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Spike Event Suggestions

3 replies [Last post]
Sat, 08/29/2026 - 19:39
Holy-Nightmare's picture
Holy-Nightmare

There's a few ideas I have to make the next event more fun and balanced. Some are my own and some I've picked up from chatting with other players.

1: Spike buffs for enemies are based on which tier of spike they pick up.... huge spikes give 100% of the current buff... but each size smaller gives 1/6th less boost for HP, damage, and speed

This is largely to make it much easier for new players to acclimate to the mechanic change without overwhelming them. Currently a spiked enemy can take them out too fast in what should be an easy part of the Clockworks

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2: More spike sources and more reason to fully explore... Mineral Deposits can sometimes be replaced by spike collections, you break them the same way and just like Minerals it can drop 1 to 4 units, and each mineral deposit has a chance to be replaced with one of these so lucky players can potentially get ~20 extra Spikes for free. On top of this you can have Yellow Loot boxes which drop the current tier's spike as well as CR or Heat (but it always drops a spike)

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3: A daily prestige mission or even multiple ones that cycle in and out like the Black Kat event which has different daily prestige. At the end of the floor you get a small room with several of the aforementioned Yellow Loot Boxes, and as reward for completing the mission you get a small number of each type of spike. Since the mission levels will also be in a spike storm it can be a good extra boost.

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4: Lastly it would be very nice to have more items to work towards. As it stands I could see various other items based off spikes as the weapon or energy source...

For example: An original Shard Bomb, with Elemental and Stun. For those who don't know/remember, the original Shard bombs would shoot projectiles in 8 directions rather than the short range clusterbomb we have now, and placing the bomb down right would spawn all the projectiles inside the enemy hitbox for large single target damage.

Sat, 09/19/2026 - 07:40
#1
Dark-Knighttolight's picture
Dark-Knighttolight
V2 Mysterious Spike Event Suggestions

Things that have been annoying this far:

- Needing to stop for each individual spike for 1.5s, this makes solo player's time investment worse because they have to stop and collect each spike individually.

- The fact enemies have priority pick-up. I can't see any solution for this, it makes sense why they have priority pick-up, but with the new system it makes it gameplay wise worse.

- Bomber only knights have to choose between charging their bombs or picking up a spike in arenas or hoards of enemies. This makes their chosen gameplay style from challenging to impossible.

Suggestions for improving the event:

- The new way of collecting spikes makes me feel less likely to playing the event for fun, I rather have the spikes be a reward of completing the depth than a material I can pick off the ground, just give it the properties of minerals.

- Add back the Spike slot, the ones that said they find it pointless, did it because it had no purpose, you could give it some purpose by integrating it as a new usable slot. With the integration of this new throwable spike mechanism, it could be added just as an useable and it could be connected to the spikes you have collected through out the level. ( this could be done if the spikes become a reward upon going down the elevator )

- A lot of people have been asking for spikes to give their knights a boost, I was thinking about it and you could introduced something like: An attack damage bonus and attack speed bonus that got similar stat boost like the Frenzied Firestorm from Drakon's 3rd ability for 7-8 seconds with the downside of taking 25% damage from the knight's maximum amount of health on each spike consumption, this damage could be a progressive damage that is taken during the boosts duration or it could be instant damage upon the boosts ending. ( this to be at the choice of each knight in the party )

- Make a separated Gate for this event. There is the 5th empty slot in the Arcade selection UI, this gate could just be a event temporary gate that just matches the monster family theme of the event, it could also be randomized but with it's depths shuffled every 1-2 days so knights feel like there is something new to explore.

- Also on the note of when to run the event: The event could alternate with slime casino having 7-10 days every 2 months, this could be one of the ways of running the event consistently.

I actually like the new ideas, but the execution of these ideas wasn't there to deliver.

Sat, 09/19/2026 - 08:41
#2
Cetta's picture
Cetta
1+

Limit the quantity of spikes an individual enemy can get?

Change colour depending on the Monster Type level it holds for the month?

(IE : Gremling : Orange. Fiend : Purple. Beast : Yellow. Ghost : White. Construct : Gray/Silver. and have already Pink whit slimes)

maybe a limit of 3 spikes stacked per enemy?

If they´re going to give more life to this, definitively they need to create more recipes and items that use these has main ingredient.

Maybe Spikes could boost an stat randomly instead of boost all of them for each spike.

Most of the other ideas given are peak.

Wish they made Armor set of each color whit bonuses against said monster types whit the sheen of each color.

Sun, 09/20/2026 - 13:47
#3
Franexator's picture
Franexator
Difficulty rewards

I have mentioned this before and I am happy that you guys did actually adjust the spawnrate of spikes depending on difficulty for this iteration, however I believe these changes did not address the main issue present which is the fact that Elite difficulty does not give adequate rewards for the challange it presents. If anything, this slight increase in spike spawn rate further increases the difficulty without offering a proper reward for it.

In my opinion the best way to fix it would be to implement a chance for one spike to drop multiple spike materials upon breaking. For example: Normal stays as is (maybe a slight decrease in spawnrate), Advanced difficulty to have a small chance of dropping 2 materials from one broken spike, Elite to have a medium chance of dropping 2 and a small chance of dropping 3 spike materials from one broken spike.

Other than that I agree with the ideas/problems mentioned in this thread, especially the pick up priority mentioned by Dark, I like the idea of the spike being throwable too it adds a new mechanic, I also really like the way alt funneling had been addressed.

One thing I would wish is for all of you at Gray Havens to take more time with implementing new ideas like these. Using the preview is a brilliant idea but we need more than one day to give you proper feedback.

I understand that you may feel pressured and that you are a tiny team but I feel like it would be better for you and for us if you took longer with some of this. We waited years, we can wait more if we get thought through, substantial and tested updates.

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