / 700 3* spikes
  • 3 UV ticket >> 400 5* spikes / 700 4* spikes / 1200 3* spikes

Of course none of these reward propositions are entirely final, but they feel close to something fair to me, at this instant. I think if spikes were to be a recurring event, they should reward things players need, not things that further encourage senseless grind for a pitiful reward, or gambling in a game that is already very much a speculative market.

I want to also mention the consideration of binding these rewards upon sell, in the spirit of avoiding more of the above speculative market from preying on newer players and older ones alike.

Let the rewards be rewards, plain, no RNG, for taking a risk.

Fri, 08/07/2026 - 20:59
#88
Ogygus's picture
Ogygus
@Jcyrano

It can be combined, after 3 spike buffs (speed, defense, attack) you can apply scaling, but after critical mass (10 spikes or more) instead of buffs mobs will get negative status (strong fire and etc.). But i see initial problem, massive buff from the first spike that we had never seen before. Also player's buffs have aura, so you can understand that mob has speed buff for example.

1 spike - speed buff (with speed aura), randomly chosen
2 spike - attack buff (with attack aura), randomly chosen
3 spike - defense buff (with defernse aura)
4-10 spikes - x1.5 existing buffs (some new visual effect on pickup)
11-... spikes - negative statuses

So you will get enough visual data about spiked mob even without knowing anything about spikes.

Sat, 08/08/2026 - 00:23
#89
Ogygus's picture
Ogygus
Upd4

There is probably spikes limit (spike out of limit becomes artillery strike), but mobs are still tooo strong with 3+ spikes.
Looks like it's just code issue, i was killing strong mecha knight for minutes anf got only 4 spikes, all other were shoot as artillery, but it didn't decrease mecha stats. It's very unfair, mob gets stronger, spend spikes for shoots, but keep stats from all spikes he got before.

+ Serious issue, every turret's rocket counts as mob (+1 spike in area from each rocket).

Sat, 08/08/2026 - 01:07
#90
Mergu-Md's picture
Mergu-Md

Diskguns in the spike shop.. it's so beautiful I could cry. I really hope we get a bit of branching into other damage types like the blaster line. The 2* is so fun to play with.

I also noticed you added a spike limit on monsters and any picked up beyond that become projectiles. That was very much needed.

*and pls uv tickets in the shop too*

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