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Test Feedback: Mysterious Spikes!

225 replies [Last post]
Sun, 08/09/2026 - 22:21
#101
Jayzio
Testing done Aug 9

Decided to try testing in tier 2 arcade (depth 8-14) after the recent changes to preview to try and test spike interaction for newer players. Gear below is used to try and replicate the gear of a newish player running the arcade.

Gear used:
Gunslinger Hat
Vitasuit deluxe
Nightblade 3* lv7
Hammer 3* lv10
Slicer 2* lv7

Pros:
-The cap to spikes is a good start

-The spike getting shot out is a nice interaction when monsters get too many spikes, not sure how i feel about them getting destroyed, but it also felt like spikes were spawning more often so it makes up for it. I did earn 65 spikes from doing an arena, but it did take 17 minutes to do so spikes spawning over time would be more.

- Slicer gun is awesome. Glad to finally get my hands on one and I've been having fun using it. Not sure if we'll get to test higher stars during preview, would be a cool surprise to see a 5* available on LIVE servers but you guys may want some testing on it as well.

Cons:
-Stats are still too much and does not feel new player friendly at all. The cap is nice but for tier 2 the hp growth is too much. While I wasn't using gear that boost dmg as new players probably wouldn't have access to this it took way too long to kill mobs. I did a robo arena with the gear mentioned above and it got to the point where I was just sparking for the dmg buff so I could clear the lumberjacks. I don't think a new player could fight these without help from vets. Additionally, atk speed and movement speed could be lowered more as well. Atk speed definitely as some monsters just have too hard of a attack to prepare for making it practically undodgeable (ex. mecha knights, thwackers, greavers)

-Slicer gun screen shake - One thing I noticed is the slicer gun causes screen shake when you fire it and this started to make me feel a little motion sickness. It'd be awesome to have a option to disable this.

Here's a video of the last part of a tier 2 arena with the gear mentioned above.
https://www.youtube.com/watch?v=MKUxqYrgbTg

Mon, 08/10/2026 - 00:41
#102
Ogygus's picture
Ogygus
Summary of current version

+ No more spikes from mobs from respawn tile
+ Limited amount of spikes per mob

- Broken delay machanics, spikes appear if i step away from it's spawn area. For example i killed 2 mobs immediately, but got no spikes, spikes appear when i'm leaving room. It works terrible for arenas, opposite corner is enough distance for that behavior. I killed mobs in one corner, I think that collected all spikes, but most of them can appear when i far away (opposite corner), so the next wave will get some extra spikes.

- Rockets counts as mobs that should get spikes.

- Too high buff, 3-4 spikes is hard to deal with full 5* equipment. I have no reason to test spikes with 1-3* gear atm.

- Over 4 spikes still give buff and heal mobs. There is limit for spikes per mob, but their stats not lmited (it's noticable, more heal from spike, more dmg and HP).

- Speed buff is still too high, mobs run faster than me, 1 fast mecha will collect most of spikes.

- Reusing spikes is another problem, especially for arenas. Usually there are some spikes from the first wave at the last wave. I can't move close to mob with 4 spikes (buff is even more due previous issue), 1-2 hits = death. So after killing strong mob, his spikes are few tiles away, that can be picked up by the next wave of mobs.

Idea for the next rewards. There is unique shield Swiftstrike buckler, you can create something like that, for example 3* shield with MSI +3.

Mon, 08/10/2026 - 20:32
#103
Fastlex's picture
Fastlex
I think the HP scaling with

Spike Event:
I think the HP scaling with spikes needs to be better tuned for T2. They feel more tuned towards bringing T3 weapons into T2 which I feel is too much. Its fine for us end game players, but when you use 2 and 3 star gear the time to kill feels way too blown up.

I think good a solution may be that spikes can be knocked off enemies after a certain flat number of hp had been depleted.

The event concept feels very fun to play, I like it a lot more than how the Black Cat event is designed.
I know it isn't the focus at the moment, but I would like to see a similar design philosophy applied to older events to encourage arcade play through consistency.

Slicer:
The Slicer projectiles do have weird interactions with Mecha Knights and Develites. Mecha Knights not detect Slicer projectiles to enter a blocking state unlike other guns, and Develites do not seem to dive out of the way. Unaware if the Mixer and Orbit guns did the same, but it feels like a bug.

The Slicer shots seem to originate from the player world position instead of the barrel of the gun.

I am not sure how to feel about returning Slicer shots activating switches. I kind of prefer if the projectiles moving backwards can no longer hit switches for consistency sake. Though, I think I could get used to it after using them for longer, but I found it a bit of a peeve as is.

The charge shot for the slicer feels a bit generic. A part of me wishes it pierced through enemies, but not to the overpowered degree of the Iron Slug.
Maybe it could be a weak charge shot that is used more to move enemies towards where it was fired, like a reverse brandish wave to combo into melee attacks.

The Slicer overall, is a fun weapon. I think its almost there.
I assume like the pulsar, it will branch into a fire, shock, and normal version for its T3 versions?

Most used loadout for testing T2 arcade floors:

ARMOR:
Dusker Cap
Dusker Coat
Swift Strike Buckler

WEAPONS:
Slicer
Kamarin (Sometimes a brandish line weapon is used, but I just prefer 2 swing swords)
Fiery Vaporizer Mk II (Mist bombs may be swapped if the floor resists)
Toxic Vaporizer Mk II

I am very glad to see the test server be used again, it really gives me hope that development is resuming.

Mon, 08/10/2026 - 16:08
#104
Nadekiller's picture
Nadekiller
Slicer Gun feedback

The Slicer Gun feels really good!

I have some suggestions for the gun/line:

- Give a damage boost to the projectile while it is returning: This would make a skilled player more effective with the gun, since the projectile follows the player. Would allow for a planned kiting to be more rewarding. This might be tricky to implement, but would be a cool new feature/mechanic.

- Give the gun a bonus vs spiked enemies: This would be a very good way to distinguish the gun or the weapon line further from the paid options. It would be the gun of choice to farm spikes as well which would play well into the concept.
Just don't make it "on par" with other weapons vs spiked enemies, then there would be no reason to choose this over another gun. Make it on par with other weapons on everything else and surpass other guns vs spiked enemies.
This is my favorite "upgade" suggestion. Simple and effective in terms of content.

- Give the Slicer line several options, like the Blaster or Autogun lines: This would open up a lot more playstyles and gear loadouts to viability. Make sure this is balanced though, with medium/long term feedback from the community (be aware that it is usually better to buff than to nerf overall).

These are my suggestions for now, after doing a couple arcade runs with it.
Can't wait for the higher tier guns to come out! :D

Thank you for the new content and the preview server. It feels good that you want to hear from the community GH!

Tue, 08/11/2026 - 07:18
#105
Ogygus's picture
Ogygus
Let's wait for the next update, old issues are here

I didn't see any noticable changes. I'll just copy-paste current issues

- Broken delay machanics, spikes appear if i step away from it's spawn area. For example i killed 2 mobs immediately, but got no spikes, spikes appear when i'm leaving room. It works terrible for arenas, opposite corner is enough distance for that behavior. I killed mobs in one corner, I think that collected all spikes, but most of them can appear when i far away (opposite corner), so the next wave will get some extra spikes.

- Rockets count as mobs, 1 rocket = 1 new spike.

- Too high buff, 3-4 spikes is hard to deal with full 5* equipment. I have no reason to test spikes with 1-3* gear atm.

- Over 4 spikes still give buff and heal mobs. There is limit for spikes per mob, but their stats not lmited (it's noticable, more heal from spike, more dmg and HP).

- Speed buff is still too high, mobs run faster than me, 1 fast mecha will collect most of spikes.

- Bots (wisps and etc) are affected by spikes, change route, collect spikes

- Reusing spikes is another problem, especially for arenas. Usually there are some spikes from the first wave at the last wave. I can't move close to mob with 4 spikes (buff is even more due previous issue), 1-2 hits = death. So after killing strong mob, his spikes are few tiles away, that can be picked up by the next wave of mobs.

Please, disable Tier 3 buff option for preview server.

Tue, 08/11/2026 - 08:07
#106
Retrofit's picture
Retrofit
tidbits

Seconding Jayzio's feedback regarding the screen shake while using diskguns. It's incredibly severe and obnoxious, and legitimately physically painful to look at after a short while. I understand screen-shake for a powerful bomb or explosion, but for an autoattack on a gun it's just horrid to deal with. If diskguns are going out to the masses, then I would certainly carve out a bit of time to delete that bit of code from the weapon.

Tue, 08/11/2026 - 08:12
#107
Carbon-Jm's picture
Carbon-Jm
Current Thoughts

It's feeling much better to play. The cap of 4 is a welcome change, and incentivizes smart play to avoid losing spikes. The health gain at 3/4 spikes is still a bit much, and the attack speed buff does not incentivize particularly fun gameplay (literally just running around in a circle avoiding monsters). I'm not quite sure how to tune that beyond a complete overhaul of how the spikes affect enemy attacks, which I imagine is outside the realm of possibility for now.

The Slicer (presumably the 5* version) is a great reward, and is a great way to implement a craftable diskgun. I am looking forward to playing with the 5* version, and whatever other new weapons you make (maybe bring back the old shard bomb mechanics in a bomb tied to the event?).

Also +1 to Jayzio's feedback about screen shake. It has bugged me for years and it's great to see people talking about it. I get motion sickness from the screenshake when someone else uses a diskgun (though not when I do). An option to disable screen shake from player weapons would be much appreciated.

Tue, 08/11/2026 - 14:36
#108
Life-On-Evil's picture
Life-On-Evil
The problem is that spikes

The problem is that spikes can spawn before the player has a chance to collect them.

Maybe spikes should only spawn when a player gets close enough.

Tue, 08/11/2026 - 23:59
#109
Ogygus's picture
Ogygus
Update review

+ Rockets were fixed

Some mobs are still too fast with spikes, alpha wolvers, greavers, mini gremlins. If it's not so hard, the fastest mobs should get speed limit. It's ok if slow lumber gets speed buff, but 4 spiked wolver is another level, it's fast enough to collect all spikes before player and any other mobs

HP buff is still too high, 4 spikes mob requires 3-4 times more damage. In my opinon it should be scaled something like 1 spike = +1 virtual player in the party, 3 spikes in solo = hp equals to full party.

Spikes seem a bit shy. It looks like there is restricted area around player, i had never seen that spike grows close to me, but it can appear immediately 5 tiles away. Also it causes weird behavior, some spikes appear when i'm leaving area.

Wed, 08/12/2026 - 14:08
#110
Fangel's picture
Fangel
Slicer feedback

The slicer appears to be a new addition that's mimicking the mixmaster and orbitgun, and I've gotten word that some long standing fixes are being applied to the weapon type - specifically, that monsters that react to projectiles are finally dodging/blocking like they should. I want to give some quick feedback about the weapon style that I think need to be added to make the gun feel engaging but still unique to use:

Firstly, please consider changing how the bullet damage works. Currently it's basically used the same way as a blaster - shoot enemies point blank and don't use the whole boomerang mechanic that's unique to the gun. Instead, they should take a page from the pulsar line, and deal reduced damage until hitting their return point, at which point they can do increased damage. This gives the gun a better identity, especially since it no longer simply bypasses projectile reactions.

Secondly, give the entity that controls the movements of the disks the ability to deal 1 damage . On the orbitgun, is the entity collides with a wall it deletes the disks, which can be really annoying if you shoot a switch and neither disk hits it, so it doesn't get flipped. Adding 1 damage to the entity itself will prevent this from happening.

Lastly, remove the screen shaking from the projectile. It's pretty distracting and happens so often compared to other sources (bombs or sprite abilities). If on anything, it should be limited to the charge only.

I believe these changes, plus the previous one, should make the gun feel more unique but also more fluid to use. It will also be ready for the masses who haven't been able to try them out, so they actually feel up to the hype.

Thu, 08/13/2026 - 06:10
#111
Zosu's picture
Zosu
GH, please DO NOT TOUCH the Mixmaster and Orbitgun

I repeat: DO NOT TOUCH the Mixmaster and Orbitgun. And, if you make the new Slicer like them at 5 star, just with normal damage, that would be greatly appreciated.

Mixmaster, Orbitgun and hopefully the new weapon, are considered so good BECAUSE of monsters often reacting differently to them, NOT DESPITE !!!
Yes, nobody will miss the screen shake and it would be nice, if they hit switches more consistently, BUT NOT if you sacrifice their PRIMARY MERIT that they deal with monsters like Devilites and Mecha Knights slightly better than other weapons!

If you "fix" those weapons despite this warning, the result will be: Mixmaster, Orbitgun and Slicer being not desirable any more. They will become a useless collectors item, like Tortoguns and Catalyzers. Just a good looking thing nobody actually uses. As a consequence people will also not be willing to pay much for them any more at featured auctions or by buying Equinox Boxes, which means, GH will additionally lose IRL money and will have LESS MONEY FOR DEVELOPMENT. So just don't change them and leave this system working, as it currently is. There is no need to touch them, just some noobs being confused by their unique mechanics. They will enjoy it, once they craft their own and got used to it. No problemo.

Instead, please just make the Slicer as cool as them at 5 star, so everyone gets to enjoy these cool mechanics, that are a reward for all the effort you put in to get them.

Thu, 08/13/2026 - 09:25
#112
Tailslanga
@Zosu: It never made sense

@Zosu: It never made sense that fiends, beasts, and gremlins—the most agile monster families— fails to dodge a slow-moving projectile; it’s good that GH is trying to tweak the mechanics of these weapons so they make sense within the game.

And I don't think their value would drop if the "standard" versions of the Mixmaster and Orbit Gun were released; following that logic, the Caladbolg and Skeggox and other "meta weapon skin" would be worthless on the market.

Thu, 08/13/2026 - 11:47
#113
Zosu's picture
Zosu

@Tailslanga: Because energy knights on a clockwork planet makes so much sense, right.

They are not even dodging it. They just react to it. Sometimes that makes them jump right into an attack. There are already multiple other weapons and situations they don't react to, for example, if a Slug or Callahan uncharged shot hits a devilite, it won't jump.

Or do you want that "fixed" too? Do you want a game where all weapons are useless, so you can go back to farming vana 24/7, because Slags don't react anyways?

Changing this on guns that are beloved for exactly that since 10 years would devalue them A LOT for sure. It would not make them completely worthless, but their worth would drop to by like 80% or 90%. They would be on par with Celestial Vortex. Same box, same chance, similar to an item in game, but with different status.

The thing that makes no sense is you.

Thu, 08/13/2026 - 18:12
#114
Utrex
Latest testing

@ Zosu: All handguns trigger enemy reactions except for Diskguns. They don't need to be an exception. Plus, they are already one of the highest-damaging handguns in the game even after enemies attempt to dodge the projectiles. So count me in with the group that says this change is more than welcome.

Thoughts:

- Overall, I think the event mechanics are solid at this point. Some stats still need tweaking as enemies can simply have too much health. I was thinking that an alternative would be to keep the health as-is, but to increase the damage done to these enemies via damage types that the enemies are weak against. So maybe at 4 spikes, an enemy would have 2x less defense against the damage type they are weak against. For example, a lumber with 4 spikes consumed would take double the elemental damage boost from elemental weapons. And to make players spec appropriately even further, maybe enemies could even gain additional defense against damage types that they are strong against (for example, piercing damage would be two-times less potent against lumbers with 4 spikes consumed).

- I like how Shankles change their pathing sometimes after taking spikes. It adds a nice twist to familiar rooms.

- It would be interesting if enemies gained new abilities at max spikes. To save on implementation time, maybe these abilities could be designed around monster families instead of individual monster types.

Thu, 08/13/2026 - 23:53
#115
Tailslanga
Zosu: I only see an

Zosu: I only see an Orbit/Mixer owner getting mad because they are fixing his broken weapon who has paid absurds amounts of money for it... I don't want to start drama here so leave this subject here.

As for the spikes, they’re really fun now; the health bonus and some monsters speed buff just needs a little more tweaking, and for me, they’ll be ready for launch.

It might also be useful to check the armor defense formula—taking spikes buffs into account—to prevent monsters from wiping out your health bar in a single hit, or to limit damage based on the tier.

Fri, 08/14/2026 - 03:54
#116
Zosu's picture
Zosu

@Barry-Badspeed: As mentioned before, Magnus type guns also don't trigger evasive behaviour, if you hit. However, it's totally no problem if a gun works different. In fact, it's good. Not all guns split projectiles like Alchemer or Wand either. Not all guns knock mobs backwards like Magnuses and Tundrus. There is no reason to reduce all guns to the same behaviour. It just makes the game lame.

@Tailslanga: That's the problem. You only see what you want to see and it's heavily biased. I am not one to fall for a sunk cost fallacy. I don't care about that. What I care about is (a) future cost aka. GH funding (b) the game to stay fun. Did you ever hear somone say "I'm gonna open 14 more. I hope I get Celestial Vortex." ? You likely did not, but you probably heard ppl say things like this about Orbitgun. The reason is: Orbitguns special mechanics, including mobs reacting differently to it, made it desirable. If GH nerfs the mechanics -> it becomes less desirable -> players will be less willing to spend crowns, E or IRL money to get it -> GH loses money -> there is less funding for development. Plus Orbitgun becomes lame and there is one less usable weapon to spice up your gameplay. There will be no more "Oh good, Jeff brought an Orbitgun to the arena, he can deal with the Mecha Knights, so I can deal with the Gremlins". Gameplay will be bleaker and less strategic.

Fri, 08/14/2026 - 04:58
#117
Sleepy-Marin's picture
Sleepy-Marin
the spikes buff many things

the spikes buff many things about enemies and perhaps by too much. the pace of the combat becomes very cautious and even a little boring.

i don't think it's fun to get one shot by an enemy who moves and attacks too fast to react to.
it's at least interesting needing to prioritize picking up spikes before things get out of hand? i just think the buff is too strong anyhow.

discguns originally not triggering enemy reactions is one of the more interesting things about them, given their other shortcomings i would rather use a blaster most of the time if they're gonna lose that trait. they don't outdamage brandish or blitz, and they aren't useful as a sidearm for hitting switches and boxes.

the general playerbase finally having access to a much much less interesting version of something previously considered strong(maybe overtuned) and prestigious, which also coincides with potentially bringing the premium alternative down with it.... i don't think it leaves anyone feeling very satisfied.
all things considered if it's too strong then i think it'd be more worth trying to bring other kiting guns to it's level of performance, rather than sucking excitement out of what would otherwise be an extremely hype addition to the game

using elemental hood/robes, swiftstrike buckler, slicer, brandish, needlegun, and sealed sword

Fri, 08/14/2026 - 05:07
#118
Grandish's picture
Grandish
useless collectors item, like Tortoguns and Catalyzers

@Zosu You gotta perform some CRAZY next-level of mental gymnastics to make me believe that Diskguns are anywhere near the same level as Neutraliser and Tortofists, even with dodging AI working as it should.

Anyway, now that enemy AI is finally fixed, I just hope that Grey Havens do the reverse for Drakon's Firestorm skill, and all peace will then be restored.

Fri, 08/14/2026 - 05:11
#119
Sleepy-Marin's picture
Sleepy-Marin
@Grandish i'm curious where

@Grandish i'm curious where you're coming from with wanting discguns in particular to trigger reaction ai. because you just brought up some really good examples of guns that are made very awkward to use because of said reaction ai (Neutralizer, Tortofist), and would perhaps be made a lot more usable if they didn't trigger it.

speak more on this? I agree that firestorm probably shouldn't trigger it either.

Fri, 08/14/2026 - 06:17
#120
Sleepy-Marin's picture
Sleepy-Marin
not removing options

in general I feel, at the very least, that Something should fulfill the niche of kiting gun which doesn't trigger reaction AI, given that it's something that exists already, and has existed for a long time at this point (albeit in a pretty exclusive form).

i'm not particularly loyal to the idea of discguns being the best contender for said option. i just think it's a shame to make such a major change to a weapon which currently fills a very specific niche, and has also been heavily invested into by players to whom that may have been the selling point.

Fri, 08/14/2026 - 06:35
#121
Zosu's picture
Zosu

@Grandish: I agree, instead of making mobs go into defensive mode for more things, it would be better if they ddin't for more things. Drakon Firestorm is a good example. It has a lot of cooldown and it hurts when it's sometimes completely voided by this, sometimes just in part tho.

Fri, 08/14/2026 - 06:54
#122
Zosu's picture
Zosu
@Grandish the bar is high

How often do you see somone using Valiance or Volcanic Pepperbox or Turbillion? In SK things become useless pretty quick. As long as it can be replaced by another weapon that is more useful, it's basically junk or a collectors item. I'd say like >30% of 5 star guns are already junk. You will see, if GH changes this, it will be the fate of diskguns. The reason is, diskguns have less reach, slower traveling shots and very short range charge. People will drop them like a hot potato, if they get nerfed the tiniest bit.

I already bring Argent to graveyards, because diskguns have less reach, are slower and gravestones often get in the way of the wide wobbly shots. In PvP diskguns are already considered inferior to other guns like Arcana, for example. The reason is, they don't have this one advantage of enemies reacting different to them there. It will be the same in PvE.

Fri, 08/14/2026 - 08:42
#123
Sleepy-Marin's picture
Sleepy-Marin
regarding the balance of discguns

@Zosu while i'm glad to see someone agree with the sentiment that defensive reaction AI should have counters besides exclusively melee, i can't agree with the opinion that this means discguns will be underpowered.
there aren't exactly a lot of weapons that can compete with blitz and brandish when it comes to raw damage output, and discguns are Basically at that bar(and while sharing the trait of lacking knockback with blitz to boot).

it's easy to tell they will keep their place in the meta because the meta is FSC(which lacks enemies with reaction ai), and it's not rare at all to see people bring discguns there if they have them.

personally, i think that if the devs have decided to nerf discguns in the patch that makes them accessible to more players, instead of "fixing" the reaction ai quirk, i would rather see them become more in line with the convention that effective range should inform damage output.
therefore safely maintaining close proximity to enemies continues to feel rewarding and engaging, creating more satisfying risk/reward decisions in the short-term gameplay loop.

you could accomplish that a few different ways, but the simplest ones would be lowering the damage output or range of the weapon type. i don't think people would like that happening either though.

a couple other people in this thread have mentioned something along the lines of wanting the projectiles to be more powerful when coming back so that the gimmick feels stronger, and i like this mindset! it would emphasize the gimmick of the weapon as it's identity and would also make it an interesting cousin to pulsars(where a similar change happens, but one emphasizing long range combat instead.)

Fri, 08/14/2026 - 11:55
#124
Zosu's picture
Zosu

Pulsars are shit tho. Not because of the damage change, but because of the knockback. I don't want to go into detail, but a few months after they added Pulsars I quit for one year. Deleted my knights/accounts back then.

Fri, 08/14/2026 - 22:53
#125
Ainogommon's picture
Ainogommon
Not the direct spike feedback

But I think for sake on convenience. Can you provide tester an arcade gate with only construct levels? From depth 1 to 28
This would greatly helped with testing items , spike gathering, and find suitable play style and possibility of how to deal with it with different equipment.
Current arcade gates provide little to non for all spike type.

Thank you.

Expecting the real feedback after a proper test though

Sat, 08/15/2026 - 03:16
#126
Ogygus's picture
Ogygus
Update review

Spikes have no changes, HP buff is too big, weird spikes spawn, some mobs become too fast with spikes. Please, make some changes to spikes, current version shouldn't reach the main server.

+Are you sure that sleep levels should be counted as constructs?

Also add all slicers from 2* to 5* to the shop, so we can test it. Why do you think that we have to farm spikes at the TEST server.

Sun, 08/16/2026 - 10:30
#127
Reydann's picture
Reydann
feedback

GH seems to be already heading in the direction of nerfing the normal damage f2p diskgun so the pay-to-win elemental variants stay ahead.

I would suggest not half-committing to these changes. Either stop with the pay-to-win advantages completely, or just fully embrace being greedy, otherwise you'll end up angering both groups of players. I get you are trying to get some goodwill with the community by giving us an inferior diskgun, but the community is not dumb, we can see you sitting on the fence trying to please everyone.

Let normal damage diskguns beat out their elemental counterparts on 4/6 monster families.
OR
Release the static and fiery diskguns (the free-to-play elemental variants that just sit there as unused assets)

Sat, 08/15/2026 - 03:29
#128
Nerf-Acheron's picture
Nerf-Acheron
+1 Reydann and also Normal is ass

The free Diskgun should be the elemental version from the start. The ones from GAMBLING are obvious reskins. The regular skinned ones should be available in game without gambling.

Releasing a Normal version is already lame and a trash move by the company, let alone nerfing it as well. Normal weapons are garbage anyway, this is like telling us in our face that we will get a trash gun that looks and behaves like a diskgun and be happy with it.

Sat, 08/15/2026 - 04:08
#129
Pallaskat's picture
Pallaskat
My feedback

I think the upcoming changes are great and refreshing.

I'm just not exactly understanding the direction GH is taking regarding the Diskgun line.

I really appreciate the slicer line making it through, but I frankly don't understand why it would deal less neutral damage than other Diskguns against neutral enemies, especially if we're still lacking free to play elemental diskguns.
We should get diskguns for all damage types like blasters, especially when mobile mobs react to them now. It's nonsense to keep the elemental diskguns behind their massive paywalls.

Equinox and confection don't need to rerun anymore if you still want to keep the rarity of Orbitgun/Mixmaster, they can still be cool reskins and overall I think this is a much more healthy direction. I'm fine with having rare cosmetics but locking a weapon behind such a huge paywall is boring

Sat, 08/15/2026 - 04:55
#130
Zapskam
Test and slicer feedback

Honestly, avoiding damage when only using swords against enemies with 2-3 spikes is difficult due to their increased attack speed. Other than that, the spikes are an interesting concept and add a nice variance to combat. Maybe if swords could exclusively knock spikes out of enemies while they're alive, it might make the increased attack speed more manageable, as people could simply use charged sword attacks on enemies if they're too much of a threat. At the moment, it feels like if an enemy has too many spikes, you're forced to use bombs or guns to avoid gambling with their increased attack speed (especially against gremlins/mecha knights).

I like the idea of the projectiles doing something different when they return, as others have mentioned. I think shots doing more damage would make sense, but only for variants of the gun with no status condition. If the gun did have a status, I would much rather have the chance to apply status ONLY activate for returning projectiles and charged shots. So if it was, say, a 90% chance to apply status, it would only apply when returning or charged. In testing, it's hard to miss a projectile on purpose and have it hit the target you want while managing distance and avoiding walls, so I don't believe a high status chance would be much stronger compared to the certainty of a Haze Bomb. It would also make the weapon more interesting in general, and less like a weird Blaster variant. If that does get added, though, I would make the Slicer's inflicted status "minor," similar to Haze Bombs, so it doesn't encroach on Alchemers. Probably don't want this effect if the gun fires 2 shots like the orbit guns, though.

Based on this test, more events in the future that add small variances to enemies would likely make arcade much more interesting, as most events affect the map more than enemies (the Shroud area, Tortodrone arena, the Pumpkin areas, Slime casinos).

Sat, 08/15/2026 - 05:17
#131
Kyiia's picture
Kyiia
we dont need more all-damage-type guns

"We should get diskguns for all damage types like blasters"

no! im tired of guns trying to have everything. every gun exists in every damage type and there are 1 million padded armors that make the game worse by existing. not every attack type needs to exist in every damage type! guns already have by far the most diversity in attack types, mostly by virtue of way too many reskins that lead to everyone just crafting every blaster and a blitz needle anyway. (it's hard to imagine a piercing orbitgun making any thematic sense anyway. maybe if you redid the model to shoot buzzsaws or something? blasters didn't bother though, valiance painted yellow counts as a piercing weapon now for some reason.)

elemental is already the damage type with the least gun types currently, at "only" 5 plus mixmaster (meanwhile swords with exactly 1 piercing weapon). make the elemental diskguns craftable, but it's fine for elemental to get to keep diskguns as an exclusive attack type, with only normal + elemental fire + elemental shock

Sat, 08/15/2026 - 05:18
#132
Zosu's picture
Zosu
@Nerf-Acheron: No, normal diskgun wasn't a lame and a trash move

I often talked with other players, how I wanted other damage types, including normal.
A big fun part of SK is to select weapons that are good vs an enemy type you will likely meet in the next map/stratum. I always wanted a diskgun that wouldn't make Wolvers/Gremlins jump/burrow (like old disk guns), but that doesn't have damage penalty because of being elemental. This would be a great thing.

@GH: Also btw I feel like you're listening maybe a bit too much to a minority of players who don't actually play much and will abandon the game in a few months anyways. Therefore I want to set something straight: For the regulars SK is their comfort game. The enormous crowd of players farming Vana many times each day do it because it's easy and gets them many crowns. That means this big crowd actually doesn't want super hard enemies, more complications (nerfed weapons, Drones added) or situations you can only solve by sparking. Things like the Sleep Update were awesome. It's not super hard. It fit to the mechanics of the rest of the game. It didn't drive away the crowd that supported the game for many years.
You may have noticed from the crucible, that things that some ppl think will "revive" the game, in fact have little to no effect.
Never change a winning horse.

Sat, 08/15/2026 - 06:05
#133
Nicotoa
Feedback on the 15/08/26 update

Now that the 3, 4 and 5 stars recipes are available, I got some feedback to say on this :

  • First of all, maybe it's because I only tested T1 and T2 in the previous preview builds, but this time, Spiked monsters hit like trucks on T3. The Attack, Speed, and Health boosts are simply too much once again. I did a T3 run on the Amber Knight Gate, and I must have burned through 20 sparks on it, 6 of them alone because of a room with a Giant Lichen Colony with 4 spikes.
  • Also, on a personal note, I don't think the critters in Compound levels should be able to pick up spikes. Critters in these levels usually swarm you with their numbers, and this alone makes them a nuisance. Giving them boosts through spikes only makes them even more of a headache to deal with. But that's maybe a skill issue on my end. I get the feeling that you're not meant to kill all the enemies in Compound levels, and instead, you need to speed right through them.
  • The total amount of spikes needed to go from the base Slicer to the Mandolin is 600 small, 700 medium, 3,500 large, and 1,000 huge. Those numbers seems a bit absurd, especially for the Large Spikes given we get at best 50 spikes per floor. I advise than either you reduce the number of spikes needed, or run the event for a considerably larger ammount of time than the usual 2 weeks we are used to, to give players more time to earn their weapons.
Sat, 08/15/2026 - 06:11
#134
Pallaskat's picture
Pallaskat
uhm

@Kyiia
Most guns come in every damage types as you said. Some guns are more effective than other depending on the enemies you're playing against, but I don't think that's a flaw. Rather, I think it's really interesting to have multiple options you can choose from.

@Zosu
The game should provide some challenges though that are actually rewarding and provide more options than just farming Vanaduke.
We'd have prestige (debatable) and Shadow Lairs that can be a challenge but they are not rewarding at all. There's little to no incentivization to play those and that's a shame.

Sat, 08/15/2026 - 06:37
#135
Nerf-Acheron's picture
Nerf-Acheron
@Zosu

Imagine Combuster and Voltedge are in gambling boxes and not obtainable otherwise, and then GH tells you "Next event you can craft an amputator (without the slime bonus)".

This is literally what is happening now with the diskguns. It is 100% a lame trash move.

Sat, 08/15/2026 - 08:54
#136
Retrofit's picture
Retrofit
tidbits

"We'd have prestige (debatable) and Shadow Lairs that can be a challenge but they are not rewarding at all. There's little to no incentivization to play those and that's a shame."

This is kind of a tangent topic, so I dunno if the posts will stay up - but while we're on the topic, and while the devs are back, prestige missions and shadow lairs could use some tweaking.
Prestige missions should honestly end at D28 and should be repeatable (you can sort of repeat them via invites, but it's a hackjob workaround). SLs just shouldn't require keys. The concept of paying five dollars of premium currency just to run a boss once is crazy and a super outdated super predatory monetization tactic. Any GM can verify that I've blown a crazy amount of money on this game, and even I can see that it's just not the way to go. Any leftover shadow keys can just be cashed out for some arbitrary amount of crowns at an NPC or something. Giving players greater access to existing content would be one of the easiest ways to "add content" without having to actually slog through the process of designing a bunch of new levels.

Sat, 08/15/2026 - 10:29
#137
Nicotoa
Sidenote

Also I must add, why nerf the Slicer line's overall damage ?
You can stick them to deal Normal damage, but why make the stats weaker than its Prizebox counterparts ? I dont understand this move.

There are occurences in where the monsters are able to carry more than 4 spikes too.

Sat, 08/15/2026 - 12:13
#138
Aaharu's picture
Aaharu
Lower the cost to make the guns in the test server

Testing should not require grinding. Most players are not going to spend 30–40 hours farming resources on a server where everything will eventually be wiped. The reality is that people join a test server to experiment with new content, identify bugs, provide balance feedback, and help developers evaluate mechanics under a variety of conditions. If the barrier to participating is dozens of hours of resource farming, the vast majority of players simply will not participate.

A much better solution would be to make the new guns available through the Supply Depot, or alternatively allow players to purchase spikes specifically on the test server. It doesn’t really matter if the cost is lowered on the preview server. We already have access to the recipes, so we can still calculate approximately how much time and how many resources we will need to grind on the live server. Lowering the cost for testing would simply allow us to actually test the weapons and mechanics without spending hours preparing for it.

On top of that, the preview server is only going to be open for 48 hours. That makes the current system even more impractical. If acquiring the materials requires significant grinding, most players are simply not going to have enough time to craft even a single gun, let alone test multiple weapons and provide meaningful feedback on them. Realistically, I expect that only a handful of people will go through the effort of farming enough resources, and we will probably see two or three crafted at most. That means very little data for developers and very little meaningful feedback from the community.

The goal of the preview server should be to get as much useful feedback as possible before the content reaches the live game. If players spend most of those 48 hours farming instead of actually testing, then we are not really testing the content. Giving players easier access to the materials on the preview server would encourage much more experimentation, allow more weapons to actually be tested, and ultimately result in better feedback and a better final release.

Sat, 08/15/2026 - 13:06
#139
Zosu's picture
Zosu
Diskguns often not triggering defensive mode is for whole team

Some of you seem to be under the impression some monsters not always reacting to diskguns is a benefit solely for the gunner using it. THIS IS NOT THE CASE! It certainly doesn't hurt the gunner, but ACTUALLY THIS IS MOSTLY BENEFICIAL FOR THE SWORDSPEOPLE IN THE PARTY !!! (And slightly less for bombers ,too.)

I can lean back and keep kiting and firing with my Argent or Arcana, no matter if the Mecha Knight has its shield up or not. But my party member trying to hit it with a sword at that moment, when it raises its shield FOR MY SHOT, is in for a surprise when their swing has no effect and the mob then drops the shield and stabs the party member in the face like Mecha Knights tend to do.
The same is true for Devilites and Wolvers btw.. The gunner knwos he's about to fire and the Devilite/Wolver will jump away. But the teammate with the bomb/sword cannot know the gunners intention. The bomber/swordsperson will suddenly face a random office chair to the back of the head from a totally different direction than the mob used to be when they went in to hit it.

Sat, 08/15/2026 - 18:11
#140
Ainogommon's picture
Ainogommon
Feedback 4.0 coverering 2 recent patches... WOW!

Hi there! Overall, I am excited for this upcoming content

Positive words

I love the new gun model. New addition to the Clockwork with a special room set piece! With a special NPC. The Slicer and its upgrade have a somewhat fair price to obtain or grind for.

Thoughts on the current version of Mysterious Spikes.

After experimenting with various types of weapons and different combinations. From a popular archetype to a niche as a Bomber.
My thoughts on the current spike are the stats boost and how they are being spawned in still not balanced. I cannot see myself and/or an average casual player enjoying fighting the spiked mobs. Which I find rather tedious. You are being punished for going melee. You are being punished for using gear with no weapon bonuses ( charge time reduction or damage bonus ). In turn, these spikes encouraged gun or ranged weapons. Or anything that keeps the player from the spiked mobs. Which I don't find it is fun or engaging. Thus, using a gun or a single-target weapon still punished you in a crowded room. As the mob simply chain-picks up the spikes. Resulting in you fighting all-powerful mobs turn by turn. The current type of player who will (also not) enjoy this content is hardcore veterans.

The only thing I still find acceptable for these additions is the reward being the Slicer and its upgrades. Otherwise, I don't think anyone will enjoy these spikes at their current stage.

Suggestions

  • Halves all the boost from the spikes (Health boosts, Damage buff, Speed and Attack speed), after toying with things and trying with different weapons. These spikes forced the player to approach with a ranged playstyle instead of allowing all the archetypes to enjoy dealing with them differently. Causing repetitive gameplay and boring one
  • Make all spikes picked up from mobs unable to be repicked once the spiked mob is defeated. This is to prevent chain picking from a crowded room. If the developer still wishes to keep the current stats.
  • If none of the above is in the plan. Reduce the HP spikes given by 50%; fighting something that has 1/4 of the final game boss's HP is still not funny, or fair for an average casual player.
  • The damage from Slicer and its upgrade should be better than the current promotional counterparts on a neutral target
  • No direct to the Spike feedback, but the Slicer and its upgrade should be available to test without having to farm for the item itself. People could look up the cost from the recipe and be able to calculate the time needed to gather the materials, so it has no incentive for the player to farm for them on the test server. Just took me 2 hours farming to craft the Boosted Slicer. And I don't think I would try again for its upgrade (Double Boosted Slicer)

Found Bug // Oversight

  • Slicer(2*) has a different damage fomular to its upgrades, should be investigated.

I am totally farm for them on the Live server though once it become official content.
And I heard that mobs now react to the Diskgun projectiles. So here is a clip of me clearing Legion of Almire mission using mainly an Orbitgun!

Sat, 08/15/2026 - 18:47
#141
Spark-Of-Kill
yapping

Fun fact: I've had to rewrite parts of this post twice now because changes keep getting implemented before I get enough time to playtest and provide feedback. (Luckily the only change this time was upgrades to the slicer)

The stat scaling is still way to damn high. Just about any monster with 2 or more spikes become an absolute menace to deal with, often moving just as fast, of not, faster than the player. In some situations, bombing is borderline impossible. Monsters will zip straight to you and attack instantly before you even have the opportunity to charge a weapon. This isn't fun. Most monsters with 2-3 spikes will throw out attacks faster than their animation plays out. please lower or cap the attack speed scaling.

The damage bonus granted from the spike buff is unreasonably high. For the sake of testing purposes, I've decided to assemble a few super tanky armor sets. I have elemental + normal high UVs on a few sets that already boast high defense. I've got a mountain of elemental and normal defense (both stat bars are more than maxed out in the inspect menu), and it's actually made a substantial difference against non-spiked monsters contrary to defense deniers. However, the spike damage bonus is so absurd that monsters in stratum 3 (not even the difficult part of T2) with two or more spikes are still bringing me down to 1 pip with a single attack. I'm not even halfway down the gate and monsters are nearly 1-shotting me with a fully decked out 5-star armor set. This is just about as much elemental defense as you can get, anything else is going to result in more damage being taken. This isn't fun.

I'm not even sure if this part is intentional, (not sure how it wouldn't be but still) When entering Stratum 6, the level scaling jumps significantly to something reminiscent to Shadow Lair scaling. On its own, sure, this is a pretty neat change. but it conflicts with what's already going on with the spike event. (increasing monster stats to add a challenge) Its also probably the single laziest form of artificial difficulty I've seen in a while. making an event which is already overtuned as hell (people have been saying that the scaling is too much for weeks now) and making it more difficult, just for the sake of difficulty.

For the Stratum 6 scaling, revert it. it serves no purpose than to make things harder and as a lazy way to amp up the difficulty. If the goal is to boost radiant drops, adjust the actual droprate of the rarity instead of just adding +1 to the current stratum. (or just reward the player with more radiants from Barbus) And as for the spikes, tune down the scaling. its too much and its just not fun.

Side note to all the playtesters out there: If you're finding yourself spending numerous sparks on every spiked floor, something is wrong here. Ive seen a handful of people completely brush this off due to having infinite revives on the preview server, but stop and think for a second about how this event will play out on the main server. Taking cheap deaths and having to revive multiple times to take down a couple of 4-spiked monsters isn't fun.

Please find a solution to shankle and wisp behavior instead of slapping the "its working as intended" label on it. It's incredibly lazy. They're not supposed to act like this.

An extremely annoying phenomenon that occurs in just about every area is that, enemies that are already buffed will instantly beeline straight to the nearest spike, further stacking the buff and often deleting any extra spikes (due to the 4 spike limit). This has actually been the case since the first wave of testing, where spikes will often be funneled into the last couple of monsters. Except now, instead of having to deal with a single monster with 10+ spikes, they only drop 4 of them. In retrospect the 4 spike cap, although a welcome change, didn't really fix any of what was wrong previously.

Another occurrence that comes off as tedious/annoying is that spikes will often continue spawning after a room has been cleared. Making me have to backtrack to previous rooms just to collect all the spikes. There was already an update that reduced this, but I found it still happening frequently in clockwork tunnels and compounds.

The Slicer is really neat, thanks for giving us an actual item to go after. A few things that bother me:

  • We're being given a recipe to learn and craft from the standard Alchemy machine, rather than it being part of the Mysterious Alchemy machine. The machine which holds the recipes for all other craftable event-related items.
  • The 5-star gun currently takes several hours of grinding to obtain. This is actually fine in my opinion, except for the fact that this is on the preview server. Players are less willing to pour hours of time on a test server where all our progress will inevitably be wiped. For testing purposes, lower the material cost or just put it on Depot or something.
  • From what I'm reading, the 5-star slicer apparently has lower base damage than the existing diskguns?? It's a non-status variant, it should follow the design of all other non-status weapons (Acheron, Nova Driver, Final Flourish, ect...) and deal more damage against neutral targets.

Through typing up this post, I've realized that the entire premise of this event completely deconstructs what makes Spiral Knights enjoyable to play in the first place. The game simply isn't built for monsters to be this fast, hit this hard and for players to be this helpless against them. If you want to do an event that revolves around enemies accumulating buffs, the way to go would be to give them special attributes and effects rather than just raising stats to unreasonable amounts. (Kinda like when they fire the crystals like a mortafire. that change was really cool)

I do have a question for the team, will this event be focused solely on constructs? Or will we see the monster families shift in subsequent events? (I'd like to see Spikes appear in more level types than just construct levels)

a couple things I'm jotting down now because I forgot to write about it previously: The visuals of this event, particularly the skybox, look really good. Big props to the artists. All the slicer models also look great, keep it up. Cronus mentioned something about saying what tiers/equipment we're testing with. The answer is just about all of them. I've done numerous arcade runs in every tier (not so much T1 than the others) and I've ran with a wide assortment of gear. Even downgrading to lower stars in T1 and 2

P.S. Ignore literally everything @zosu has said. The change to mixers was good. keep it (If its not already in the works, can we fix the charge attack hitting though walls?)

Sat, 08/15/2026 - 19:32
#142
Kyiia's picture
Kyiia
is this a rotating event?

"We're being given a recipe to learn and craft from the standard Alchemy machine, rather than it being part of the Mysterious Alchemy machine. The machine which holds the recipes for all other craftable event-related items."

on which note, we haven't actually heard anything about how this event is going to be ran, have we? is it going to be just a 1-2 week event ran in rotation with tortodrones and kats and such once or twice a year? that's been the common assumption but this doesn't closely resemble the existing rotating events. clarification on the plan would be appreciated cause that's pretty relevant for rewards balancing

Sat, 08/15/2026 - 20:45
#143
Yatez
Slicer Line Damage Values

In this patch, the slicer line attack damage was reduced to be lower than the scaling seen previously. This means it is now (marginally) weaker than Mixmaster/Orbitgun vs. their respective neutral enemy groups. (124 basic attack (Mandolin) vs. 150 basic attack (Orbit/Mixer) against tier 3 enemies)

I'm a little concerned about this for a few reasons:

- Every single other weapon family in the game, think (valiance vs. arcana/riftlocker/phantamos, blitz needle vs pepperbox/plague needle, etc). the normal damage variant is equal in neutral damage or stronger than its status inflicting counterparts. This change with the Mandolin's damage compared to the Mixmaster and Orbitgun directly goes against established weapon/game balancing systems.

- This also worries me for the future of diskguns: I would (hopefully) assume the intention in the future would be to release the craftable variants of the elemental diskguns (static, fiery), in order to combat the "paywall" that exists for that caliber of weapon. This change worries me, because if we nerf the f2p versions before they are even released, was anything really solved?

I understand you have to cater towards people who currently own the Mixmaster/Orbitgun, but as far as I've seen, plenty of owners are okay, if not happy that this type of weapon is releasing. I just hope the general playerbase gets the full experience rather than a watered down sample.

Sat, 08/15/2026 - 22:16
#144
Mergu-Md's picture
Mergu-Md

We crafted the first Mandolin and heated it to level 10 and the damage output is VERY low compared to other diskguns.

First of all I would like to say this grind was incredibly exhausting on the preview server. A huge thank you for anyone who donated spikes for this. This would've been almost impossible otherwise.

Some numbers:
- A damage bonus max & level 10 celestial orbitgun deals 150 per pellet and 341 per charged shot on neutrally-resistant enemies (like fiends).
- On enemies weak to elemental damage, it deals 212 per pellet and 402 per charged shot pellet. It also inflicts fire.

Meanwhile, a damage bonus max & level 10 mandolin deals 124 per pellet and 164 per charged shot on all enemies. It applies NO statuses.

Here is a video comparison of the orbitgun and mandolin (thank you to Aino for the orbitgun comparison):
Orbit: https://youtu.be/k4RpwfKeNgQ
Mando: https://www.reddit.com/r/spiral_knights/comments/1vpmmhx/a_first_look_at...

This desperately needs a buff.

Sat, 08/15/2026 - 22:42
#145
Fastlex's picture
Fastlex
I don't think I have enough

I do not have enough time to grind up what is needed to test all of the upgrades.
For the next test session I would like to try out the damage numbers and upgrades if the weapons are more accessible.

From what others have said, I do not agree with the Slicer being a watered down version of the Mixer and Orbit guns. If you wish to rebalance the game as mentioned before, I feel that dependencies through lootboxes and premium purchases should not be a factor.
A non-status weapon dealing less damage than weapons that do deal status effects breaks the previous design philosophy of such a tradeoff.

If this is a general nerf to Mixer and Orbit damage as well, please do clarify. As of now the damage numbers on those two guns have not changed and it may be giving us the wrong idea.

Sat, 08/15/2026 - 23:22
#146
Abberdine's picture
Abberdine
Damage values and gameplay fundamentals

From most of the Spiral Knights circles I’ve seen, many people are not too happy with the damage reduction to the Slicer’s weapon line. For over a decade the game has taught us that “if a weapon has a status, that weapon is trading a part of its base damage as compensation to inflict said status.”

Meanwhile-
Mandolin (5* Slicer) - single element Normal, NO STATUS - less damage than Orbitgun/Mixer
Orbitgun/Mixer - single element Elemental, fire and shock status respectively - more damage than Mandolin

This damage nerf makes Mandolin the first non- status weapon of its kind to deal LESS base damage than its status inflicting counterparts (not counting Amputator with the rest of the Brandish lines due to having a singular damage type blah blah blah), and essentially goes against Spiral Knights’ basic gameplay fundamentals. It doesn’t matter how rare or exclusive orbit or mixer were before, this should not be going through. Thus, Grey Havens has two options they can pursue-

1. Completely revert the damage nerf, and let Mandolin deal the expected damage a discgun would deal when its base damage isn’t reduced by a status. Orbit and Mixer would still have a decent edge over Mandolin against constructs and undead and only slightly less damage against slimes and fiends.

2. Match the damage of Mandolin with Orbitgun and Mixmaster, but give it a chance to inflict minor STUN. This is honestly a better scenario in my eyes if Grey Havens is worried about Mandolin being too powerful in certain places. Stun I feel is inoffensive, thematic to the weapon’s design, and would make it fit in more with its preexisting counterparts.

Sat, 08/15/2026 - 23:48
#147
Scuttlechan's picture
Scuttlechan
This is genuinely demotivating

When the first diskgun test came out I was so excited and expectant that we get to try a more accessible variant of this type of guns.

Then the newest patch came out and I can't help but feel absolutely baffled. I cannot speak for everyone as considering the previous posts someone DID do the grind, but how many players have actually been able to test the newest 5* diskgun? At the very least 2 or 3 players? What about everyone else?

It is mind-boggling to me that you expect us to bash our heads against a wall to even test something that should have been readily available to us from the beginning. We are TESTERS, we should not have to grind hours upon hours just to be able to test something.

Just thinking about how much time I would have to put just to even reach the 5* diskgun is already exhausting. Any time spent having to grind for the new diskguns when it could have been used to test the guns is meaningless.

I get that you want us to keep testing the spikes to further tweak them into a more stable gameplay for future launch, but if this the way you would go about it, then this is not it.

Sun, 08/16/2026 - 04:25
#148
Zosu's picture
Zosu
Maybe, this will finally kill the game and we can go touch grass

I wonder, if it becomes uninteresting for whales or they start boycotting and it will all go down the drain.
Looks grim either way.

Sun, 08/16/2026 - 06:08
#149
Reydann's picture
Reydann
Pick a side. P2W vs not P2W. Community patience is not infinite

Agree with the sentiment that mandolin will be a dissapointment if you release it in this nerfed state, 124 vs 212/150 damage per pellet is disgusting.
Again, it needs to deal more damage than orbitgun/mixmaster or all monster families except constructs/undead.
Or if there are plans of releasing fiery/static diskguns equal in gameplay to orbit/mix, just let us know.

Sun, 08/16/2026 - 05:46
#150
Pineytea's picture
Pineytea
My points still stand

The spike scaling overall is still too high with 2-4 spikes. As I said before, you can have fast mobs sure, but you can't have them hit you for a lot or practically all your health instantly on contact (again, look at the fast mob types like gremlins/greavers/mecha knights). This needs to go. Health scaling should be toned down a fair bit as well, it still feels spongy for 2-4 spikes. As I said before, I suggest adding diminishing returns to stats across the board.

In regards to shankle and wisps IMO they should not be able to pick up spikes, period. It's just annoying when they do and feels like they force you to wait for them to be vulnerable, on top of other aforementioned issues.

The spikes being deleted by 4+ spike enemies could be easily fixed by having those spike projectiles produce a spike drop again, either through making a new one appear or dropping the spike material on top where the spike projectile lands.

Again, visually I would like to be able to tell how many spikes an enemy has at a glance. The way they float above mobs looks janky as well, please make them not float.

As many others have said, Mandolin should NOT deal LESS damage than it's promotional counterparts. Either stick to following the design where a non-status weapon deals more damage, or at least match the damage and add a status element like stun (this applies to the 2-4* versions as well). It's charge attack is also laughably weak as well damage wise.

Apparently the 4* and 5* icons for slicers are also incorrect since they are swapped.

The fixes for the diskgun family line are good, keep them and fix the known phenomenon of charge attack shooting through walls. Shouldn't have been a thing since it's release.

The cost requirements seem a bit much, particularly with the 4* spike material requirements.

There is also the concern with arcade gates possibly not having levels with spikes in specific stratums - say in a construct spike event, we'd be missing construct levels in all of the gates in stratum 6, which would make the huge spikes impossible to obtain until a different gate appears with said levels included.

Also, why cannot we simply obtain the weapons like we did with the 2* slicer if the purpose was to test the weapons? You cannot be expecting all of us to obtain one within 48 hours remaining for the preview server, not all of us are willing to invest the time to grind on top of testing the necessary stuff and I am only glad that we have some people that do have that sort of time.

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