Danger missions: The verdict

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Kive's picture
Kive

Three rings has released the brand new danger room mission yesterday (Thursday), was it worth the wait? In many ways I have to say yes it was.

The danger room missions are the first fresh content release that is aimed at the professional players of Spiral Knights. Too often have we complained and moaned when Three rings released various nerfs. The Unanimous answer from the pros was "stop making the game easier, I liked how it was challenging". This patch made things finally make sense to me. Three rings didnt nerf the enemies to make the game easier, they nerfed them to be fair, these danger rooms are packed with enemies and it wouldnt be possible to survive if some of these nerfs hadnt happened (if zombies were like they used to be then we wouldve got jumped on by them, rendering us vurnerable to the onslaught of enemies).

I was blown away by these new missions, and found them to be greatly challenging. I felt that they were superbly balanced, even though theyre were dozens of enemies trying to kill you simultaneously, I was always given the appropriate stuff (such as stun vials and health pills). I felt these missions strongly encouraged cooperation, which made it feel like a team victory instead of a pro dragging rookies through FSC. I had to rely on my friends and they had to rely on me if we wanted to win the mission.

The missions are very well made, I often had to stand theyre awhile to take in the amazing scenery and set pieces. I also loved how the view was much more dynamic on this mission, it would zoom in and out so that I could get a better view of the area, there was even a cutscene that quickly showed you where you had to go next. The new enemies were very creative (exploding skeletons! almerian knights who had an attack similar to the flourish, and Slag guards who had an undead revival radius). I felt that the new enemies promoted team work, strategy, and risk taking to deafeat. '

I belive OOO deliverd on the promise of "greater risk leading to greater rewards". These missions gave me 3400cr (average of 3000-4000) for 20 mist (thats 15,000cr if you did it 5 times). This mission also gave you a high level of prestige 180 (more than the current prestige missions). I loved how these mission were crafted to give you a sense of accomplishment such as the vault at the end of the levels ( I enjoyed looting every single box!).

Overall I think the danger room mission was extremly well put together and a joy to play through.

My Verdict: MAKE MORE OOO!!!!!!!

now that you heard my verdict of the mission sound off on what you thought about, did you love it, do you think OOO should make more. I am very interested on what the community thought about them.

Aquajag's picture
Aquajag
Crazy hard! My party wiped

Crazy hard! My party wiped out a few times. Fortunately we had plenty of mist to keep going. The rewards payout is nice, and if I can get to where I don't die and can run it on 20, or maybe even 30, mist, it's well worth it. Much better than most prestige. And the challenge, well, could be fun. Though right now I find the hordes of Bombies and their bullets more stupid than anything else. And the Spear charge spammers are irritating too. If we ran through the game fighting like that, we'd be dead!! But, it does pose a good challenge.

Can you get the prestige more than once a day? Or does that reward only pay out once?

Bopp's picture
Bopp
please

I'm not usually a stickler for terminology, but would you please use the phrase "danger mission", instead of the phrase "danger room mission"? If the latter were to get entrenched somehow, we'd have to suffer all manner of tedious questions from newbies confusing danger missions with danger rooms. Indeed, please change the title of this thread. Thank you.

Sgtbrown's picture
Sgtbrown
Those new spear zombies are

Those new spear zombies are surprisingly instant in their charge attack (if you compare it to, say, mecha knights), and some lumbers' locations can be quite annoying (aka close corridors), and especially when there are silkwings to back them up in such situations.

Now if this was a regular mission I would be very annoyed with the difficulty spikes here and there, but since this is a danger mission I'll let this one slide.

Autofire's picture
Autofire
One word sums my feelings up:

AWSOME

Please make more. This is quite fun. Mayhaps a gremlin one featuring the OCH exclusives. And then maybe one that would very rarely (once every one or two months?) show up with a glimpse of the void?

Kive's picture
Kive
@aqua

you can only get it once a day, but you can join youre friends or guildmates if you want to do it agian.

@bopp Changed since you asked nicely :P

Bopp's picture
Bopp
thanks

Thanks, Kive. :)

Fradow's picture
Fradow
There are a few points I

There are a few points I can't agree with, as well as factual errors, especially in the first paragraph. I am under the impression that either you were not there before the zombies nerf, or don't remember it very well.

"they nerfed them to be fair" that's an opinion I can't agree with. You could already dodge or block everything before. It was just harder because the timing was shorter and the tracking made it more complicated (just circling around an attacking mob would get you hit, you had to get away).

"(if zombies were like they used to be then we wouldve got jumped on by them, rendering us vurnerable to the onslaught of enemies)" Actually, there were 2 different patchs on zombies, which were separated by at least a few weeks.

Before those patchs, zombies had tracking attacks and would root you in place if they jumped on you. The later was the least of the worries, since it was very easy to avoid (way easier than current jump attack), the tracking attacks were the real deal.

Then OOO removed tracking attacks on several mobs, including wolvers and zombies, which made them SIGNIFICANTLY easier. Zombies became almost harmless at this point.

Then they figure they sould at least up Zombies (Wolvers are still harmless :/) and buffed the jump attack to it's current state : if you are in the way, you get damaged. Those zombies are still easier than before the 2 patchs, no matter how you look at it. It boils down to "just don't stay in front".

My opinion is that the danger mission would still be doable if we had the old zombies. It would provide a great challenge even for experienced players. As it is, it's good, but way easier than SL : I expected to do much more CE rev than I did in my first run, and I don't expect to have any for the next runs. Mainly, the first one was about learning the rooms and the timing of the new zombie knight (now I know I shouldn't use DA full combo for example, unless I get more ASI).

Last but not least, the reward : if you factor the prestige points, hell yeah it's profitable. But if you don't, because prestige points don't actually give you anything useful, it's less rewarding than FSC, while being more difficult and limited to one run per day. I won't complain, because I would do it even if it didn't reward any crown, just for the challenge, but if you are looking for profitable, stick with FSC.

Also, I agree with your verdict, I want more too :)

P.S. : let's also ask for the return of danger missions, including the very old ones.

Kive's picture
Kive
@fradow

I understand what you were saying. I was refering to the second zombie patch ( deleted the ability for zombies to grab onto you, and replaced it with the jump attack it is today), not the first patch that removed tracking and made zombies significantly easier. If the zombie grab wasnt changed then you would get beaten by all the other bullets, and enemies attacks why you stand there with it munching on youre head. I feel like that would be a bit unfair because its bassicaly one grab and then youre dead. I will respect youre opinion of them keeping the head grab though.

Warriorrogue's picture
Warriorrogue

I'd just like to say,zombies can still latch on. Usually, they just hit,but if your shield breaks perfectly on the second hit on the jump attack, there is a chance they will latch on. They did this to me, in the danger mission, and I became a pincushion for all the spears.

Just saying

Kive's picture
Kive
@warriorrogue

good eye.

Three rings originally took out the zombie jump via patch, but even Nick reported that occasionally the zombies will latch onto youre head, this is a bug.

Extred's picture
Extred
When I checked the gate map

When I checked the gate map for the 1st time, there is 3 levels and I thought "There maybe a boss at the end". A lil disappointing I did not get a boss fight XD but still its my 1st time in Spiral Knights that I smash open soooo many boxes.

I agree with Kive, do more stuff like these. It will be much better if the second map is randomized, just for the fun of it.