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Are gremlins overpowered?

44 replies [Last post]
Fri, 11/26/2010 - 14:36
Kaybol
Legacy Username

I've been through the dungeons below the gates tons of times over the last few weeks now, solo and in parties. And I must say... there's no other monster that makes me decide not to use that revive and better head on straight back to town.

Gremlins do it every time. First level below Emberlight, it takes them only two punches to knock my four star Heavy Plate shield to bits. They do charged attacks out of nowhere, their hammer's range is longer than my Vile Striker, when out of range they even throw the damn thing. And if that weren't enough, they have flame throwing buddies, bombers and healers. Sometimes more than one.

All this would be fine, within proportions. First level below Emberlight I'm not delighted to get hammered by a pack of four gremlins + healer. There's just no way I can survive them, except sometimes by throwing all my potions at them. And lets not even talk about the instances where there's more than one healer. Hasta la vista baby!

Compared to any other monster, their numbers just seem off to me. I can easily beat most other monsters. Spookats and wolvers take a little getting used to at most. But gremlins are just insane.

Does anybody else think they're overpowered?

Fri, 11/26/2010 - 15:02
#1
Saphykun's picture
Saphykun
Considering the importance of

Considering the importance of Gremlins in SK, I'm not surprised that their stats are considerably better than other monsters that we have encountered.

Gremlins move too fast, they deal plenty of damage, and their defense is decent at best. All this is fine below Emberlight. But I do find that it's very difficult to find an opening to attack when you're attacked by a group of ordinary Gremlins. I know there is a strategy to beating the Gremlins - but again, if you're barricaded by a group of attacking Gremlins, it's very difficult to counterattack.

I'm not quite sure how we can improve on the Gremlins - I rather like their overagressiveness and over-the-top stats. :/ Maybe we can lower the number of Gremlins that attack you, or replace a couple of Gremlins with Wolvers? So instead of a group of four Gremlins, we have two Gremlins and two Wolvers against you. Just a thought. ._.

Fri, 11/26/2010 - 15:18
#2
Wuvvums's picture
Wuvvums
I've actually soloed a few

I've actually soloed a few gremlins and if you strategize it right you can pull it off, but it helps to have a khorovod.

I do feel like the problem is not their strategy, but their frequency. Perhaps their numbers should depend on the party size, if that's doable?

Fri, 11/26/2010 - 15:25
#3
Talbain
Legacy Username
I think they're the toughest

I think they're the toughest mothers around, but that doesn't necessarily make them overpowered. In a full group of people with above-average (but not top-tier) equipment, they're not that tough - especially if the players are all gremlin-fighting veterans. One or two people with excellent equipment can handle them with relative ease.

Fri, 11/26/2010 - 15:26
#4
kojiden
Legacy Username
Khorovod makes the game in

Khorovod makes the game in general easier because it's second hit interrupts enemies attacks (makes the giant trees with the big hatchet arm super easy). And I agree that when fighting just 2 or 3 gremlins it's manageable. The problem though is when it gets any more than 3. When it gets more than 3 it just becomes beyond irritating and I usually end up dying and just going back to town like OP said. I think what they should do is either 1) Make it so shield gremlins aren't invulnerable from the back and instead take like 25% of the normal damage (so 100 damage would instead do 25); or 2) Sprinkle some of the plain vanilla gremlins in that don't have a shield or flamethrower or bomb or healing. Gremlin mobs are the hardest mob in the game. Well, that or gun puppy mobs. But at least gun puppies don't chase after you.

Fri, 11/26/2010 - 16:40
#5
Kaybol
Legacy Username
The vibe I get so far is

The vibe I get so far is "they're not a problem if you have the best gear, or you're in a big party". Silly thing is I have the sword and shield for the level right below Emberlight. It doesn't help me against a big group of them. And they should be somewhat doable if you're not in a big party (I do most of my dungeon crawling in pairs). Most other monsters are easy compared to them. I can do the giant trees with a Vile Striker just fine. Wolvers are ok once you get the hang of rapidly switching between sword/shield. Don't need a khorovod for all of these. If I can catch gremlins in the Vile Striker's charged strike they really get slapped around. But after that they just come back with a vengeance.

My shield breaks after a couple of hits, why doesn't theirs? They're not even wielding it. And their shield even works while they're laying flat on the ground. >>

I do like challenging monsters. These are just disproportionally challenging.

Fri, 11/26/2010 - 17:02
#6
Pauling's picture
Pauling
Beatable, but not fun

To some extent, I think that gremlins are a victim of too much balancing happening at once. They were always the "challenge monster"- but with the new changes to difficulty scaling, they get the following bonuses as you form larger parties to venture deeper:
- More HP
- Better defense
- Stronger attacks
- More healing abilities (shield gremlins below emberlight heal 450-488+ per pill)

Thus, the "almost impossible to defeat alone" monster remains a frustrating lethal force when fought in groups. Even more so, since groups have less HP and healing per person, while the gremlins are still able to kill a player in 2-3 hits. You need all those people alive and shooting to make the fight bearable, but at least some of your party will probably be dead at any given moment. So now, your one survivor has to fight an enemy that's several times stronger than normal, without enough HP to spare on reviving anyone, because a single hit is the difference between life and death.

As a result, my decently-equipped party 3 levels out of emberlight today needed on the order of a dozen massed shots from each of us to take out a single shield gremlin, using 2-3* guns of the damage type gremlins are weakest against.

And then, at the brink of death, it hid in an unreachable thorny corner until it healed for 488 HP. And came back.

And then, the other eight showed up. And we cried.

Mind you, this little nightmare was after we killed the healer. I'm all for challenging monsters, but gremlins are too much about patience and methodical technique. Having to zap repeatedly 12-24 times in a row- for each of half a dozen gremlins in the horde- is not fun. Especially when they start hunkering down in the corners, past thorns, completely and totally invincible through their massive shields. One thing that could help balance them is to make those shields breakable just as our are: I have a hypothesis that the Knights' shields are stolen technology from the gremlins, so it makes sense that their force fields can also be broken eventually.

PS- Don't get me wrong: we won, which is good. But I absolutely did not enjoy the tedious slog-a-thon that was required to do so. At very least, I'd like to see their more immutable advantages nerfed a bit more. Fights should be challenging, but not in a way that sucks the fun out.

PPS- Like I said- this has only really been a problem since the recent balancing. Overall, I love the design, variety, and potential backstory implied by the gremlins. The recent changes to the "energy dome" spell cast by healers have made that much more fun to fight, so I find comfort in the knowledge that they're a work in progress, with more changes yet to come.

Fri, 11/26/2010 - 17:14
#7
King-Tinkinzar's picture
King-Tinkinzar
They are weaker against

They are weaker against elemental damage, so what I do is I hide behind a wall and shoot them till they die... But if there is no wall, I attack them in circles

Fri, 11/26/2010 - 17:15
#8
kojiden
Legacy Username
@Kaybol I like your idea of

@Kaybol

I like your idea of being able to break their back shield if you hit it enough.

Fri, 11/26/2010 - 18:20
#9
Chronus
They are overpowered.

The instant I saw this title I said mentally replied "Yes" and immediately make that reply physical without reading anything else in the thread. They are overpowered. If they were slower, it would be a different story. But just because something is overpowered doesn't make it an "error" or anything, either.

By the way, the stronger ones are alright I guess, but they are very, very hard to solo in groups of 3~4 in a condensed area unless you have good equips and skills, or just serious skills. As for the weaker ones in weaker area, they seem to over-powered relative to the monsters around them.

Fri, 11/26/2010 - 19:24
#10
Kharnor
Legacy Username
I'd just like to see rewards

I'd just like to see rewards commensurate with their difficulty.

And yes, please add some of the non-shielded gremlins into mobs. In fact do that with every monster type, variety is good.

Fri, 11/26/2010 - 20:09
#11
Pupu
Legacy Username
Yeah

Yeah, gremlins are quite hard. Maybe they are back to their old AI?
I have found soloing against 1 or 2 manageable. Can also kill more if there's room and other people fighting, but they do hit hard.
Arenas must be impossible now.

Fri, 11/26/2010 - 20:27
#12
Kharnor
Legacy Username
Arenas are indeed impossible,

Arenas are indeed impossible, but only because the gate out of the second room doesn't open :P

Fri, 11/26/2010 - 20:55
#13
kojiden
Legacy Username
The 3rd match in Arenas under

The 3rd match in Arenas under Emberlight were already impossible before.. lol.

Fri, 11/26/2010 - 21:15
#14
Chronus
Given a big enough area, I think it's possible...

Given a big enough area, I think it's possible to solo even 4 or 5 of the Strongest Thwackers. With a mage is a lot tougher because you need to take him down first. With 2 mages, like in the 2nd Arena, is almost impossible. By the way I'm talking totally solo here.

Sat, 11/27/2010 - 07:33
#15
Kaybol
Legacy Username
Jade Tangle, 4th floor below

Jade Tangle, 4th floor below Emberlight. Had to fight three waves of shield gremlins while walking between thorn bushes (last party button before the elevator). Second wave had a healer. Third wave had a bomber. What the heck are you supposed to do with that?! It really pisses me off.

Sat, 11/27/2010 - 07:54
#16
Evolution
Legacy Username
Yea they're really, really

Yea they're really, really annoying. What I mostly hate is that the normal and shield gremlins have a knock-back aswell on their weapon. It makes the fight a lot harder I believe. And it can make reaching those healers so nearly impossible.. you go near them - try to hit the healer - get smacked backwards and get major damage.

Different weapons on them would be a good nerf I believe.

Sat, 11/27/2010 - 08:40
#17
Jace
Legacy Username
I do it either the long but

I do it either the long but safe way, shooting them to death, or the fast but risky way, using khorovod.
but, when a healer is present, I don't think a gun can even kill a single gremlin.

Sat, 11/27/2010 - 11:11
#18
Chronus
All I do is constantly run around the mob in circles...

If there's a Gremlin Darkfang Mage I can usually kill it pretty quick actually, given a decent gun (currently using Firotech Alchemer MKII). All I do is constantly run around the mob in circles, getting close enough to the Gremlin Darkfang Thwackers so that they charge up, and when they release I'm already long gone and am able to have a clear shot at the Mage. This usually only takes half a minute, and once the Mage is done it's usually another 30 seconds per Thwacker with the same gun, unless I'm one-on-one then my Vile Striker comes in handy. The only real trouble is when there's 2 Mages... not fun. When I was soloing the Arena I was caught in the second stage because of 2 of these Mages. It took a very long time, but eventually I was able to have them somewhat broken up and started them on fire, luckily, and one died. I then went on to stage 4 with a friend (I think it was Rage?) and it was pretty brutal, even without double Mages, but we managed to beat it. This is pre-balance patch though... I think.

Sat, 11/27/2010 - 13:15
#19
Scribbles
Legacy Username
Absolutely.

Gremlins are difficult and SUPER overpowered. But according to the new update, its meant to be. The difficulty below Emberlight (alot of you were talking about it) Is enough to some times even stump my 4* EVERYTHING armor and weapons.

I've got
Sinister Skelly:
Shield
Armor
Mask

Vile Striker
Khorovod
and a Firotech MK III

This is a little bit much to solo, but the best chance of survival is to pull out your gun (I'd suggest people who don't have a 3*-4* guns to GET THEM its worth it) and fire one shot at a time, keeping your speed at max. If you fire both your shots out of your (blah)tech MK(anything) It takes a few seconds to reload, making you a much easier target. When they swing, they swing twice, stay IN RANGE of their melee attack, but not close enough to get hit by a spiral swing. When they start to attack, move to the side of their attack, and then behind them. If you keep your eyes on the goblins while you just fire blindly in their general directions it will be easier to stay alive, rather than trying to take nice precise shots at their face, they do spin into your shots pretty much 80% of the time when you dodge, so don't worry about that. If you have a Cryotech, freezing one and focusing on another can make it easier, if you have a Firotech, lighting each of them on fire and then focusing on staying alive is a good strategy, if you have any shock applying gun, it will make dodging a little easier and let you fire off some more shots (again, ONE at a time). This strategy works for me and my friend Aether sound when we're at deep depths. Below half way to the core (from emberlight) they hit for 10-15 damage a hit. Be careful, dodge, and shoot. Easy as that :)

Sat, 11/27/2010 - 18:32
#20
Fnord
Legacy Username
I know this is not going to

I know this is not going to be popular, but I'm going to claim that they're (almost) fine.

First point to make - you can't solo the worst case Gremlin scenario "just below" Emberlight with gear that's somewhat appropriate for the level? That's how it should be. There's other, older threads in the forum about incentivizing party play, and my stance on that is - make stuff (challengingly!) doable in groups, but hard to solo. I'm pretty sure the guidelines given by Nick in his rebalancing post are refering to bigger parties than soloers. Now, if you do outgear the content, you could and can solo them. Pre-rebalancing, I've beaten an arena group of 4 healing + 1 shield gremlin on depth 24 or so. "Just" a matter of bunching them up and chaining accelerated Khorovod hits (with Drake gear). Granted, I doubt that I could pull that off even when using a res or two post-rebalancing, but you know - that's fine. And I'm not trying to claim to be a truly great player here - I'm sure there's many better ones out there.

Second - I don't think most of us make full use of our possibilities here (certainly including me!). When soloing now, I discovered the power of potions when facing gremlins. Got a group of three shield-wielders? Freeze/stun/sleep two. That's buying you enough time to lock up a third (again, with the indespensable Khorovod) and kill it. Rinse, repeat. Sure, I die every now and then trying that. But I'm getting better, and isn't that the point? Fire and shock potions both are also very helpful, and obviously poison. To say nothing of our little mechanical wind-up toys, even if they don't last long against them.

There's variations of that, of course. There's always "creative" use of the environment - using doors to split them up or even completely lock them, then shooting from safety. Or, when grouping, splitting those groups up. While the exact mechanics aren't clear to me, I'm pretty sure there's "threat" mechanics similar to many mmorpgs which allow you to some degree to control who they go for (notably, doing damage to them).

I'm not gonna claim that I'm all "wee, Gremlins, finally a challenge!" these days. But I think it's perfectly fine to have content that's balanced to be very challenging on the current end-game even for groups with decent gear. In addition to Vanaduke, that is.

All that said - the suggestion about either having their shields follow the same rules as players' or alternatively making them take reduced damage instead of none from the back, those I do like. Not necessarily to make them a lot easier, but to avoid somewhat frustrating issues when you got multiples, one is in "retreat mode" and blocking everything, so you have to get in between to get a hit in. And some restrictions on ressing would be welcome, too.

Sat, 11/27/2010 - 19:00
#21
Kaybol
Legacy Username
Well I did what Scribbles said

Well I did what Scribbles said and it works. This is basically "kiting" the gremlins. It's a long and boring dance of evading their punches and firing single shots until they retreat to (try and) take their healing pill. Of course if you have a gremlin one-on-one, a skilled sword user may switch to swords. And certainly throw any potions you can succesfully aim at key characters, even a curse potion deals ~100 damage on a hit.

I hope this is not the kind of fight the devs have in mind with the gremlins though. I realize this game is far from finished. That's why I opened this thread, not to just whine about them but to get gremlins in the fun direction.

Sat, 11/27/2010 - 19:12
#22
Pupu
Legacy Username
Done

Today I soloed quite some gremlins. Basically charging the korov and kiting them, since the area was large. It was harder to do in smaller areas and with gremlins, but I succeeded anyways.

Now, what is overpowered is gun puppies mk2 in numbers.

Sun, 11/28/2010 - 04:09
#23
Kaybol
Legacy Username
Gun puppies MKII in numbers

Gun puppies MKII in numbers in corridors ;) especially when they're south of you because you can't see where to aim. But that's a different thread. :P

Sun, 11/28/2010 - 05:37
#24
kojiden
Legacy Username
My blaster has a fairly long

My blaster has a fairly long range and I can hit gun puppies that I can't even see on my screen (but I know they're there because they're shooting at me or I've done the level before). If you just have some patience and don't charge the gun puppies with your sword they're not that hard. Gun puppies shoot with 2 patterns and you just have to stay between the shots. You don't want to try to aggro a bunch of them at once. Generally gun puppies don't shoot at you unless you're within a certain range of them or you hit them. You just have to take things one step at a time. In my experience anyways. Of course this is all ruined if one member charges ahead and aggros them all.

Wed, 12/01/2010 - 15:55
#25
cyclohexane
Legacy Username
I just soloed down to depth

I just soloed down to depth 22 with my rock jelly armor, elemental hood, swiftstrike buckler, korovhod, prismatech mk III, and gravitron bomb. Its a jade tangle II I'm expecting gremlins in the party room before the elevator sure fine whatever. I take out the first two waves of healers and gremlin sets just fine minimal damage, then all of a sudden wave three comes- three gremlins and two flamethrower gremlins. ouch. Even though I'm trying to play strategic - utilizing my gun/bomb combo while also taking very careful close attacks with my khorovod the gremlins A- seem to sometimes get through my shield even though its up and fully charged and B. are impossible to avoid while dancing around avoiding fire damage from the two flamethrower guys. Although I like the challenge, I would prefer if it could maybe be scaled a bit back from utterly impossible to very very challenging- like 1 flamethrower dude instead of two when I'm alone.

Wed, 12/01/2010 - 23:47
#26
Evolution
Legacy Username
Swiftstrike buckler isn't

Swiftstrike buckler isn't really a powerful shield though, so it makes sense that they broke through that easily? But too many flamethrowers do make it a lot harder indeed. Especially on tighter areas, where they can nearly cut off a big part of the playing-room.

Thu, 12/02/2010 - 04:48
#27
Cien_Tao
Legacy Username
flamethrowers are bad

i already have problems with one, followed by gremlins...2? it's a suicidal gamble T.T, or you will spend 1 hour in 1 room, shoting like a crazy psycho in a movie theater room.

I just think that the defense of the gremlins should be reduced a little (alright, i know that monsters need to have defense, and know that some monsters need to have normal defence, but, reducing my 300 dmg to almost 100 is sick).

Thu, 12/02/2010 - 04:58
#28
Evolution
Legacy Username
Shield gremlins are my major

Shield gremlins are my major issue.. They have too much HP, too much defense, and on top of it they can self-heal. I can beat them yes, but it takes me too much time of "charging attack + dodging attacks - release charge - shield - redo". If I do it all well I can beat them without loosing any health, but honestly.. I am not enjoying myself if it takes me 5 minutes to kill 4-5 gremlins..

My idea: reduce either their Health or Def. Their damage dealing capabilities are okay, their survivability is not.

Towards the other types of gremlins: Bomb throwers and mages go down fairly quick I believe. Flamethrowers are somewhat harder but they're doable to circle around when they are doing their attacks so that helps a bunch too.

Thu, 12/02/2010 - 04:59
#29
not_shiro
Legacy Username
I can't complain about the

I can't complain about the gremlins. It's DEVILITES that have become death incarnate with the update.

Thu, 12/02/2010 - 05:03
#30
Evolution
Legacy Username
Devilites are just highly

Devilites are just highly annoying because their objects still get thrown at you even if you interrupt their attack or knock them over.. you have about 0 chance to get a full combo hit off without getting hit yourself. I've bugged it before, since I think it's not quite right that they are still able to do that while their attack should be interrupted..

For Gremlins: Try a deconstruction level.. it's insane. You can survive it all, but you're stuck at repeating the same mindless killing-method far too long I think.

Thu, 12/02/2010 - 05:05
#31
not_shiro
Legacy Username
Devilites were tolerable

Devilites were tolerable pre-update, but even their staplers do huge amounts of damage now. It's like they don't even have a visible damage gradient anymore.

Also, I poked at Deconstruction Zone a little while ago. Decided on a whim to power up EVERY mechaknight on hand after everything died, and took a screenshot, but I can't be arsed to upload it. :P In the meantime, FEAR MY ROBOT ARMY

Thu, 12/02/2010 - 15:59
#32
Kaybol
Legacy Username
@Evolution: at least in

@Evolution: at least in deconstruction levels you get the space to play, gremlins are actually balanced challenging foes there! I hate hate hate fighting gremlins between the brambles. If gremlins aren't overpowered, brambles certainly are. It's hard enough trying to survive three shield gremlins throwing their hammers at you while you're trying to take out the healer. But if you have to walk through them to avoid the bushes, that's just too much. Challenging foes are great, Jade Tangle sucks. It's mind numbing, I always quit SK straight away after Jade Tangle. It kills my fun completely.

Thu, 12/02/2010 - 17:14
#33
Pupu
Legacy Username
Since nerfs

I am having a hard time fighting them since they nerfed the korovod. It's like none of my weapons deal any significant damage to them. Before I could kill them with 2 korov charges and 1 or 2 hits. Now they just take forever. They should have a weakness. Anyone know if they do?

Thu, 12/02/2010 - 17:20
#34
Talbain
Legacy Username
My firotech alchemer used to

My firotech alchemer used to be dramatically more effective than my Khorovod before the rebalancing, so I would say Elemental is an avenue to explore - except that I haven't upgraded to Mk III, so I can't say for certain. The Mk II definitely wasn't viable below Emberlight, but it's only a three-star so that's really to be expected.

Thu, 12/02/2010 - 18:25
#35
Cien_Tao
Legacy Username
well, gremlins for me is the prob, not devilings

for a simple reason: devilings can have the hability to hit you even hen hit by a sword...so don't hit them with a sword! If you circle then shoting (use a firotech, the higher the better, to ensure fire status). If you circle then nonstop while shting, they get really to easy (it takes a little of time, but far less than goblins, and i can still solo a room with about 5 fired and 3 overworkers this way, without getting damaged, or damaged really little, and i'm talking about ember>core).
Now, with goblins turning their backs exactly when i'm going to do the second hit fdrom khoro is awfull T.T

Fri, 12/03/2010 - 00:57
#36
Evolution
Legacy Username
@Kaybol: I'm the opposite of

@Kaybol: I'm the opposite of you then. I don't mind fighting them in tighter spots. Running between them is very doable to me. In Deconstruction zone you have a lot more space yes, but also a lot more gremlins. The killing just takes forever for me, considering that 1 charge attack for me deals around 100-150 damage at +- depth 21 and that I don't really have a different option than doing just that if I'm facing a whole lot of Gremlins.

And yes Cien Toa, I find it very annoying too that their objects still get thrown at you even if you slap them around.. Even when knocked-down they can still hurt you if they had their object lifted up..

Fri, 12/03/2010 - 05:52
#37
Cien_Tao
Legacy Username
that's why i don't melee them

i think it is sue to major lag with graphical lag...when they lift their objects, that means i got hit. There is almost no time to evade the lifted object, even if i'm 4 squares away. It's like the object was thrown before the graphic of the monster lifting it was even in play. And now, to worsen the things, their thrown objects now pass over low walls T.T...now they can compete with the gremlins in overpowerism.

Fri, 12/03/2010 - 06:15
#38
Evolution
Legacy Username
Mm I don't have that kind of

Mm I don't have that kind of graphical lag though :P I can evade them perfectly if there's some space in between me and the devilite. It's just when I knock them over or kill them, their object stays at the same spot where it was lifted above their head, and then comes flying at me. I think the whole lifting up/throwing is part of 1 attack, unlike the throwing of vials for us. That's not quite right though.. if we knock them over while they carry their object then the attack should be interrupted or even cause some self-damage?

Fri, 12/03/2010 - 20:03
#39
Cien_Tao
Legacy Username
causing self damage

i support totally the idea of damaging a chair-thrower with a chair, it sound really ironic..ironically fun...but the major issues with lag should be fixed first.

And i do can evade right when i see they lifting their weapons, but, if i'm at 4-squares away, the chances are almost nill.

Sat, 12/04/2010 - 12:58
#40
Saphykun's picture
Saphykun
I take back what I said about over-the-top stats

Darkfang Gremlins in Deconstruction Zone.

They are RIDICULOUS. Granted, I was running around with a Firotech Alchemer MK II, but is it really necessary for a Gremlin to heal itself for 602HP?
TWICE?!
I'll admit that running in circles around a huge gaping hole with 25+ Gremlins chasing you is worthy of being filmed and put up on YouTube for giggles, but it's not fun when they heal themselves and move so erratically.
It's not that I can't beat the Gremlins in Emberlight with my 3-star weapon that I say they're overpowered... it's just that if I -do- manage to get the Gremlin down to its critical health, it heals itself and... and then I have to grind again. I... don't like to grind, and I don't think any player likes grinding when playing.

tl;dr

  • They move too fast and erratically
  • They heal too much or too often
  • They are, indeed, very overpowered D:

    My apologies, sometimes I don't think out my posts ><;

  • Sat, 12/04/2010 - 16:41
    #41
    Pauling's picture
    Pauling
    Deconstruction zone feedback

    Back on the subject of gremlins, I'd like to discuss them in the context of the deconstruction zone. Specifically, the deconstruction zone below emberlight. For those who haven't felt the joy of this special level, here's a little background:

    • The deconstruction zone is described as an area of the clockworks that is slowly being dismantled by gremlins for unknown reasons. In practice, this translates into a level consisting of giant empty spaces, intermixed with occasional holes in the floor. While there, you can expect to encounter multiple healers, as well as dozens (or hundreds) of shield gremlins.
    • But fear not! After all, you can encounter mecha knights to help even the score... right? Not exactly. I've tried it twice, and the knights seem to be behind a gold key door. To get there, and use the key, you need to defeat:
      1. Multiple gun puppies. Some only materialize once you are in the center of their circle: expect traps.
      2. Dozens of shield gremlins, the most powerful enemy in the game... simultaneously (including multiple healers)
      3. Multiple enemy mecha knights

      ...And you need to do it all without any cover or protection to hide behind, or long hallways to help break up enemy mobs. Last night, after an epic battle and 100 energy spent on revives, our group fought through to the gold door. There, I found...

    • The cavalry that makes it all worthwhile: 3 mecha knights, against a massive mob with DOZENS of gremlins. And unlike mecha knight kits (which are free to activate), these knights cost 5 energy each to activate. That more than doubles the cost of traveling to the level in the first place.
    • But they're the cavalry, right? They turn the battle? ...Well, no. With 3 of 4 party members still standing, all 3 mecha knights bravely ventured out, and all died within 2 minutes. Mechas are badly outnumbered, and worse, they do not recognize that gremlins have an invincible back shield. Half their attacks are wasted, and the other half don't do enough damage to be worth it.
    • Eventually, after much perseverance and abuse of the AI, we managed to beat the level anyway. And when we did, the rewards were... abysmal. I've had an easier fight against Vanaduke, and gotten more/better treasure from the core.
    • I tried again a second time today- after all, I love the idea of the level, and what it could add to the story. But to be honest, in the present form, it's massive risk, inflated (and inconsistent) costs, and very disappointing rewards at the end.

    In the next iteration, I'd like to suggest a few tweaks:

    • More chances to interact with gremlin NPCs. They are obviously intelligent- why are they so bent on killing us? This would be a perfect chance to tell a story, because these levels are our main chance to see an organized camp representing mainstream gremlin society (rather than exiles or isolated scouting parties)
    • More cover: tunnels, switches, walls, or some way to split mobs of gremlins into manageable groups
    • Mecha knights, once found, should cost nothing. Why do we get kits for free on easy levels, but pay through the nose on hard levels?
    • Mecha knights should be findable earlier in the level.
    • At deeper levels, we face shield gremlins, where mecha knights waste half their attacks on the invincible back shields. Some sort of balancing change is needed to make mecha knights more useful closer to the core; right now, they don't provide as good a value as I'd hoped.
    • Add a treasure vault at the end, or some other way to make rewards equal to the high cost of playing this level. 2 gremlins aren't fun; 100 at the same time is.... unspeakable.

    Sorry to sound so frustrated, but the truth is that I really look forward to seeing this level evolve. I love the idea, but at present, the implementation is something that I'll find myself avoiding. Vehemently.

    If you are wondering about difficulty level, one of these levels was right before an emberlight terminal, and the other was immediately after. In the second adventure, a shield gremlin was seen to heal itself TWICE, for 602 HP each time... it's quite hard to finish off the wounded when they can hide behind dozens of consorts.

    Sun, 12/05/2010 - 16:55
    #42
    Magnonite's picture
    Magnonite
    That was

    That was close!

    http://wiki.spiralknights.com/File:Spiral_2010-12-05_18-35-52.jpg

    If we killed 2 of them, was a lot.

    Sun, 12/05/2010 - 18:52
    #43
    Talbain
    Legacy Username
    Yeah, we tried to creep and

    Yeah, we tried to creep and pull them back to the entrance to fight them, but that plan started to go south in a hurry. It became a mad dash through a horde of gremlins (certainly something like fifty, maybe more), mecha knights and gun puppies.

    Kind of fun in and of itself, but a huge waste of energy.

    Sun, 12/05/2010 - 18:57
    #44
    Cien_Tao
    Legacy Username
    wow, close call

    sadly, i'm doing the same when i hae the chance: fleeing from gremlins...what, now we are playing a survivor? >_<

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