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Test Feedback: Mysterious Spikes!

225 replies [Last post]
Wed, 08/19/2026 - 17:34
#201
Carbon-Jm's picture
Carbon-Jm
Thoughts as of Eighties Knight Build

Everything with the spikes and Mandolin is pretty solid now. I'd be happy to see them implemented with their current iteration. Spike rates and buffs are good, Mandolin is nicely balanced.

Two things:

Mandolin shots collide with your knight if you are frozen, so you can't shoot it. This seems like a bug.

Some sort of visual signifier on level icons where spikes can be found would be great, as others have mentioned.

Thu, 08/20/2026 - 05:27
#202
Retrofit's picture
Retrofit
confetti

Not only was the hotkey switching issue fixed, but it looks like switching across-the-board has been upgraded with lower latency. Fantastic change. Vets get to keep their tech, and everyone else gets to enjoy faster, more responsive combat. Thank you for handling that swiftly.

With the latest round of Spiked HP adjustments and Mandolin buffs, I agree that this update feels sufficiently refined and built-out to push to live. There's a few more things which could maybe use further tweaking, but overall I'd be happy to have this content deployed to the main game as-is.

Thu, 08/20/2026 - 06:49
#203
Reydann's picture
Reydann
perfection

Awesome job, things are looking great so far! Please release this in a format that is not farmable/abusable with alts and we are looking at a perfect event!!

Thu, 08/20/2026 - 07:01
#204
Jayzio
Reaching the final steps

Thanks so much for listening to the player feedback here.

As others have mentioned, very appreciative of the weapon swap being fixed as I was getting some weird interactions trying to swap.

The changes to mandolin are spot on and is very fun to use.
edit: seems to have a few bugs still with bullets not showing up in superbrawl or getting stuck on the player and not firing correctly as others have mentioned.

Spiked monsters feel pretty good now, HP is in a fair spot. Still a little worried of the spiked monsters atk speed but if dmg isn't amped it should be fine as players will start to realize the big threats to focus before they get spikes.

+1 to the idea of an indicator on the map that shows spiked levels, something like a gold border around the level would be great to see.

Future concerns for me would be future rewards after mandolin, equipment usually is a one and done thing for many knights and I fear people would stop interacting with the event once they get the weapon. Having additional rewards added later on would incentivize players to continue playing the event which would be great.

Spikes shouldn't be player tradable, but can be sold to vendors. This avoids problems with players who would rather just buy spikes instead of farming and alt farming abuse. Additionally, allows players to keep playing the event to sell mats to vendors for extra Arcade Payout.

Overall feels pretty polished and I'm looking forward to seeing this on LIVE. Again thanks for listening to our feedback

Sat, 09/05/2026 - 04:22
#205
Zosu's picture
Zosu

// edit: removed praise of GH, as it is no longer applicable

Thu, 08/20/2026 - 12:57
#206
Life-On-Evil's picture
Life-On-Evil
Spike to Fire Crystal ratio

Spike to Fire Crystal ratio is way too low

Right now the only real reason to farm spikes is to craft the Mandolin once. After that, there's no incentive the exchange rate for Fire Crystals is nowhere near worth the grind. Bump the ratio up or the spike shop stays pointless.

Fri, 08/21/2026 - 10:44
#207
Spark-Of-Kill
Oh God they did something rash again

The decision to launch the event on live out of the blue like this is baffling to say the least. There are several things that still needed to be fine-tuned, bugs that haven't been addressed (or GH is outright ignoring) and the Mandolin is more or less in a broken state at the moment. (Was, more on that in a sec)

The movement and attack speed bonuses are still too high. Some monsters zip across the map with only 2-3 spikes, and the same scenario described in my previous feedback posts where monsters will keep up with the player, or even outrun them still happens. This makes charge attack-heavy builds (or using bombs in general) frustrating to use.

Im disappointed that GH decided to backpedal on the change to monsters properly reacting to diskgun bullets. They fixed it during testing but decided to un-fix it when porting to the official servers.

Several recent replies in this post expressed concerns about how easy it'll be to abuse alt farming with the spikes being unbound, and yet the event launches without any change to them. So many people are just alt farming the event right now because of how outrageous the material requirements are for the slicer. We literally said this was going to happen if the spikes were to remain unbound. And the insane part is, it almost seems like the "response" to this concern was to... further increase the amount of spikes needed to make the gun??

The spike cost was already excessive but somewhat reasonable (-ish, aside from the arcade availability). Collecting some 7,000 spikes in like 12 days is just not feasible for most players. (Not all of us have the time to grind arcade for hours every single day. No genuinely, with numbers this high, it almost seems as if this event was designed to be alt farmed. What the hell man.

A topic players brought up during the first couple waves of testing is about arcade availability. If this event is to be exclusive to construct-themed arcade levels, what are we to do if our 4 gates have no constructs in a particular stratum? In all honesty, this is something I completely overlooked while playtesting the event.

If I'm not mistaken, (I was only online briefly and I'm unale to check the current gates) as of last night our only source of S3 spikes are from a couple of starlight cradle levels (mistakenly labeled construct levels for some reason) and the only gate with spikes in S4 is the gate with Roarmulus Twins.

We're expected to farm up literally hundreds of spikes from a very limited selection of levels. Not to mention some floors can drop single digit amounts of spikes.

Disclaimer: I don't have a Mandolin yet (I don't think a single player on the server has the gun) but from what im reading, it seems like GH did fix some of the issues with the slicers.

This event launched far too soon to consolidate feedback about the Mandolin. The gun was made (easily) available for about two days, (barely enough time for players to use the thing) and is now on the main server with little to no acknowledgement of the numerous bugs the weapon had.

Under the assumption that they fixed the gun shooting completely through walls, this is my additional feedback during my very brief period of testing the Mandolin out:

  • The light attack bullets have a bunch of collision issues at the moment. Particularly the bullets will collide with the player that fired them and be destroyed before reaching their intended target.
  • I noticed an issue where under certain circumstances, bullets returning to the player will collide with my shield, and cause a shield "tink" that usually happens when you successfully block incoming damage. (I know this one sounds super vague, but hey I literally only had one session to test out the gun before it was moved to live.)
  • An indicator for the extra damage when bullets are returning is nice but it's definitely a bit too much. The gun already fires very wide bullets (visually larger than orbit/mixer) the glow effect is a bit extreme and it begins leaving a trail of sparkles.

    Id suggest decreasing the bullet size (visually) and reduce some of the particle effects

  • The screenshake effects from diskguns appear to have been completely removed from the game?

    This is coming from someone who personally didn't mind the screen shake effects. I feel that it adds to the "impact" of each bullet. But regardless, there exists an option to disable it now, why remove it outright?

  • I was also going to yap about all the players complaining about the effectiveness of the stun status but right now that's the least of my concerns. (My TL;DR is, it's fine as is, stop complaining. The only suggestion I'd like to put out there is to increase the stun proc chance on the charge attack, since it's lower than orbit/mixer for some reason.)

There also seems to be issues with spikes spawning out of bounds occasionally. Over walls, inside starting rooms, ect...

Another bug which was reported early on in testing is that enemies from respawn pads will cause spikes to infinity generate. Particularly a set of respawning bombies in a Danger Room variant. This is still the case as of right now, and can not only generate infinite spikes, but also becomes extremely unfun to play against when you have a bunch of buffed minis, Mecha knights and bombies swarming you constantly.

The insane part is how quickly everything happened. The gun was only made available for like, two nights during testing and boom: it's on the main server now. There was barely enough time to playtest anything.

And the sudden launch of the event without any preview builds addressing bugs with the Mandolin gave me and a handful of friends the impression that the gun was added to the official game in a complete broken state (it might even still be. I haven't seen anyone use the 5-star yet)

Everyone I've spoken to has shared the same opinion that this event simply wasn't ready yet. And the abrupt push to the live servers is frustrating because now, drastic changes to this event have to combat the "but it's unfair to all the players to already did it" (it's almost like this is literally the point of a testing server). Which honestly gives me the impression that the developers didn't want to continue working on the event. We shouldn't be settling for "good enough"

And last but not least: remove the spike counter. Just get rid of it already. I'm tired of saying the same things over and over again, read any of my previous replies where I explain why it should be removed.

Fri, 08/21/2026 - 13:25
#208
Zosu's picture
Zosu

Those are all non-issues.

Fri, 08/21/2026 - 20:18
#209
Thats-Rough-Buddy's picture
Thats-Rough-Buddy

@spark-of-kill

This game might not be for you. The update is fine, and many people are clearly enjoying it. Your personal gripes might get addressed by GH, but it's not that important, so calm down and be civil.

Edit: Maybe GH could set up an in-game poll or survey to get the majority playerbase's opinions on new changes as they come in. This would prevent loud minority opinions from causing changes that would upset other players.

Fri, 08/21/2026 - 15:29
#210
Adept-Of-Escapism
This feels like another hell-grinding cave

This event feels like having a 2nd job because of spikes requirement to craft Mandolin. It's huge. And it's not fun to grind at all. We are pretty limited to the current arcade levels, and, well, current arcade generation doesn't give us much choise where to grind. I already got bored of arcade runs, and we got only one day past since event has been launched.
Besides that, this event doesn't really seems rewarding enough. On Kataclysm we can get a variety of 4 different sets of armor. On March of Tortodones we can get 4 similar weapons with different damage types. And this one... A single disc gun, and it's not close enough to have same power as Orbitgun or Mixmaster, which still makes them pay to win options. Lame. Also the forge crystal rates are way too low, I'm not giving any spikes for them. Not in that quantity, it feels like throwing all those precious spikes to trash bin.
About spiked enemies. I were having really rough time farming for 3* spikes on RT levels, because I'm being overrun by mecha knights with only 2 spikes on them. It still feels like those enemies are overbuffed. I can agree on amount of damage they dealing, but not their movement and attack speed. It's totally impossible to avoid their attacks, especially if you're having a high ping connection.
Mostly I agree with Spark-Of-Kill's opinion. The event really feels not polished enough, still got some things to fix and balance.
I also understand that it's about to be a reccuring event, and I'm not forced to farm the whole gun in a single event launch, but still - wasting a huge amount of time and not getting a desired reward is really, really frustrating.

Cheers!

Fri, 08/21/2026 - 16:18
#211
Boyobeb
@Spark-Of-Kill

I agree with you there, Mandolin barely felt playtested when it only existed for a bunch of days in preview then was instantly pushed to live server. I really appreciate Gray Heavens taking some feedback on Mandolin, fixing its damage and giving it stun which I find unique (though unfortunately Orbit Gun/Mixmaster remain unchanged but what can you do). But, there were still some issues present with the weapon itself that could've been fixed if it was let to cook a little longer.

As for the recipe requirements, I am a little saddened that the costs did not get decreased. Gray Heavens knows that Slicer as a weapon type is powerful on its own, which is why they decided to make it a little tougher to obtain. And I think that's pretty reasonable! However I still disagree with the current crafting requirements, especially with the 4* and 5* variants, the amounts you need is quite absurd, considering that the Arcade's gate layouts can be a little inconsistent.

One of the bigger problems with the event is the methods in which a lot of people are encouraged to use to speed things up (you know what I mean). Due to the fact that the requirements are quite obscene, most people will result in ways to duplicate event items which gives them a significant advantage in material gathering. Making the requirements bigger only feeds into this problem further! There are other ways to solve this problem!

I think that a good start would be reducing the spike costs for 4* and 5* Slicers, primarily the 4* Mandolin spike cost. Its 5* form is its strongest form, but people should atleast have enough time to craft the 4* variant to use in Tier 3 levels without using any dubious methods. If the items are just a little more accessible, less people will be inclined to either spend an outrageous span of time farming the event, or resort to duplication methods. Furthermore, so people engage more in higher level difficulties (and engage with the event's mechanics more) I'd say it would be fair to make spike spawn rates scale with difficulty, with elite guaranteeing one spike spawn from a Construct enemy. It will be chaotic for sure, but it has the possibility to get more people play around spikes and their mechanics on a deeper level.

Personally speaking here (opinion warning seek cover) for me the most disappointing part about the event was that it ends up being something you farm really selfishly and do not engage with other players to efficiently farm (like Kataclysmic Confrontation, AKA Black Kat event). Most parties are dead ever since people found out how to farm the event with the most efficient way possible. The fact that it requires so much of your time in order to obtain a usable Slicer for Tier 3 also makes it so every other lobby (Danger Missions, Ranked Missions, miscellaneous Arcade gates) dies immediately when the event is out and remains dead until it ends (like in the case of Kataclysmic Confrontation).

TL;DR yeah it feels a little rushed, it's not just you.

Fri, 08/21/2026 - 18:43
#212
Amethystcat's picture
Amethystcat
@Spark-Of-Kill

I really gotta agree with a lot of what you're saying here, Spark-Of-Kill. Especially the material cost concerns.

Like, I do really enjoy that they're developing things for the game again, but the material costs for the guns are just obscene. It feels like this is another event that incentivizes altmaxxing like Kataclysmic Confrontation does, and call me radical, but I really don't think *any* game should have the optimal method of engagement being abusing your seventy alternative accounts. (...Other than Eve Online. But that game is spreadsheets.) This just feels like they made a hellgrind to build up player engagement.

I get that maybe they wanted the Slicer line / the Mandolin to be an 'aspirational' thing that you work up to over multiple of these 'storms', but I feel like you can still get that without a *THREE THOUSAND* Large Spike cost for the Mandolin.

Sun, 08/23/2026 - 01:01
#213
Certain-Gremlin
Is it tasty?

>Those are all non-issues.
>This game might not be for you.
>calm down and be civil

@Zosu @Thats-Rough-Buddy
That boot you're licking CANNOT be that tasty bro... There's genuinely no way you can just up and dismiss genuine concerns as "nah they arent a thing you're just bad".

This update was rushed and unpolished to the point where, as of this post, the servers are crawling to a halt due to how many players are generating arcade levels (clockwork tunnels, compounds etc), combined with a number of them even using alts to farm an insane number of spikes. It's unplayable no matter how you're looking at it.

This game will end bros, sometime during this infinite timeline. don't just simply dismiss valid criticism and make it worse for everyone

Sun, 08/23/2026 - 06:13
#214
Thats-Rough-Buddy's picture
Thats-Rough-Buddy

@Certain-Gremlin

I'm simply enjoying the game. The challenge is refreshing. I'll address your mindset issues another time.

Spark-of-kill failed to bring up the screen blackout issue that other players did, which is the only actual problem (unless he edits his post). Everything else is basic lack of patience and personal preference, with some light glitches.

The core complaint (as stated respectfully by others) is the material requirements. This is fair, but remember this is an mmo. Just pace yourself, farm what you can, and wait for the next event, or buy from another player.

Lastly, no one is forcing you to participate. If the cost is too high, then do something else. Let GH work hard for your time, don't grovel.

Sun, 08/23/2026 - 07:21
#215
Spark-Of-Kill
failing to see the bigger picture

@Thats-Rough-Buddy, that reply was posted the morning after the update came out, long before the servers started exploding. Most of it was actually written the day of the update, how tf am I supposed to bring up issues that haven't happened yet??

@Thats-Rough-Buddy @Zosu, you have to do some next level gaslighting to say that infinite spike generation, spikes spawning out-of-bounds, concerns about the event being easily abused with alt farming (and even worse, encouraged), concerns about spike scaling and bugs with the new gun aren't "real issues".

And even worse, the fact that GH pushed this to the live server after people gave feedback about these problems. In case you weren't aware, half of the server problems at the moment are from people abusing alt farming in some way. All of this was completely avoidable if they didn't rush this event out early.

Sun, 08/23/2026 - 08:33
#216
Pineytea's picture
Pineytea
I agree with Spark-Of-Kill

There's not much I can really say that already has been said

In regard to server issues, on the first day we've had our knights locked off, so we were forced to use our other knights to farm the event (personally i had to farm 300 tiny spikes with a squire, from there i couldnt do anything else but to wait till the issues were fixed, no i do not play my other knights at all)

Now we aren't even able to play the game as we constantly get stuck in a black screen waiting for the next level to load, on top of severe lag spikes and jitter. Even something as simple as going to haven and doing literally anything is proving difficult

In both cases the servers have been left in this state for 10+ hours. All these issues are inexcusable, on top of;
-We still have mobs like slimes/minis/thwackers absolutely zooming around with 2 spikes and/or hitting us instantly the moment we approach them (we have been saying this since day one)
-Multiboxing is a whole other can of worms, but the spikes from respawning mobs still appear, so we have people farming thousands of spikes in a single level due to some danger rooms respawning enemies in some way (notably, the rooms with respawn pads or the totems), multiplied that by however many alts they bring in a party
-The fire crystal spike shop is also completely worthless as they are NOT worth the trade cost whatsoever (just sell the spikes to other players and buy energy. this will get you SO much more in return)
-I've talked about my concerns before with some gates not having any construct levels or having enough - T1 gates are currently a fine example of this, the 0* spikes are completely worthless so you have to slog through stratum 1 to get to stratum 2 to start getting 1* spikes, which you only get a single digit of per level because they are deconstruction zones, which only have a few constructs. It's not fun, you could at least alleviate it by making the higher star variants obtainable from lower star variants, so we dont have to slog through stratum 1/3/5 to get to 2/4/6 as much to get the specific spikes.

Sun, 08/23/2026 - 08:42
#217
Reydann's picture
Reydann
feedback

Alright, after getting my mandolin, I come back bearing feedback.

+1 to everything Spark-Of-Kill said, and also:
Love the gun, but terrible event, had absolutely 0 fun and I hated farming it. This is all due to the fact that it's another event designed to be farmed with alt characters in order to cover the outrageous amount of materials needed to make the gun.
An mmo should be social and fun, alt abusing should be eliminated not encouraged.

Sun, 08/23/2026 - 09:10
#218
Certain-Gremlin
@Thats-Rough-Buddy

>I'll address your mindset issues another time.

Sure, hide behind that alt and be a coward instead of saying it to my face like I did to you. All you're doing to both me and Spark is to use phrases like "as stated respectfully by others" to alienate the two of us and our opinions instead of actually engaging in a proper constructive conversation.

You remind me of someone I also had this problem with, but damned if I do, damned if I don't, I guess...

Sun, 08/23/2026 - 09:11
#219
Lorca-Nomad's picture
Lorca-Nomad
+1 @Pineytea, and as for the rest of the thread:

Server degradation aside, it's crazy to completely dismiss genuine concerns regarding the rollout of a new event. GH is clearly excited to get new content out, that much is blatantly obvious after speaking to the new NPC in the arcade. However, Spark's writeup does a great job addressing issues with the monster spike grind. If I want to grind honestly and without alts, what am I to do if I prefer bombs or charge-heavy builds? Why should I be forced to alt farm if I want to get the new weapon in one go?

I know Cronus already stated that GH hopes to rerun this event somewhat frequently, but without any idea of when that will actually be, people have understandably resorted to finding the best farms, through alts and/or exploits. I don't know if that has anything to do with the servers degrading, but it's clear that this event needed a bit more time in the oven, and I hope we at least get some word from GH regarding future plans on this event.

Sun, 08/23/2026 - 09:11
#220
Retrofit's picture
Retrofit
don't drink and post

The only real issue right now is spikes spawning from respawned enemies. Everything else is subjective.

Right now, people are exploiting the Danger Rooms with zombie respawn totems and bombie respawn pads to infinitely farm spikes. The resulting load from endlessly respawning monsters is choking the servers to death. Obviously, this needs to be handled as priority. Respawned enemies must not generate spikes.

It's easy to complain about this in hindsight - but we didn't have entire guilds scrambling to mass exploit this in the test server, so the load consequences weren't obvious. Again, hindsight is 20/20. To borrow a quote from another user: "At some point you just need to push to prod and polish." There's only so much data you can get from a small handful of testers in a closed server. That's what patches are for.

I personally don't care about alt farming, it's been a thing forever and it's never killed the servers like this before (because it's not really the root of the issue, the respawn exploit is). Even if spikes were bound, people would still drag full parties of alts, to craft and sell four guns at once instead of just one. It wouldn't have fixed or prevented anything.

I expect GH is "out of the office" for the weekend, so we kinda just have to eat the suck for a couple days until they get back and deploy a fix.

Mon, 08/24/2026 - 04:47
#221
Grandish's picture
Grandish
Deconstruction Zones are still a slog.

Would you rather have no Spikes and infinite Sparks? Or no Spikes and no Sparks?

Personally, I feel like nerfing Deconstruction Zone spawn rate wasn't the right solution, and there are better ways to address the obscene scaling.
I think that either enemy AI towards Spikes should be tweaked, or Spike spawn conditions should be touched up.

In the case of the former, I don't think enemies should seek out Spikes unless they're aggroed or noticed a player nearby. Gremlin Menders follow a similar ruleset where they usually do not try to heal other enemies if the player is out of sight.

Alternatively, I think that aggro state could also be used as the main spawn condition - if the Spikes start to only spawn after an enemy has noticed a player Knight for the first time, then there wouldn't be a bunch of stray Spikes lying around.

If either of these methods are implemented, then I think the nerfs to Deconstruction Zones could be safely reverted, and they SHOULD be, because right now you rarely ever collect more than single-digit worth of Spikes in there despite being the signature Construct/Gremlin themed level.

Mon, 08/24/2026 - 05:49
#222
Kyiia's picture
Kyiia
servers still dying but im enjoying the event

respawning enemies spawning spikes was already stealth fixed, but the servers are still very much dying right now, so patching that doesn't appear to have solved the server issues

anyway. it's definitely weird that the event was pushed to live so quick, yeah, i was expecting it to be in testing for at least another couple weeks. but as far as the event goes - i've not observed the issue of parties being dead, on the contrary i'm quite consistently finding full parties for spike farming, and while the hard grinders and alt farmers do exist (and are filling up the AH), most people are just talking and having fun with the event! it's been some of the most social that gameplay has ever been in recent years, it's been an overall good experience and monster scaling feels overall well balanced on live, excluding when there's heavy server lag. (btw, i appreciate the spike counter and would like it to stay, it's a nice little piece of QoL)

my main complaints regarding the event itself are:
1) inconsistent spike payouts, some levels give disproportionately few spikes, in particular jigsaw valley and decon zones.
2) spikes are pretty useless outside of mandolin and the AH, which will be a much bigger concern if you choose to make them bound when picked up as has been suggested, so if you do then please give barbus better trade rates and something more worthwhile to buy. likewise, running full t1 and t2 gates feels bad when 0* spikes are useless and 2* spikes become useless after a bit, 1* and 3* spikes are the more desirable ones but you have to clear the full stratum before regardless (and this can cause conflicts in a party when someone still needs 2* spikes but some only need 3* spikes already. this is less of an issue in t3 since more 4* spikes are needed than 5* spikes)
3) the lack of clear communication on which levels count - lots of people didnt realize that IMF or starlight cradle had spikes. someone posted a visual concept earlier in the thread where spiked levels would be glowing in the gate map and that would be very appreciated.
4) in general the event kind of isnt communicated ingame and there's been a lot of questions about it? in particular where to find the slicer recipes. most events have an NPC in the front of haven telling you about them but this one doesn't, barbus and anomalie are only in the back of the arcade, there should be like an npc named Spike or something telling you about spikes and/or directing you to barbus and anomalie. and the recipes should probably just be sold by barbus rather than basil, it's not like they're intended to be hard to find anyway

some of yall really are quick to be dismissive of legitimate feedback, every opinion is valid!

Mon, 08/24/2026 - 07:24
#223
Zosu's picture
Zosu

I'm also a fan of the spike counter. It's cool to see how many you got this map. During BK event, I use a counter app on my phone and tap it whenever I find a BK, but sometimes I forget ^_^" . The counter helps compare maps/areas in this case.

I think it's normal for SK to have some mystery stuff players have to find out. If someone cares, they can find forum threads about it. Some ppl are just happy to play tho.

I don't mind stray spikes (Grandish dislikes them). Spikes also only appear when a player is in proximity to a spawn area, even if the mobs are long gone and I think that's okay. For example, in Deconstruction Zone, you can visit a spawn site that has been long abandoned by mobs coming after you and sometimes lone spikes will appear there. It's fun to walk through all those areas and check for extra spikes.

The uselessness of spikes after you crafted what you wanted, isn't perfect, but there are many other useless things in SK. For example, endgame players (like my main), with everything 5 star lvl 10 have no use for orbs and fire crystals. You just have obscene numbers of untradable, unsellable stuff in your inventory. So, I'm kinda used to that. I think, you can at least vendor the spikes or sell them to noobs for fire crystals, if you don't want them any more. It's not bad.

Mon, 08/24/2026 - 09:20
#224
Vyre-Acidlashed's picture
Vyre-Acidlashed

Server issues aside I've been having a pretty good time with this event. There is a wide selection of levels where grinding is viable, the new gates that have launched are *thoroughly* saturated with Construct-themed stages (which was, as I recall, a complaint raised during the Katastrophe event and I'm very glad to see it addressed - thank you!), and even with the server degradation I've been able to consistently earn spikes at a rate I'm quite comfortable with. I'm not yet on the Mandolin grind, but having nearly made it to the Thricer by now, I'm pretty satisfied with the overall feel. I haven't ran the arcade so consistently in a fair while by now, and it's been a nice change.

I agree with some of what Kyiia's mentioning, too, though; especially point 4. Having the aurorae effect in haven might help a bit? Maybe gathered around the fountain, where that one knight is taking measurements, so it's clear that something is going on. Signposting and clarifying where your content is available isn't just good for visually communicating where the event can be found and clearing up confusion, it adds to its experience overall in little ways beyond just the mechanical, at least for me.

While the testing period was quite short and some issues did get through, I sort of like how fast this made it to production. I get that there's some friction (and i wouldn't wish development crunch on anyone, good grief), but after everyone's been asking for new content so vocally - myself included - seeing it turn up so fast is encouraging. It definitely needs some cleanup but I'm glad to have seen it happen at all.

I think that when this event goes offline for a time, it could do with a bit more attention while it's on the shelf to smooth out the last few things it hasn't quite perfected (and I still STRONGLY believe the fire crystal shop should provide unbound crystal for that price, or something slightly more attractive to save spikes for considering that most veteran players can end up with hundreds or thousands of unused crystals very quickly (come ON guys UV tickets are RIGHT THERE)), but little things like stray spikes are kind of fun in their own way. Dozens get earned on each stage they can be found, and one or two in awkward places almost feels more "natural." I know it's not airtight game design because it frustrates perfectionists but it isn't happening frequently enough to feel like a cheap trick. It's probably better that it doesn't happen, of course, but still.

Spikes have potential beyond what they are right now, but that's something to work on another time. I find a lot of the concerns here pretty valid even if there's some back and forth on what things are unacceptable and what things are reasonable (especially with how conflicted I am on my belief that spikes are better off tradeable, but also alting needs to be managed somehow (and i have my suspicions that the high-but-kind-of-attainable cost of crafting is part of mitigation, the effectiveness of which is only going to be visible in GH's metrics and data)) and want to see some of those things improve, but for now?

I dunno, man, solid 7.5 out of 10. I think it's pretty good. Maybe not perfect! But pretty good.

Mon, 08/24/2026 - 16:47
#225
Reydann's picture
Reydann
bug?

So I don't know if this is intended or a bug, but mandolin's first 2 shots are weird, there seems to be a bigger delay between the first and 2nd bullet input than the delay between the 2nd and 3rd bullet. You can easily reproduce this by double clicking, mandolin will just shoot 1 shot but doing a triple click will produce mixed results.

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