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Spike event just isn't fun

10 replies [Last post]
Mon, 09/21/2026 - 09:42
Holy-Nightmare's picture
Holy-Nightmare

The whole issue comes down to not giving the players any way to stop the Monsters from grabbing the spikes as soon as they spawn in.

You can push a monster and a spike can spawn directly behind it and instantly be picked up.

You kill something with a lot of spikes and the horde of slightly slower monsters can immediately pick it up.

Moving attacking and such also makes the new Grab/Throw mechanic more of a problem than a benefit even when the spike throw deals up to 1000 damage simply because of latency... the monsters are server side, you aren't, so they basically get priority pickup.

Monsters also seem to have an extremely distant spike sense range, and no matter how much damage you do to a monster you can't hold their aggro to distract them, they will disengage and grab the spike... and if they have a lot of spikes then they'll beat other monsters to it as well.

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The easiest way to fix this is to prevent monsters from picking up spikes as soon as they spawn and prevent them from instantly dropping spikes as soon as another drops them. A short timer would solve a lot of problems by giving knights a chance to fight to reach a spike before it is able to get picked up again.

Mon, 09/21/2026 - 10:44
#1
Vyre-Acidlashed's picture
Vyre-Acidlashed

AGREED. I'm actually getting really sick of how rapidly the mechanic spirals out of control if you're running solos - the moment something can outcompete you for speed, you are not participating in spike management any more. There's almost no options in response to some situations - and I'm doubly aggravated by the fact that I thought creating a Dragonscale Shield (The 5⭐ one, whatever it's called) would be a great idea to improve my survivability only to find it's practically as useless as every other defensive option. And going for the armor is hardly viable, because then I'm giving up the damage bonuses and that essentially means longer time in contact with a juiced enemy, resulting in the same kind of damage taken anyway.

Even something nuanced like an animation of the spike falling from the sky with plenty of warning so you can predict where it'll land and get to it first, rather than it emerging from the ground - something like that would be nice. Whoever heard of a storm with no rain??

I've had situations emerge where I've WANTED to make an attack and ended up picking a spike off the ground instead because it *spawned on me*, getting thrashed for the crime of (as far as i can see) getting "lucky." And if you play a charge attack build it's hardly viable to pick up a spike and carry it around because you're exposed while trying to play your build. Like, if someone can explain what I'm supposed to do to react to these situations I'd love to know. (and the answer better not be "more MSI" because that's a tacit admission that there's a fare to play the event on the order of 300,000 crowns. Go pricecheck a BKC.)

There's no counterplay. It's like I have no influence over my own survivability beyond tedious kiting/cheesing strategies using crowd control tools, and even THEN, the obscenely raised speed of something like a mecha knight makes even using haze bombs kind of pointless - even IF you land a hit, it'll follow up right after you do to the usual consequence. Everything else in the game is telegraphed and learnable, but the moment spikes get into the picture that balance is completely thrown off, and even WITH ASI MAXIMUM some attacks are straight-up unreactable for the average player.

Like, the weapon balance changes were nice, but the way the spike event is playing out is revealing a lot of shortcomings elsewhere throughout the gear design AND play design when set against challenges like this. This event isn't fun because there's very little a player can actively do to improve at managing it without having way more knowledge or gear options than most of the playerbase. It was bad enough that I started experimenting with how gear progression influences survivability and I cannot tell you how frustrating I find it that my Dragonscale Shield in the first floor of Tier 3 - ostensibly stanced as THE MOST HELPFUL TOOL in this scenario, is able to take **TWO** hits from an UNSPIKED enemy, whereas the PROTO SHIELD in the first floor of tier one will take **THREE**.

What, 50'000 crowns and a hundred fire crystals isn't enough of an investment for me to *gain* survivability? Setting aside the fact that 5 star gear is technically MORE THAN YOU NEED for Stratum 5, that's a ridiculous proposal. "Invest time effort and resources for an inferior survivability." This is just one part - it feels like NO design changes have been made to the way spikes work that let a player make decisions that control the threat - the only thing you can do is react to it, and usually quite clumsily.

Yeah, this event isn't fun at all - it's not fun because it feels like random chance whether your decisions as a player are a factor or not. This is the first time in my entire time playing with the game that I've just felt like trying to meet the challenge head-on is pointless.

Mon, 09/21/2026 - 11:05
#2
Holy-Nightmare's picture
Holy-Nightmare
Basically it feels like in a

Basically it feels like in a lot of cases that you can't reach the spikes before the monsters and once it's in play, you don't have the one monster to worry about.... it's the entire group, because as soon as you kill that Spiked monster the others are almost always on top of the corpse ready to pick up the spikes themselves

Any spikes that spawn in later, well if they're not in your kiting path then the monsters will get to it first...

And this isn't even addressing two of the biggest offenders for this..... Glop Drops and Lichen Colonies

Glop drops are obvious... there's just a whole bunch that spawn so you end up with a lot of spikes... add in the one or two tougher enemies that spawn around them and you get a dozen Glop drops and two roided out Mecha knights...

Lichens are the other problem and I've actually mentioned this in the past... but for those who don't know, when a monster transforms they get all of their HP back and a total status refresh...

But after playing with it a bit more I've noticed that it's a bit worse... Lichen merging counts as a "monster death" for the game's counters, so when you go into a room with waves and all the Lichens merge it's going to start the next wave while the merged Lichen is still alive. This is because the "original" Lichens are all dead. Furthermore it seems like each "New" Lichen gets it's own spike roll... so it will very quickly turn into a huge rush of extremely amped up enemies that would basically be impossible to solo.

This particular room of Meteor Mile is the clearest example: https://wiki.spiralknights.com/File:Area-Starlight_Cradle-Meteor_Mile-1.png
6 Lichens will spawn, fuse, and then the next waves will start.... each fused lichen removing a counter from when the next wave will spawn

Usually not a problem since it can be a fun rush, add spikes into the mix and it suddenly get a lot less fun

Mon, 09/21/2026 - 11:06
#3
Zosu's picture
Zosu

GH being mentally incapable to improve SK started showing when they added various forms of disappearing loot, like rooms in Arcade where treasure boxes can disappear or Golden Slime Coins, which disappear after like 20s.

More of it revealed itself, when rooms were added that have spike mechanics doing nothing but slowing gameplay down. (Some ppl run thru these trading HP/sparks for boring wait time.) This is not the work of someone trying to make Arcade more fun. It's the work of someone who lacks a bsic understanding of what makes games fun.

I still gave them the benefit of the doubt. But here we are. Everything slowly turning into junk.

Also, btw., if you all had gotten f2p original Orbitgun instead of useless Mandolin, that spiked Mecha Knight would have been a slightly smaller, less annoying problem. Now, I suggest you just skip through spiked maps. Spikes aren't very useful anyways. It's just another annoyance polluting the clockworks, like Compound.

Mon, 09/21/2026 - 11:34
#4
Holy-Nightmare's picture
Holy-Nightmare
@Zosu

The Mandolin is a fine weapon, I'd argue one of the best Normal damage kiting weapons and I'll say that the Orbitgun/Mixmaster were definitely bugged for not having monster reactions to their bullets... But the grind for the Mandolin now isn't really as fun as before because despite the issues with the initial release of the Construct Spike event the end was fairly fun.

It's actually a shame that the Alt Farmers ruined it too but on a much lesser sense I can see why they did it... after all it takes 7200 spikes in total to make one Mandolin, with 6000 of them just being from Tier 3 Clockworks.... compared to the ENTIRE Apocrean weapon set which takes materials only worth 4410, or 1470 per weapon... and that's not factoring in the chance to just find those materials from the puzzles or that during the other levels you can get Radiant Fire Crystals quite commonly...

You're doing more work for one Normal damage gun than you did during the Apocrean Harvest to get 3 Shadow/Poison Weapons... One of the biggest flaws of the Spike event IMO is the lack of anything else to do compared to all the other events... There's a new NPC in Emberlight, but she doesn't do anything yet either but it's clear that it's supposed to be something related to spike events...

Mon, 09/21/2026 - 11:50
#5
Bopp's picture
Bopp
that Meteor Mile room

Holy-Nightmare, you are right that that Meteor Mile room quickly turns into a nightmare. I have spent more Sparks of Life in that room this week, than I have in the past decade over all of Cradle.

I'm usually playing solo in glass cannon armor on elite difficulty (even in the last Spike Storm, when apparently it didn't matter). Maybe I should switch to normal difficulty, seek out more parties, use crowd control, etc. I definitely haven't exhausted the tactical options. I like that this event makes me question my defaults.

That said, there are many knights out there with less equipment and experience, for whom this room may be bonkers difficult. The event really is pretty hard.

Mon, 09/21/2026 - 11:53
#6
Vyre-Acidlashed's picture
Vyre-Acidlashed
Sorry for derailing a bit

Sorry for derailing a bit with my tirade, I just feel like it all goes together. Glop drops are especially miserable, after three spikes they can stick to you like tar if you have MSI+2. If you're focused on literally anything else or get unlucky with two of them picking up that much at the same time, you are taking at least one hit - one hit that is DISPROPORTIONATELY damaging because it's a hit from a buffed enemy.

Spiked enemies being able to claim advantage so consistently just turns every room into either a tedious slog of dividing-and-conquering that slows down gameplay or turns it into a damage race that you're doomed to lose just by the numbers alone. It gets out of hand way too quickly, just like you said - because if it's not the spiked enemies causing the trouble directly, it's the fact that they're concentrating spikes inside groups of enemies and basically getting the chance to pass them to another low-threat enemy you're NOT focusing on. Like, sometimes it feels like you're *effectively* fighting twice as many spiked enemies because each time you deal with one, another moves in to swipe the spikes LONG before you're even ABLE to, becoming a spiked enemy in itself.

I'm facing having to spark in rooms I have never, ever had trouble like this with in the past in MOMENTS. It's DULL. It just simmers down to this boring acceptance that there's just a lot of the experience that has to be ignored or avoided to be consistently manageable.

Edit: I didn't see Bopp's post before I replied. @ Bopp - Thank you. I feel like I'm going nuts; I'm usually pretty consistent solo and I try to be positive on the forums but I haven't struggled like this with an event in a long goddamn time.

Mon, 09/21/2026 - 11:59
#7
Pdtopgun's picture
Pdtopgun

I humbly disagree. I've had a lot of fun (if not some frustration) learning how to deal with spiked enemies. It's a very different playstyle than the usual, and improving at it has been enjoyable for me.

Mon, 09/21/2026 - 12:39
#8
Bopp's picture
Bopp
yep

Pdtopgun, that's my main response to this event, too. The tactics are so different that it's like a whole new game.

But some of the specific circumstances are out of balance, though. This is why, in the last Spike Storm, Grey Havens disabled spikes on the last wave of the last room of an arena. It was just too crazily hard.

Mon, 09/21/2026 - 15:29
#9
Pdtopgun's picture
Pdtopgun

Oh, is that what happened? I was disappointed that I wasn't seeing any this time around. Sure, it could get pretty brutal, but hey more spikes for me.

Mon, 09/21/2026 - 16:06
#10
Cetta's picture
Cetta
A little suggestion

Maybe Cristals spikes should be breakable whit bombs from the player, and interrupting an enemy could break one already adhered to said enemy (Like the third attack of the balanced new cutters).

Idk, there are big needs for tweaks and balancing has well of other details.

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