Considering the difficulty pre patch 6-23-11
Well done nerfing the Oilers. Their firey maham was a bit much (Was actually interested watching the danger room challenge on the forums ealier today). Allthough, I'm sure I will get flamed for this *wink*, but I liked the Oilers 'dash' attack. Made for an interesting arena.
Phantoms, Nerf dey arse, for sure.
I thought the wolvers' teleport was working just fine. Even with all the leaf clutter.
The bramble was challenging but fun, no need to nerf that one imo. Wear Skelly and go on.
Zombie reach, Ok I kinda liked the fact that I knew I had to use the pistol on em, but its an ok adjustment in my minds eye.
When Tri Ring updated (Not sure it was either Haven patch, or 5-26-11) and gave a lot of the mobs more health, I thought it was a good move. Jelly King was kind of becoming a grind. Now its a lot more exciting. Soloing is harder and more rewarding within game play for me becouse of it.
What I am trying to say is, I like the game with a full dose of difficulty. Please don't meld toward mediocrity for the sake of the game's population.
I understand the business model is to keep people playing. I allways cringed seening other online games "dumb down" game's substance to keep a sect of the player population people content. Not sure if game makers do it for the younger population, or why. Yet, considering this old dude's time and sometimes funds, It would be leal of SK to keep a full measure of profundity within the game when it comes to tactics.
This game is really a platformer after all, and not a RPG since there are no real quests. But that is a disscussion for another thread. MMOPF?
Bottom line, I like it being kinda difficult to stay alive.
~RWAR
This game is really a platformer after all
No it isn't. It's not even close to being a Platformer. Are you drunk?
and not a RPG since there are no real quests.
RPG =/= Quests. Spiral Knights is an Action RPG. I wish I could kick you right now.