When did the diskgun charge attack occaisionally shooting slightly through a wall ever cause something bad? Why waste even more resources on this. What is wrong with you people? "Fixing" harmless things that nobody cared for in decades when there are actual problems that could be adressed, like for example Grimalkins approching from the south outside players view randomly killing ppl, when other mobs like Trojans or Howlitzer heads cause a danger glow in that situation.
Test Feedback: Mysterious Spikes!
Did more testing 8/15/2026 in T3 this time using pretty good gear that is achievable for players at vanguard.
Chaos Set, Lv10 5* weapons (combuster, winter graves, arcana), Shivermist lv1
SPIKE FEEDBACK:
Overall, I still think the stat tuning could be tuned down more. Monsters at 1-2 spikes feel fine but when they get to 3-4 spikes, the hp is too much and attack speed is too much.
I do really like how spikes will spawn at the start of every encounter instead of over time. This encourages players to defeat enemies as fast as possible while still seeing the risk of monsters getting spiked.
Even with good gear, the health increase is too much and some monsters get way too crazy with spikes (mecha knights, thwackers, healing gremlin). Below I've got a video of the T3 arena I did, towards the end the healing gremlins got spikes and made it practically impossible to kill anything with how fast they were spamming their heals.
https://www.youtube.com/watch?v=c4TgGD7mSWg
My suggestion would be to lower max hp and maybe the heal gained from spikes and also lower the atk speed given per spike too.
DISKGUN FEEDBACK
I really like the new model for the spike gun and was excited to try it out, however the crafting cost is too much to justify grinding it on preview server when our progress will be deleted. I think the cost to craft it is fine when it hits LIVE but most playtesters will not go for it simply due to not being worth the time atm.
Additionally I'm echoing what a few others have said (ex. spark, yatez, mergu) on the damage tuning for the 5* diskgun. The damage numbers are quite lower compared to orbit/mixers when they hit a neutral enemy. I believe it being a normal damage gun was good enough and the damage should be buffed.
I agree with everything Mergu is saying here. Gun needs to at minimum match mixer/orbit if not be a little bit higher damage value (being statusless and normal damage)
Forgot to add to the last post, but...
Could you
- Make the arcade level highlighted when affected by spike weather?
My example concepts (Thanks abberdine for text description)
With this, people can acknowledge what to go or to be avoided. If they wish to engage or do not wish to engage with the event.
Since other danger content has a clear warning to the player about what they will be up against if the path chosen.
I'd especially like to see this implemented, as it's helpful for both newbies and veterans alike.
Perhaps even different colored borders could be applicable on the offchance that more than one color of spike is added later on?
I vouch Ainogommon Aurora Effects Indication on the Gatemap on levels it is occurring. Great Idea... the method is up to devs decision, but is a good addition for clarity to new players not everyone knows what colors are what families... the heraldic method of Mapping is great but a bit obscure to new players
The new behaviour on Wisp and Shanklers is great, the world won't end because of it...
The spark churning is not ok... and the fact that You loose spikes when enemies reach 4 is Egregious because of the spark churning. (The kill it before it happens, defense of this mechanic, Doesn't work) If enemies would Mortar bomb You, More often, the more spikes above 4 they have; that Would be another type of conversation. But resource destruction for the sake of destruction is not OK.
The subject of Mandolin dealing less damage than the P2W versions is BAD. For Consistency reasons... and for respect to the community. Yatez point that GH could try to cater the people that have the P2W version... Should the rest of the community be as loud as the one that have been complaining about the changes? Or can GH be just concious of the playerbase. IF a weapon requires the amount of sparks consumed to get, the time it takes, and the resources the Mandolin requires which is not little. It Should not be Subpar to the one that MAYBE comes in a box every year (which is a problem on its own and not the subject of this Forum)
Just to add to the discussion of buffing the new Mandolin, did some extra testing on 9-2 Terminal Meltdown. Mandolin does:
126 damage base
148 w/ minor poison from a venom veiler
150 w/ poison quills from a maskeraith
153 w/ moderate poison from a dvs
157 w/ strong poison from a vial
168 damage charged
188 charged w/ veiler
190 charged w/ quills
193 charged w/ dvs
197 charged w/ vial
Then compare that to the damage from an orbitgun (the damage here is against slimes, a neutrally-resistant enemy):
156 base
176 w/ carbine poison
178 w/ quills
188 w/ vial
356 charged base
378 charged w/ quills
385 charged w/ vial
It takes strong poison from a vial to even make it to 1 damage point above the BASE orbitgun damage output against neutrally-resistant enemies.
I've been doing arcade runs with this new gun in parties of varying size and it feels weak against everything.
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I also noticed the 4* and 5* icons are swapped for this line. The 5* icon is actually showing the 4* gun. That'll need a fix.
The 4* Double Boosted Slicer does 119 damage per shot in the T3 guild training hall while the 5* Mandolin does 124 damage per shot. They fire the same number of bullets.
The 4* Double Boosted Slicer does 230 per charged shot (with 3 bullets) while the 5* Mandolin does 164 per charged shot (with 4 bullets).
That means you go from 690 total damage from a 4* charged shot to 656 total damage from a 5* charged shot.
Note here I know this is a preview server and the numbers are not final, I am documenting these to show the need to adjust them and have us re-test before this ships. Upgrading the 4* into a 5* takes 3000 large spikes and 1000 huge spikes, a monumental grind, and what you get in return is +5 damage and a weaker charge shot right now.
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Spark-Of-Kill never misses!