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Vanaduke Suggestions

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Sun, 03/06/2011 - 20:47
Kawaii_Desu
Legacy Username

ATM Vanaduke is massively difficult.
Probably not impossible but still is.

Having to resort to splitting 4 player parties into two 2player parties and then having to invite random people just to have them save you and die on the spot is not a good way to make a boss.
At the moment, average CE spent is astronomical.
Over in the 1000's of CE wasted on this boss.

And all for what?
3-5 Almire Tokens.

Even worse, people are relying on a bug which opens supposedly unopened doors to gain access to the sweet, sweet infinitely respawning hearts behind the gates players have abandoned, and a bug during the shooting stage, which has a player intentionally kill himself in front of the head, keeping it in place until it dies.

1. First off, he has SEVEN STAGES. No reasonable boss has that many forms. Although there are only 2 distinct patterns, they get harder each time. This is especially bad because he has aton of HP.
2. A MASSIVE ramp in his HP when 3+ players are in one party. Any sane person would have to resort to the above scenario I mentioned. He also has an insane amount of HP Per Phase.
3. This is more of a general issue with the flames itself. They have erratic paths and they're unpredictable. When I thought I was safe, they would always make a curve in the middle of a straight path. What're they, homing? Same deal with Flame Rovers, but they aren't as bad.
4. Water cannot go through bullets. This could just be a general bullet issue itself but it's very promenant in Vanaduke's last stage.
5. Fireballs should not revolve around him. This gives him extra range when he dashes. I am consistently sideswiped because I can't seem to move fast enough. This also makes close range weapons like swords and bombs increasingly dangerous when you go futher into the boss. If fireballs are needed, then make them simply obsticles and restrict your path of movement, or make them revolve around the center of the stage, not around Vanaduke.
6. Glitches that may occur during phase switches in which he may actually get STUCK. He has a spot where he goes to change phases, and he may just sit there and not do anything, halting the boss battle completely. There are reports that throwing water at him while he changes phases may get him stuck.
7. Damage in general is wonky. Kekelgis has posted a thread on how some equipment barely made any changes.
http://forums.spiralknights.com/node/1556
8. Slag Guards do not drop any sort pickups or health. Only Slag Walkers do, and they stop spawning on the final phase. What's worse is that they infinitely spawn. They're not too hard by all means, but when you have a huge boss destroying you, you may need some health to keep living. You can't expect us to keep 40 bars for seven phases and expect us to not heal.

This is what I believe is the issue.

Mon, 03/07/2011 - 08:56
#1
kakelgis
Legacy Username
Some suggestions I'd have for

Some suggestions I'd have for this;

1. Reduce the whole damage in tier 3 altogether. With the recent changes, the damage you take is pretty insane. I used to take at most 9 hearts at depth 28, on before the whole rebalancing updates, and I wasn't even with my current 5star stuff. Now I'm taking 9 hearts at depth 19. It's quite ridiculous.

2. Reduce the HP he gains if you have more party members. A bit too extreme of a change.

3. Either severely reduce the amount of bullets on the odd-numbered stages (Shooting stages), or severely reduce their damage. It's literally impossible to get past Phase 6 without getting harmed several times. Not even the most amazing bullet hell player with an awesome internet connection would be able to dodge enough to survive AND hit him with precise waterball throws, AND deal damage to him.

4. Make it so the bullets don't block the waterballs, or only one kind of them (Red bullets or orange bullets) blocks. On Phase 6, it's really difficult to get a good timing to hit him in the middle of all those bullets.

5. Either decrease the amount of Seals needed for the items on the shop, or increase the amount of Seals he drops. I mean, come on - An average party would need several revives (and by several I mean going over 2000 total cost of energy only on revives) and appropiate gear to do it, and it takes quite long to defeat him, and even more to get past Firestorm Citadel. Even an experienced party would have difficulty. Only getting 3 to 5 Seals is not rewarding at all, considering premade equipment costs 50 Seals, and a Dragon Scale costs 15. Nothing else in the shop is really worth all the effort either.

6. Perhaps give some hearts/health (if not a complete heal, even) at the defeat of each stage? Getting past a single stage is already really difficult, then you start a new one with no health to survive more than a single hit, and everyone else on your party is dead. I mean, come on.

7. The fireballs that circle him should circle at slower speed - Ranged damage won't deal much on him, and short range gets very risky because of the fireballs. If you're hitting him from the sides, sometimes you can't even see the fireball coming at you. Another option for this would be what Hiro said - Making it so it circles a certain point in the stage instead of circling Vanaduke itself. Maybe it could even be just a general static obstacle, such as spikes or fire traps?
This also applies to the moving balls that release bullets on his shooting stages - They go way too fast, and sometimes you can't even see them coming. When you notice them coming, it's already too late to evade them, because of their massive speed. I've got hit by them countless times because of this.

I think that's about it. Obviously, not ALL of those should be implemented together, though most can work well together and would probably balance him fairly.

Sun, 03/06/2011 - 21:53
#2
Pauling's picture
Pauling
We've really needed a

We've really needed a Vanaduke feedback thread, and I agree with ALL of these remarks. Even when the ash of agni was killing slag walkers by the bushel, Lord Van (sans escorts) was enough to destroy my guildmates and I, even with experience and top-level gear. We spent close to a thousand energy (cumulative) on revives, and got to stage 3. No tokens were earned for getting that far, either.

To expand on issue 5 above, it's worth noting that Lord Van is a big fellow, and the fireball that circles him is completely hidden when it moves behind him. That leads to "death by unavoidable ambush" situations... not much fun.

Sun, 03/06/2011 - 23:24
#3
Cobalt
Legacy Username
I just got the Vog set, And

I just got the Vog set, And even with the speed boost it proved to be no match for the bullets, They were all over the place and when someone revived me and gave me around 12 health, They would 1 hit KO. D:

Mon, 03/07/2011 - 02:25
#4
Cromendi
There was a feed back thread

There was a feed back thread back when vanaduke get it's first upgrade and most of thing that's been said here was in there.

Let's see if things change this time.

Thu, 03/10/2011 - 20:56
#5
kakelgis
Legacy Username
Well, defeated Vanaduke with

Well, defeated Vanaduke with only 6 revives today, after the crazy balance patches that made him a true balealgdaagadhbkls.. And we got 3 seals. Wonderful.

But either way, consider what it took us:

-Almost completely full sets of 5star items. My partner, Magnus, had the Vog Cub set, an Omega Shell, Divine Avenger and a Silversix. Myself I used the Grey Feather set and Grey Owlite shield, a Divine Avenger and a Voltech Alchemer MKIII.
-Quite some amount of time. The whole run took about two hours, Vanaduke himself consuming most of that time.
-Incredible player skill. Maybe you'd think I'm just showing off, but to go through the whole Citadel having 10+ HP at all times, and at some areas losing no HP at all, takes quite a lot of skill. Magnus is very skilled, managing to complete the shooting stages without much problem getting hit only a few times. He also survived quite long on the final stage with half a bar of HP, and three trojans around aswell. I doubt most players would manage to do this as easily as Magnus did.

So yeah, this run could have been slightly better set-up and some deaths could be avoided if we didn't get a few lagspikes at times, but I think it's obvious by this that Vanaduke really needs to be rebalanced right now.

Sat, 03/12/2011 - 17:39
#6
Magnus
Legacy Username
With the defense update, we

With the defense update, we managed to cut Vandaduke down in only three energy revives (with several regular).

The balance patch was fantastic, but the cost of revives still doesn't match how many seals we get. It should at least have five seals drop by default. Three dropping is downright depressing.

Sat, 03/12/2011 - 23:45
#7
Magnus
Legacy Username
Kelgis and I have managed to

Kelgis and I have managed to defeat Vandaduke without any energy revives this time. I fear that it might be too difficult for most people to do without spending far too much, so...

I am very happy with how you have adjusted Vandaduke, Three Rings. A final boss should be difficult, but not impossibly broken. And you got it right in my happy place. But just three seals is still pretty harsh.

Sun, 03/13/2011 - 02:28
#8
samuraii
Legacy Username
:(

1000energy / run? = 3seals. thats like....... 16 runs, whats... 16000energy for Fang of Vog (the other things you can craft and why some1 would want to give seals for mats? so Fang of vog is all you need there)
suckish

Wed, 03/23/2011 - 17:36
#9
Magnus
Legacy Username
Broken AGAIN! WOOP

It seems Vanaduke has been RE-BROKEN. That's right.

But it's not him, exactly, it's his new obsession with summoning help. He does it so much more often now. Not constantly, but enough that by the time you kill the initial two sets of zombies, he's already spawned more.

Now, adding to that. Slag Knights have gotten a serious boost. How serious? They used to take two slashes from Divine Avenger without any sword buffs. Sounds easy, right? No. You already have to stop moving and coax them into attack, and then circle around them to actually hit them. Still sound easy? Try doing that with a giant firey mace hitting you directly and ceiling ready to fall on you immediately after.

Now, imagine that, but now it takes 15~ swings from a Divine Avenger just to kill it. And now, couple this with the summoning obsession. What do you get?

http://img855.imageshack.us/img855/9489/spiral20110323202147.png

And yes, Vanaduke is dead in that picture. (Don't ask how I managed that, it was a long, unpleasant process.) And notice, all of them are STILL ALIVE.

They were harder than Vanaduke himself, so I just cut an run at that point. Sorry, Biz.

Wed, 03/23/2011 - 17:43
#10
kakelgis
Legacy Username
so hey guys, bump!

Last night we had an update, right?

It seems that update modified some things on Firestorm Citadel. The most important change was that they buffed ("fixed"?) the Slag Guards; Before, two sword swings could take them down. Now they're about as strong as an actual trojan, it seems! Good, right? They weren't posing much of a challenge before that. But no. This isn't good. Because Vanaduke never stops spawning them.

And to add to it, they don't die at Vanaduke's defeat anymore either!

We just did a run (with tons of latency and lag, to make it even worse), and the final result was this, on Vanaduke's final stage:
Mid-battle 1
Mid-battle 2
After Vanaduke dies, the Slag Guards remain alive
We had to run away since we were low at health - I went back to check if we left any loot behind, but this happened

So hey! Although the type defense boost update helped a lot to make him actually possible without tons of revives, Vanaduke himself was not made any easier, and was still too hard for the normal players. So what's the solution for that? Making him harder! Right, guys?

Off-topic: This was amusing.

Wed, 03/23/2011 - 22:17
#11
Cherub's picture
Cherub
Developer
Endless minions is a bug, not a buff.

A loose end of some of the monster re'figging resulted in the duke not being able to count his minions. Thus he always assumed they were all dead and would summon more. Happily, for his minions, this also meant they weren't being forced to go down with the ship.

The issue is being addressed.

Thu, 03/24/2011 - 01:03
#12
Sarcusa's picture
Sarcusa
This screenshot is relevant.

This screenshot is relevant. (A test of sorts seeing what would happen =V)
http://wiki.spiralknights.com/File:Javaw_2011-01-04_17-02-03-35.png

Thu, 03/24/2011 - 02:13
#13
Pupu
Legacy Username
Hm

I think what should be adressed is that certain weapons make duke really easy (divine avenger) compared to EVERYTHING ELSE.

Thu, 03/24/2011 - 03:08
#14
Magnus
Legacy Username
So, basically... All ranged

So, basically... All ranged weapons in the game?

Thu, 03/24/2011 - 07:14
#15
kakelgis
Legacy Username
The problem isn't that Divine

The problem isn't that Divine Avenger or whatever makes him really easy; It's that no other weapons are suitable for him.

Guns' damage is truly terrible, offering a DPS about 5x slower than a sword. (and in the best cases, 3x - Or against DA's charges... Yeah) Now imagine dealing with Slag Guards, all of Vanaduke's attacks, and in bullet stages maybe, all the bullets. All this with a weak gun.

Bombs aren't very viable either - While Vanaduke can be affected by several status effects, he's highly resistant and will quickly heal himself from them. And using bombs for DPS would be a ridiculous idea.

Swords and close range? Are you kidding me? If we decide to use swords at close range, we'd need to not only dodge his attacks with a bit more difficulty, but also have to keep dodging his fire balls all the time; It's not possible to concentrate on the fireballs, when they get hidden behind him half of the time, go too fast, and so many other things are going on-screen.

In general, considering Vanaduke's current difficulty, Divine Avenger and guns are pretty much the only viable options for killing him. Any other weapon is not effective enough.

Thu, 03/24/2011 - 09:39
#16
iandawson0
Legacy Username
So... why not use weapons

So... why not use weapons that are more effective in killing him? If something is hard for someone doing things a certain way, he or she should change the way he or she does things, not expect the thing to change for his or her benefit.

Thu, 03/24/2011 - 10:04
#17
Rotten
...

iandawson0:

I'm not saying you're wrong or anything, but it appears this boss is highly over-tuned.

This isn't a hardcore min/max game like older World of Warcraft was. Where you needed extremely specific group compositions, gear setups as well as specs in order to defeat a particular encounter. This game doesn't even have classes (per-se). It's just about going in and beating something up.

Sure, you can require that people be aware of their surroundings (projectile dodging, shielding, dealing with adds, etc, etc) and make a boss have a lot of powerful attacks that you need to know and be able to avoid. But making the boss basically only defeatable with one or two different weapons is an obvious oversight by the devs.

I'm pretty sure they merely intend that you have 5 star gear for him, not that you have a specific piece of 5 star gear. Of course I could be wrong and they think he's perfect, I dunno. The puzzle piece, that is this boss, seems entirely out of place.

But this is beta, so.. fine tuning is expected!

Thu, 03/24/2011 - 10:06
#18
Hoogie
Legacy Username
because everyone's builds

because everyone's builds will be exactly the same. a skolver set, 2 trinkets for sword charge redux, an omega shell, and a divine avenger.

Thu, 03/24/2011 - 11:55
#19
Kawaii_Desu
Legacy Username
Strangely enough, I have all

Strangely enough, I have all of those Hoogie, except my shield is still a stone tortoise. It's not quite an omega shell.

Skolver definitely not suitable for Vanaduke as it lacks any form of fire resistence, or even Elemental Defense.

Thu, 03/24/2011 - 15:29
#20
Pupu
Legacy Username
Nope

>So, basically... All ranged weapons in the game?
No, most ranged weapons deal terrible damage compared to DA's charge against Duke.

>Why not just use DA instead of complaining
The idea of a game with different gear is that all of them are viable to some extent or against different enemies. For example, there were quite a few different armor sets with normal+elemental+fire resist (they nerfed grey feather yesterday though). For weapons, DA is simply the best, the others don't even come close.

Thu, 03/24/2011 - 17:13
#21
Magnus
Legacy Username
Gran Faust is much better for

Gran Faust is much better for PvP, because no one's dumb enough to wear anything as horrible and completely useless as Angelic for shadow defense.

And all ranged weapons make Vanaduke easier. Hell, it's even easier with an Argent because you can actually block. It'll take longer, yeah, but guns are even easier than Divine Avenger.

Thu, 03/24/2011 - 17:55
#22
Pupu
Legacy Username
Ha

Argent deals waaay way less damage than an Argent charge, with a smaller area. And the charge attack takes quite some time to go off if you use it.

Go ahead and make a Duke run with no DA/Faust if you want, for a challenge or whatever, then compare with your other ones.

Fri, 03/25/2011 - 16:30
#23
Magnus
Legacy Username
Vanaduke is broken even

Vanaduke is broken even harder now.

He is now a gun-only boss. Do not use anything that isn't a Storm Driver or Argent Peacemaker in his body stages. Hail Driver may be viable. These are the only slightly usable weapons against him at this point. Swords of Light from the Divine Avenger no longer pass through him, as well as anything that is supposed to pass through him.

To top that off, with the now forced slower movement of shooting and moving, the camera has become an extreme issue. Because the camera is so close, it's completely and totally impossible to see if a fireball is going to fling into you when he's dashing from below the camera's view. While it was possible to walk out of the way fast enough while charging DA, shooting makes you walk that much slower and chances are, you're screwed by one of his fireballs.

And beware, using Stun on him will make him start using his secret weapon, the Invisible Mace. There is no warning that it's coming. And because he attacks twice as often now, it's guaranteed to hit you. And now that his mace does even more damage, prepare to lose half or more of your total life.

At least his spawning isn't as obsessive, but it's bound to happen now that he takes much much longer to kill, thanks to becoming gun-only.

Fri, 03/25/2011 - 17:53
#24
Kawaii_Desu
Legacy Username
Hold on. What do you mean,

Hold on.
What do you mean, DA's swords of light just explode on impact when hitting him, and only hit him ONCE?

Well I guess they heard your pleas when it came to DA being god tier.

Fri, 03/25/2011 - 18:01
#25
Magnus
Legacy Username
As well as every other attack

As well as every other attack made to pass through bodies, including his own.

And DA is still god tier. It's just no longer viable on Vanaduke. That changes NOTHING besides meaning there are less weapons to actually use on him.

Fri, 03/25/2011 - 18:44
#26
Pupu
Legacy Username
But

But I thought you were tired of Duke being too easy Magnus.

Anyways, the only part of Duke I find really hard is the last flying mask stage. Too many bullets, lots of turtling involved.
Also, yesterday when I fought him he wasn't casting his flames (but doing the animation and nothing came out). Anyone can confirm this?

Fri, 03/25/2011 - 18:50
#27
Magnus
Legacy Username
What? I was never bored of

What? I was never bored of him being too easy. He was at the perfect level of difficulty. Where he would destroy my ass in moments if I were careless, but could avoid dying entirely.

Now, that no longer applies because three quarters of the combat is now chance when you have to move around above him while shooting a gun and moving slowly instead of charging DA, and praying he doesn't dash and hit you with a fireball you couldn't at all see.

And, like I said. ALL attacks that are supposed to go through him don't anymore. Still including his own.

Sat, 03/26/2011 - 00:15
#28
Crazywave's picture
Crazywave
KO!

whats going on!! this is impossible to kill bullets are every ware! ok lets start saying this if you want a game to be success full you guys need to make thing a little bit more easy to get or kill, why waste time or real money to buy hundreds of Energy if you will never kill the bosses or enemies? its just to miserable or a wast of time to play the last board in this game.... i truly hope you fix this because im getting mad like many others player. Kapish!

Mon, 04/04/2011 - 23:57
#29
Magnus
Legacy Username
Being the strongest player in

Being the strongest player in the game, I've already gone down to fight Vanaduke (with Biznasty and two other people, Otra and Aeca) and kill him.

1: He now only has five stages. Sounds like that would be better, but no. As you remember from an earlier post, the inability to pierce him with DA bullets has made him a gun only boss. The length of the battle is still pretty long.

2: Large rotating bullets can now block gun bullets, but also can be hit and destroyed by water. Good, yes. No downside here.

3: There are two more waterball pedestals in the back. This is for...

4: His single fireball is now four lavaballs on stage 3. This further pushes the gun-only status. The lavaballs can be killed with waterballs, but respawn. This adds a lot to the guessing game of Vanaduke if you want to even try to melee him, and one lavaball can immediately spawn right on top of you and take away a good half of your health. Another ring of four fireballs, moving the opposite direction, appear in Stage 5. (Meleeing him would take mental retardation at this point.) On top of that, this has perpetuated the guessing game. If you're up on top of the room, and he's on bottom, pray he doesn't dash upwards towards you. Now it's a guarantee that you'll be hit by fireballs and have no way to see it coming.

5: His mace and chunks of ceiling spawn lava blocks at random ONLY on Stage 3. This is quite absurd, as path blocking is hard as one thing, but pathblocking that you can't at all SEE? It's almost impossible to see lava along the walls or directly inside waterball pedestals. Just a little edge poking out of a wall can totally and completely kill you. And along the bottom? You can't even run there anymore on Stage 3 in fear of lava being there. Lava doesn't go away until you water it. This needs to be removed, absolutely, unless you somehow make lava not spawn along walls or the bottom.

6: His fire attack is still broke ever since you turned off the ability to pierce him, since the fire actually needs to pierce himself to get out.

7: Slag Knights have a charging attack now. This is broken as all &$%*. It hits people standing behind them, it bounces players not close enough to be hit by it, and even in Vog Cub, it literally takes nearly half my health. Far, FAR too powerful for Vanaduke, especially when they can charge up from the bottom of the screen just like Vanaduke with his giant spread of fireballs and instant and guaranteed being hit status.

8: His mace does more damage again. It actually broke my Omega Shell. And on Stage 3, his mace can instantly spawn lava right where it pushes you, and practically be an instant kill. Even if you have full health and are blocking, you have a very possible chance of dying instantly. Even with the strongest shield in the game.

In other words, he's over powered again, the battle involves FAR TOO MUCH GUESSING, and the Slag Knights are overpowered. He needs lavablocks removed from Stage 3, there needs to be less lavaballs overall, Slag Knights need to be fixed, and their damage toned down, he needs to be able to be pierced now that lavaballs block bullets, and the camera has ABSOLUTELY got to get fixed so you can actually SEE him.

Because you NEED to see if he's about to charge your ass down with two rings of half total health damaging lava balls coming towards you.

Tue, 04/05/2011 - 02:20
#30
Aeca
Legacy Username
Agreed with Magnus, for the most part.

Agreed with Magnus, for the most part. (Though I'd get rid of the cursing, it's going to be censored anyways. :P)

One thing aside statistics I would really like to stress is the camera view. Whenever he got us with his mace or rush, it was because of the poor camera view.

Regardless, good job guys. That was a very physically unrewarding, yet spiritually rewarding feat. We need to do that again with the right equipment. (I need to get a gun.)

Wed, 04/06/2011 - 23:21
#31
Magnus
Legacy Username
So, knowing what he does now,

So, knowing what he does now, Biznasty and I took it to Vanaduke again.

1: On stage 5, his mask is still on, but then it magic poffs away.

2: Lava has to be fixed or go. It's appearing on edges and spawned right on top of me.

3: Being a GUN ONLY boss, he took a half hour in time. That's kind of annoying.

4: Everything else said.

Either lower his health, or chop off some fireballs or give a gigantic warning when new fireballs are about to spawn, maybe make it like it his summoning animation.

Wed, 04/06/2011 - 23:37
#32
kakelgis
Legacy Username
As Magnus has said, we've

As Magnus has said, we've defeated Vanaduke a second time ever since the game went live. The major problem currently, isn't even his difficulty - It's the pure fact that being only possible to fight him using guns, it takes way too long. A pretty good run took us half a hour - I doubt we can cut this time by more than five minutes or so.

His whole fireball and whatever thing needs to be toned down. At most two fireballs per ring instead of four, and a way longer respawn time, with some warning aswell.

Some random notes:
-Considering lava can spawn anywhere, it can be really annoying if it spawns inside walls, since you can't even notice it before you end up getting hit by it, but it can also be hilarious when spawned outside the fighting area, causing it to pretty much just float there.
-Trojans' weird-ass charge attack seems to be gone? The trojans on this one run did not use it at all.
-Trojans now drop hearts.
-I have a feeling that fire is way stronger than it used to be. I'm being affected for way longer, and taking pretty much twice as much damage. Currently, I don't have as much fire resist as I used to - However, I still had my Owlite shield and a fire resist medium variant in play - In the preview, this was enough to take every fire to 4 seconds/2 damage. I'm getting affected by around 9 seconds/3.5 damage by Vanaduke's fire.
-He also seems to be hitting harder. A single hit of his mace was enough to take over 16 health. Before, it wouldn't get past 12.

So yeah. Although not many players are up to the point of fighting Vanaduke yet, it's just disappointing to see him at this state, even after all those suggestions and all of our complaining. (our complaining actually did the opposite effect! he's longer, more unbalanced and generally harder than he used to be in the preview - Although his new attacks and elements add a nice variety, they were implemented wrong.)

Thu, 04/07/2011 - 08:56
#33
Aeca
Legacy Username
A note on the Slag Trojans charging:

A note on the Slag Trojans charging:
When we went on our first run, the fifth stage had two couples of Slag Trojans. The first couple used attacks similar to normal Trojans, the second couple did not use any of these, instead, they used that charge attack. I'm guessing you guys, on your second run, did not kill the first couple. In order to have the second couple spawned, you need to kill the first couple.

Remember on our first run, when I kept saying I thought the Slag Trojan summons might be finite? This is why. The second couple was different than the first. Perhaps a glitch, but nonetheless worth investigation.

Also, I forgot about the lava spawning on top of you and inside walls. Half the time I died that was why. My main concerns are now the camera angle and the badly-placed lava. I would also like to be able to use my sword. I could do this on his first stage, but trying on the third was hard, and the fifth was nearly impossible.

Thu, 04/07/2011 - 21:40
#34
Magnus
Legacy Username
It seems his fifth stage now

It seems his fifth stage now also spawns lava.

Lava galore. Lava in places you can't see, lava right on top of you. Lava in the cheapest ways possible.

Sure. Listen to me about how it's a relief from the broken lava, and then put the broken lava back in. Good going, devs.

Thu, 04/07/2011 - 23:49
#35
Otrapas
Legacy Username
Predicate

I feel the biggest problem with Van is that he's gun only. At the moment, the only plausible way to use swords is if you have someone full time on bubbles throwing them at the balls and lava on the ground, and even that's a major stretch. Besides, you're better off going with one less person than having one person constantly on bubbles in order to allow others to melee in the first place in this extremely difficult scenario. That rather defeats the purpose.

Here's a suggestion: How about instead of fireballs circling his grill, he sometimes activated a thorns-aura type deal where when you meleed him, he'd reflect damage back to you, like 15 bars. You could have the animation for when he pops it on be fast/subtle, and it would switch often. This way, it's possible to melee him, but you have to be intelligent with it, or you kill yourself swinging. You could keep the fireballs that circle around him from a distance, but not the ones right up close. The best part about this is it turn the fight instead of a gun-only boss -- to a gun AND sword boss. A sword-only boss would suck too. This way encourages to have both.

2nd biggest problem is the sometimes impossible to avoid lava. You simply can't see it in some areas; and when it spawns on top of you, that really, really sucks.

My suggestion: Fix it from spawning in tough to see spots and fix it from not spawning on top of you. Because this will naturally make the fight easier (even if it were dumb you take damage in the first place from random/impossible crap), you could balance it out by having the roof cave in more often, way more often if you have to. The fight might be tougher; but you'd die because you screwed up, not because you got killed by luck.

Edit: On second thought, another reasonable fix to the lava spawning on top of you would be if there were a one second delay from when it spawns to start dealing damage. You still take damage if you run into lava, but this completely removes getting luck-burned.

Fri, 04/08/2011 - 00:09
#36
Magnus
Legacy Username
Scratch what I said earlier.

Scratch what I said earlier. The lava stops on the third stage when you kill the two trojans and he spawns two Slag Knights instead.

This is more manageable.

Fri, 04/08/2011 - 01:00
#37
Talbain
Legacy Username
I just want to step in and

I just want to step in and say that this guy is always on the deepest depth and he's far and away the biggest, most badass creature in the game at the moment.

Doesn't it occur to you that he doesn't need to fair or balanced or a quick kill or any of the other things he might have been during earlier development?

This guy is intended to be horrible and intimidating. You take him on at the heart of his power, as close to the core as you can get. That you kill him at all should be immensely gratifying and due only to a combination of personal ability, squad cohesion and wild chance - let alone in thirty minutes.

Maybe you guys should just roll with the punches.

Fri, 04/08/2011 - 01:14
#38
Magnus
Legacy Username
You honestly have no idea

You honestly have no idea what you're talking about.

He's always been intimidating. He can destroy an Omega Shell with a direct melee hit. But purposely making the boss fight get dragged out for half an hour, almost an hour for most people? That's just a poor gameplay element. The only kind of boss that can be excused for an absurdly long time needs to be something epic and has a lot of changes in it (see: shadow of the colossus). Vanaduke is "run around in a circle for a half hour, around lava and hope none spawns directly inside of you." A good ten minutes of that time isn't even attacking. It's trying to clean up the lava.

In short: it's silly and unfun compared to before. Even when he had regular fireballs and lost his fire wave attack, it was more interesting than.. this.

Fri, 04/08/2011 - 01:21
#39
Otrapas
Legacy Username
Personally, I have no problem

Personally, I have no problem with him being an extremely difficult boss. I'd rather him be harder in exchange for being able to use a sword effectively and couldn't die from random chance. Dying due to an impossible-to-avoid lava drop is stupid; it's a grotesque way to implement difficulty. I doubt anyone would approve of dice rolls continually going off to the side of the screen: where when you get snake eyes, your character die. That's essentially what happens sometimes with the lava. The No-Swords thing could be intended, but it sure makes the fight less fun.

Fri, 04/08/2011 - 14:54
#40
Talbain
Legacy Username
Of course you're not enjoying

Of course you're not enjoying it as much as totally destroying him in under ten minutes with two people and no deaths. Why on earth would you?

On the other hand, you're working on making the hands-down strongest weapon in the game - a weapon which is really overkill in the first place, considering that the weapons you use to fight Vanaduke in the first place are more than capable of handling anything else Spiral Knights can throw at you. You're not bumping in to him on accident; you're choosing his gate and fighting the most difficult enemy in the game over and over to get something you want. And you think it should be easier.

Whatever you say about it, I'm glad he's difficult. Especially since you repeatedly advertise yourself as the strongest player in the game, I'd say Vanaduke is fine tuned to perfection. Obviously, at no point does he cease being a serious challenge for players.

Fri, 04/08/2011 - 02:02
#41
Otrapas
Legacy Username
Dude, it's not about

Dude, it's not about difficulty or his being too hard. The fight being even harder would be fine if it also removed the parts that are clearly stupid. Whatever, this is a great time for the devs to find a sweet spot; they could use the feedback.

Fri, 04/08/2011 - 07:41
#42
Magnus
Legacy Username
I don't think it should be

I don't think it should be easier, I think it shouldn't involve chance as well as cheap gameplay mechanics that cause total random instant death or drag out the fight for a long time for no raisin.

See, this is why I said you didn't know what you were talking about.

And no, Argent isn't the strongest weapon in the game. And I already have it.

Fri, 04/08/2011 - 08:03
#43
Hobocannibal
Legacy Username
Indeed, combat should be

Indeed, combat should be based on skill rather than luck, fireballs that spawn need to give prior warning that this is happening, at the very least have them flash for 3 seconds or so when they appear, during which time they can't cause damage.
The only other instance (i can think of) of an attack that hits based on bad luck is those butterfly things that can cause a status effect from their random gases even whilst defending and backing off.

Fri, 04/08/2011 - 12:06
#44
ajericho
Legacy Username
Talbain, unless you've

Talbain, unless you've battled Vanaduke, there's a strong chance you don't know what you're talking about.

Also, please refrain from using the word "raping" because that's rather an unfortunate term and not really applicable here.

Fri, 04/08/2011 - 12:25
#45
Aeca
Legacy Username
All those whom have fought Vanaduke?

All those whom have fought Vanaduke through all his rounds, whether they eventually beat him or not, may speak opinions on him. I think that's fair enough to ask for? Even as best we try to describe how ridiculous some aspects may be, only those who have actually seen it all can make accurate judgments about the fight. (A cat doesn't teach a dog how to bark.) As far as I know, the only ones who have fought him have been, first off, Magnus and Biznasty (kakelgis), as well as Otrapas and myself. Perhaps the Devs are waiting for more players to get this far, so they get more opinions and can make a generalization out of all of them.

As for my opinion, overalll... I'm usually a patient person, but I believe I speak for the other three when I say this: It's not that Vanaduke is too hard, it's the he is too "unrefined". The new features the Devs added to him are great and exciting, but they have little issues that need touching up. For example, the fire balls that basically disallow melee (swords), the lava blocks that spawn right on top of you, as well as the ones that can spawn in the corners - and trap you there. Anyone who says this does not need adjustment, clearly needs to be adjusted them self. These are only a few things, and that's not to mention the camera view. The arena you fight Vanaduke is too large for the given camera view, and you can never tell when things from "below" the screen are charging at you.

Sat, 04/09/2011 - 03:57
#46
Talbain
Legacy Username
I HAVE fought Vanaduke, and

I HAVE fought Vanaduke, and even though I have not been through each round, I have carefully read and considered the very thorough descriptions provided in this thread. Are you trying to say that your explanations are useless? I understand the mechanics of the game as well as basic english. I beat him many times during development and I've fought him since, though I was defeated. I have as much right to post in this thread as any of you.

No matter. It seems that my esteemed opponents are more interested in attempting to discredit me than in accepting any dissent. I think I've illustrated my position pretty well.

ajericho, that seems a bit over-sensitive given the widespread online usage and your obvious ability to make a distinction. However, in the interest of being amicable, the post has been edited.

Fri, 04/08/2011 - 23:21
#47
kakelgis
Legacy Username
Ignoring Talbain's silliness...

Ran him again, this time doing a mostly flawless run. Until stage 5.

Notes:
-First wave of trojans attacks normally. If you kill those, all next spawns will be using the charging attack, no matter what.
-Lava blocks' spawn rate from his mace attack decreases over overall battle time, and stage time. This can be quite a penalty on "speedy" players, considering lava will be EVERYWHERE on stage 5 and it'll be impossible to manage. I couldn't get an actual screenshot of the whole area (there was waaay more lava - Simply consider the amount of blocks in the screenshot. In total, there was at least 3x more than that), but here's a small example: http://i.imgur.com/Izfeb.png After about twelve minutes, he completely stopped spawning lava.
-Trojans no longer drop any hearts at all. (Except for maybe the first wave)
-Lava blocks can spawn atop the water pedestals. This is depressing and hilarious at the same time: [1] [2]

I also took note of how long each stage took us. In the end, those were the times:

(Normal walking) Stage 1: 3 minutes
(Normal bullet) Stage 2: 1 minute
(Walking, lava stars spawning, four fireballs) Stage 3: 5 minutes
(Slightly harder bullet) Stage 4: 2 minutes
(Walking, lava, trojans, eight fireballs) Stage 5: 16 minutes

So as you see, stage 5 took us way longer than the other stages. This is most likely because on this run we decided to kill the trojans, as to test if their death actually affected spawn of lava - Thus the extremely broken "Slag Knights" spawned. Most of the hits that I took on that stage were from those trojans. And the lava pretty much freaking everywhere got on the way a lot aswell, not to say the fireballs blocking my bullets.

Now, one thing to note is our death count. We died zero times, until stage five. We ended up making quite a mess on stage five, which ended up bringing us down to several deaths and a total of four energy revives. Considering we barely even got hit on the other stages, this is quite a problem.

So yeah. After some practice, it gets easier/faster, however, the whole battle duration/lava relation thing gets on the way for the faster players, and stage 5's difficulty (...it's more random luck than challenge, because of the lava blocks and charging trojans), not to say how he's pretty much immune to swords, it ends up being just too ridiculously unbalanced for the average player (usually, even to above-average), and with guns it's simply a tedious crawl rather than an actual challenge.

Still waiting on the devs' word on this. It's been several weeks, and if anything, Vanaduke simply gets harder every time.

Sat, 04/09/2011 - 01:42
#48
Magnus
Legacy Username
In other words, stage 5's

In other words, stage 5's lava and trojans are pretty broken. Especially when you can get blindsided by any of three things charging at you from off screen with huge range.

Also, Biz, it's becoming apparent that the devs don't WANT input on Vanaduke, since they're not acknowledging any form of feedback on the boss at all. They just want to see our videos and make it harder if we make it look too easy (until they just break him).

Sat, 04/09/2011 - 21:28
#49
Magnus
Legacy Username
Well, we just completed our

Well, we just completed our first no death run. It took some T2 pills, and magic lava spawning inside of us several times, but we managed.

Fix the lava and slag knights, please, but leave the trojans. <3

Tue, 05/10/2011 - 20:58
#50
novareid
Legacy Username
I just wiped on Stage 5 with

I just wiped on Stage 5 with a full guild group. I have attempted Vanaduke several times, and this morning I was even able to reach Stage 5 solo without any deaths. Between the entire group, we spent around 2000 CE, but it was all for nothing.

This is extremely frustrating. I understand that a boss should be difficult; in fact, I endorse extremely challenging bosses. But there's a point where a challenge becomes a stupid endeavor, one that drains CE out of players that aren't great at combat. For the other three guildies, it was their first Vanaduke run, and they did fine up until Stage 5; it was there where we spent all the CE that we spent.

The lava wasn't a big problem for us since we consistently got rid of them, but they still spawned in annoying places and caught some of us unawares.

We were also able to kill the first two Slag Guards, and surprisingly they dropped a fair amount of hearts... but severely difficult to keep killing them for health with Vanaduke running around and with the falling debris.

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