It's just artificial difficulty, there's no way to overcome it or adjust to it. They are literally attacks that can't be expected without learning spawn times, and even then they aren't able to be reacted to. That's the terrible kind of difficulty.
The game is too easy now (Support this thread if you agree)
> Fiends are still a total KNIGHTMARE.
FOR THE LOVE OF ALL THAT IS HOLY DO NOT NERF THE FIENDS. I worry that it will be overnerfed and then I will cry and still hang out on the forums and make everyone else angry. do not do pls
I want that artificial difficulty back. And it's awesome difficulty!
Having played some more I still think they made too much of a fix. As I stated above, I'm fine with the cheap stuff being removed. But some things just took it a little two far. I'd like to see all of the speed/time corrections to be increased/reduced to somewhere between what they were before and what they are now.
Over 100 posts and the devs still deem this unworthy of their attention it seems :/
I think the difficulty fixes in the previous patch were excellent fixes- it was really getting rid of things that felt "cheap" and not "difficult".
I think there does need to be a bit more challenge though, maybe vary the levels a bit so we see mroe often enemies of opposing elements (Like gremlins and constructs together more often, and devils/jellies). New enemy types might help too.
Or increase the profitability to T3 to make it worth doing over T2- this I think would go a long way for making the game more interesting.
SUPPORT! But keep the Retrode's lazar charge decrease. I hate it when I appear in an arena and die instantly when I step on the party button due to the retrodes already 99% done with their lazar animation.
When it comes to PvE in games, it's hard to say that anything is "cheap" or "fake difficulty." My personal definition of fake difficulty is something that cannot be realistically avoided if you don't know that it's coming. I don't think anything in Spiral Knights fit that bill before or after the patch. FSC is much easier if you know what's coming, sure, but it's by no means impossible if you don't.
I fully agree that enemies should not spawn mid-attack. But target tracking? How can that be considered fake difficulty? It's just an attack that's harder to dodge.
I like the attacking not right after spawn bit, since people with lag get blindsided, and I like the warning for retrode beams as well. Maybe I just suck, but sometimes in parties, I get hit with retrode beams when the warning signal came right as I was making an attack when the retrode is out of sight for me. The warning is a bit too long, but I like that they added this element. As for gremlin dodge, it was more annoying than hard before. Non-healers only start dodging when they're about to die, and having to chase them down to just deal one smack is annoying. Chasing down healers is super annoying, too. I like the non-teleporting of wolvers during attack, because that was a glitch more than anything else.
Slow zombies, non-tracking attacks though? Those are taking it too far. FSC is indeed a joke now, and it wasn't even that hard before once you know the layout.
Over 100 posts and the devs still deem this unworthy of their attention it seems :/
Maybe OOO went Orwellian.
Hump-bump.
Dear developers, if what we ask in this thread proves impossible, perhaps my modest proposal shall make things easier.
While the nerfs make some places more tolerable and what for me, I kind of feel the complete lack of these enemies to turn while attacking makes them about as deadly as a T1 lumber. Perhaps if they could still turn as they attacked, but not nearly as fast as a knight could circle around them.
The spawn delay is wonderful, and the rest of the changes are great for t1 and t2... but they suck a lot of the tension out of t3. I went on a solo FSC run today and never once was in danger of being hit by a zombie. It's so easy to weave through their ranks to grab totems and whatnot that I don't have to think twice about whether I can make the distance or not; I just do it. And that's just moving around! Add in a heavy sword or Valiance, and you can sit in once place all day and never get scratched (which I did in several rooms)!
I get what these nerfs were trying to fix (unexpected attacks landing when you thought you were out of range), but that kind of crazy "don't let it near you" mystique is what separated t3 from t2 when I was first making the transition. The fights were more intense and my reactions were quicker because they had to be, or I would be lying on the ground with my heat scattered around me in no time. It felt like an accomplishment. The poster above me pretty much sums up the way it feels now for me: like fighting a bunch of t1 lumbers. I'd be comfortable with this in more relaxed t2, but I go to t3 to feel awesome, and this just isn't doing it for me.
On a personal note, as a gunner, I actually find gremlins a tiny (very tiny) bit harder after the patch, since they don't "herd" as easily under constant fire. I (and many other gunners I know) used this tactic to push menders out of the middle of arenas and dispatch them without their cloud of buddies, or keep a swathe of thwackers at bay in a Deconstruction Zone. Funny how such things work sometimes...
I was under the impression that tier 3 alphas already locked position once they started attacking - which made tier 2 alphas scarier. At least I remember having a conversation about it a few months ago.
You shouldn't be saying they need to nerf content when you have only been to shadow lairs twice and you aren't even familiar with the strength of the mobs there.
UFSC is very annoying to do without strategies that BORDERLINE exploit poorly coded mob AI.
I'm still working on my first shadow lair solo without deaths. I can do UGW with 1-2 deaths now solo. But still, ufsc would be near impossible unless you found some really great AI abuse tricks for a solo run.
What they need to do it make content that is VERY hard but costs the same as tier 3 to play yet make the rewards great.
That would cause people to spend CE on revives to get through it (being so hard) and wouldn't deter people from doing it (shadow keys)
Adding separate content for more experienced players....Tier 4?
The Pro-Nerf people are saying they're happy the monsters are less cheap now and they don't mind the monsters being more difficult if they're not cheap. The Anti-Nerf people say they don't care if the monsters are cheap, they just want it more challenging. But then when it's suggested to use crappier gear or or other self-imposed rules for more challenge, the anti-nerf people don't seem to like that idea. Okay, I can kind of understand that....they want more challenge but don't want to limit themselves or the gear they use.
Okay how about this alternative then, play with sucky noobs. (I'm not saying all noobs suck, just the sucky ones). Just join some random teams and play with a team full of really bad players. There's nothing more challenging than real bad inexperience players constantly sucking your health down and screwing things up. I once got invited to a Jelly King run and I accidently showed up in my FSC gear and the jerk who invited me left and I was stuck with two really bad noobs. I didn't feel like abandoning them, so I stuck with it. I actually had to revive once to get to the Royal Jelly, and revived again at the Royal Jelly and still lost. Man was it challenging.
So if you think the nerf made the game too easy, then go play with bad noobs. If you think you're carrying them, then don't leave them dead on the ground while you solo everything.....constantly pick them up if you can, let them grab all the pills first. Not only are you helping them out, but you should get the challenge you want.
you forgot the middle of the road people. Those who like the fixes for the cheap stuff, but think monsters standing around waiting to be killed is pointless.
Today I was playing Arena and completely wiped out a wave before they even moved. Granted the wave was 4 scuttlebots, but still they should at least attempt to run for their lives :-D
Hehe.. if only you knew what is coming out soon-ish..
Hint: Starts with a C, which is after a word starting with T.
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In my opinion, those cheap hits made FSC and other situations challenging. :)