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We need a discussion about Lockdown

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Fri, 08/24/2012 - 17:31
Sir-Lancaster's picture
Sir-Lancaster

Yes, yes; everyone wants to fix Lockdown and everyone's got an opinion to fix it. I too want a re-balance and I have my opinions on how to do so, but because SK is not my property I feel that to waltz in and blatantly tell OOO that their vanilla PvP sucks and that I, who am neither a game designer, programmer, coder, or anything of the like knows better would be insultingly arrogant.

However, in my opinion I find the current state of end game PvP to be unacceptable - so as a regular player I feel somewhat justified in at least holding some kind of discussion about the problems instead of "grinning and bearing it" just to avoid the bad opinions of other regulars. I am absolutely sick of all the hand-waiving and apologist excuses made for the horrible design oversights that plague it and want some explanations. Off the bat I will admit that I am angry and biased, but I will only stay angry and biased until I receive some sort of explanation to my queries or it actually gets fixed. My guess is that the former will be easier and more realistic to obtain than the latter.

If this exact thread has come up before, please direct me to it and if I find it satisfactory I'll graveyard this topic.

Why the reluctance to fix it?

Yes, I've heard it before: "LD is just a mini-game that OOO added in a patch and that means it's inconsequential and they shouldn't care". I would agree if it wasn't essentially one of the only things to keep people around after beating Vanaduke for the 200th time. Lockdown, even if it was just a mini-game initially has become a huge part of SK and should not be ignored because of it's side-game roots. For many players it is what keeps them around after T3 has been grinded to death and don't want to spend a buttload of CE on Shadow Lair keys and revives. There are entire guilds based around playing it competitively, so I think that it is definitley important enough to sink time into fixing and re-balancing for a more fun and fair game.

====
Why are strikers so favored?

Let's get this established: the striker class is horribly overpowered and whatever shortcomings their class has, can be easily remedied via trinkets or Polaris spam. They have the highest attack speed and damage class UVs, toothpicks have the best range and speed, and they have the fastest movement speed thanks to their boosters. Sure, guardians have a shield and recons have a cloak - but both of those are rendered moot by a single properly equipped striker. The shield is deceptively fragile and breaks quickly and the recon cloak can be completely drained in a single hit from anything. Health bonuses are ineffectual - the striker damage and speed bonus make killing an un-modded guardian require 4 hits instead of 2. Recons have it the worst because they are only effective when they have their cloaks. The 'Derp' response to this would be "Well, don't get hit and stay hidden" Which would be a viable answer, except for the fact that Flourish-family weapons are fast and have wide, easily spammable first swings that cover large areas and the polaris shoots large albeit slow-moving explosions that induce shock. This may be okay if it weren't for the fact that everyone and their mother usually have both of these and spamming them in every direction seems to get them buzzed. If strikers get a 'nuke' option, then I say guardians and recons should get some too. How about a stun aura for guardians that exceeds their shields while also reflecting bullets right back at the gunners? Or how about a special move for recons that allows them to disable enemy's weapons while removing their armor and trinkets? No - that would be "OP", wouldn't it - so why should strikers get away with essentially the exact same thing?

In truth, it feels like strikers are really the only viable class to play as and the other two were just half-baked ideas to give strikers something to hunt while they take caps. Granted, I've seen some players play the guardian class and become walking bulwarks - killing strikers and capping single-handedly - but those people are rare exceptions to the rule due to the fact that they are usually modded out the wazoo and are exceptionally good. I used to think the power hierarchy was circular, like rock-paper-scissors: guardians beat recons (death mark affects their armor, but does nothing to the shield), recons beats strikers (strikers should be paper-thin, and a well-placed strike should quickly dispatch them), and strikers beat guardians (the shield can't sustain much damage, fast attacks and movement speed should overwhelm a lone guardian). In reality though, it depressingly looks like a pyramid instead - strikers on top of a pile made of the broken and battered bodies of everything else. Why is that - if it can all be justified in that the king of the hill-style game requires a fast-cap class, then why both adding the other classes in the first place? Why not take a note from Team Fortress and properly balance health, stealth, and damage stats to give every class a use and niche that makes them effective?

====
My philosophy is that there should never be a "best" weapon. All weapons should have their pros and cons that become apparent with varying circumstances. The fact that we have a "best" sword and a "best" gun for LD only frustrates me. What I want to know is why they should stay the "best" or what kind of thinking rationalizes it as acceptable.

Why are Flourishes so favored?

Why is there such staunch opposition to balancing these weapons? Why should any weapon be considered "the best" over all the others? A heavy sword like DA or GF have great range, high damage, but are slow and easy to out-maneuver. Cutters are incredibly fast, but do insignificant damage and have insignificant reach. Brandishes are average and versatile - they aren't "the best", but they aren't "the worst" either - but they avoid being useless due to their charge attacks. Why then, do Flourishes get to be fast, deal high damage, have long reach and have broad swings but suffer none of the draw-backs of the other weapons? Why is there no counter to these weapons? Half of my problems with this sword could be solved just by making all of it's swings stabs instead of sweeps. There - problem solved: it can keep it's speed, damage, and reach at the cost of now having a narrow range. Not that hard. They weren't going to stop using Auto Aim anyways.

Polaris:

If you notice, I have less to say about guns and bombs than I do swords - this is because I feel bombs are okay at the moment ("okay" in a relative sense, I know many bombers are still pissed about the latest nerf), and outside of the occasional gunner with an alchemer or something from the Antigua line, the only gun anyone seems to use is Polaris. Polaris is an inexcusably OP weapon; to say it is not would be, I feel, incredibly disingenuous. It breaks the game and makes it less fun - entire points can be sealed off by endless polaris spam, recons don't stand a chance (not that they did anyway) once they get hit by the giant shock-inducing explosions. Sure, the bullets/explosions are slow, but they are fired rapidly, allowing a steady stream of explosions. Once again, why though? Alchemers only get two shots and have crap range. Antiguas are fast but deal crap damage, and catalyzers seemingly only work effectively once in a blue moon. The slow travel speed does not balance Polaris.

====
Wolver armor. Easy fix - add a health penalty that offsets the sword damage/speed bonus. Medium bonus per set piece? --> -2 pips of health. That way you have made your already-top heavy striker a glass cannon: it has more crucial sword bonuses, but has made the player even more fragile, emphasizing more on speed and maneuverability. That was not, in truth, a suggestion: I mentioned it only to make a point that there are creative and fair ways to balance the armor that don't require rewriting the game's code to do so while also still leaving it for viable use in PvE. I meant it to lead up to this question: why isn't it balanced? Why is there a "best" in the same vein as there being a "best" sword?

====

My hope is to absolve some of my frustration through at least having some knowledge of why the mechanics and design decisions of this game are as they presently stand, or why not otherwise.

Fri, 08/24/2012 - 17:39
#1
Trying's picture
Trying

We need a discussion about Blast Network.

Fri, 08/24/2012 - 17:43
#2
Sir-Lancaster's picture
Sir-Lancaster
That too. Please feel free to

That too. Please feel free to elaborate: ask about what bothers you about it. Perhaps some one could tell you.

I just got into T3 PvP and I'm quite disappointed as to how unbalanced it is compared to the PvE. The PvE (understandably) was polished to a shine while it feels like PvP was just thrown in with a "Oh sure, its unbalanced as Hell, but I'm sure the players won't horribly abuse the mechanics".

Fri, 08/24/2012 - 17:57
#3
Trying's picture
Trying

Well to answer the question: Why the reluctance to fix it?

Because the guy who designed it left OOO.

Fri, 08/24/2012 - 18:31
#4
Trollingyou's picture
Trollingyou
We have had many discussions on this

I agree with you on everything, except on the Polaris.

Am I saying it's not OP? No, I do agree it's OP, but it's not impossible to counter without exceedingly great effort. If it did more damage then it'd be up there in flourish land. Many charges from different guns will surpass it's range (which is further augmented with the explosion at the end, one reason why it's so hard to get by). Also, it only becomes really dangerous if multiple people use it as opposed to one. Nonetheless, it could use some adjustments.

To add to your list, those invincible frames are messing up almost every weapon in lockdown (yes, including flourishes). The weapons were seemingly designed to be in a situation where they don't exist. Notice how monsters and such do not have invincible frames, and weapons work fine on them. Notice how some attacks hit really fast, or hit multiple times in one attempt (Like suda charge). These things do not work in lockdown because of the invincible frames. One guy can go take on a crowd and not have to worry about taking the full force of five peoples attacks at once. Instead, 4 out 5 attacks from the crowd are completely negated because of the invincible frames kicking in when an attack hits. It's common logic that if you successfully land an attack, the target should take damage. This is not something that can be argued (when I mean land an attack, I mean you land a hit at on a vulnerable spot on a target).

Sadly, there are many people who rather keep lockdown the way it is now. Wish it was different, because it has potential to be very enjoyable.

Fri, 08/24/2012 - 21:56
#5
Spookington's picture
Spookington
Oh ye of so little faith!

Sorry if the title sounds condescending, I really mean nothing by it.

Eh, have faith. spiral knights is still a young game and I'm sure they will even things out eventually.

I think part of their problem, aside from the coder guy (I apologize for my ignorance in advance) leaving, is that alot of the weps used in LD were built only for the clockworks and they'd have a hard time reverse-engineering the entire process fro them to make it fair.

daunting task for who they have left, which I can feel some sympathy for.

TBH, I agree w/ your points, I play a recon rocking a DVS and even though I find it fun I really wish I were more fromidable instead of just spookign them until they start spamming their FFs and Polaris (polari?) in which they keep killing me right out of thin air. Kind of a buzzkill. Wish they made recons a bit more "lethal joke" than jsut "joke".

@ Trollingyou: Ah god, those are the bane of my existence. So many times random hammers keep hitting me unintentionally while invisible after they kill everyone standing on the control point.

Fri, 08/24/2012 - 23:20
#6
Zeddy's picture
Zeddy
Invinciframes doesn't even sound like a word anymore

Trolingyou beat me to it, but invinciframes render a an enormous amount of the game's arsenal useless. During the week where invinciframes were down, I saw an astounding amount of variety in Lockdown:

-Needles were popular, especially from the south of the camera. Was I annoyed? A bit. I thought it ate through my shield unfairly fast considering I had a lot of distance from the needler.
-People were murderizing using cutters.
-Fang of Vog on a frozen enemy was instakill.
-Brandish charges could multihit.
-Catalyzers still did pitiful damage for some reason. Apparently each explosive did half a pip of damage? What the hell, OOO?
-I could kill things using the FULL combo of my thorn blade.
-Old RSS could come very close to killing people when planted next to them while they were frozen.
-There was a point in ganging up on an opponent. Antigua's no longer did more harm than good.

Yes, people died unreasonably fast and shields especially so, but the simple solution here is to drastically decrease all damage in Lockdown while removing invinciframes.

Sat, 08/25/2012 - 01:45
#7
Asukalan's picture
Asukalan
Any person that claim that

Any person that claim that fixing lockdown means nerfing certain weapons is insane.

Nerfing certain weapons will only cause people to find another "most common weapon set that will become most popular" which in future will became new "toothpick n polaris OMGOMGzozm so OP!!111oneone" and people will demand a nerf for them.

The only acceptable change to weapons in lockdown would be issuing a preset of weapons for each class, armor, helmet, sword, gun, bomb just like we get a bomb in blast network.

Oh and reference to Team Fortress thats what we need Spiral Fortress or Team Knights here.

Fixing lockdown should be made by changing system like balancing buffs and weakness of classes or mechanics like invincibility frames.usage of weapons

Sat, 08/25/2012 - 02:51
#8
Infidelslayer's picture
Infidelslayer
....

@Asukalan

Any person that claim that fixing lockdown means nerfing certain weapons is insane.

If more than 90% of the Lockdown playerbase is using a X weapon over other choices, doesn't that justify the demand for its balance or at least investigate it?

However this argument is somewhat valid. Balancing weapon stats is just a part of fixing lockdown,not "THE" ultimate solution.

Nerfing certain weapons will only cause people to find another "most common weapon set that will become most popular" which in future will became new "toothpick n polaris OMGOMGzozm so OP!!111oneone" and people will demand a nerf for them.

You have been saying this for a long time. I like you to give an example of what will become the next "OP flourish".

The only acceptable change to weapons in lockdown would be issuing a preset of weapons for each class, armor, helmet, sword, gun, bomb just like we get a bomb in blast network.

One of the main attraction of Lockdown is that players have the freedom to use ANY kind of equipment combinations to help him/her win the game,whether it is a typical toothpick skolver striker loadout or the ironmight set guardian loadout. At the end of the day proficiency on the playstyle a player has selected will determine that individual a skillful player.

Sadly in this current state only two or three type of playstyle actually work. The rest are either sub-optimal or downright useless.

Oh and reference to Team Fortress thats what we need Spiral Fortress or Team Knights here.

Lets see:-

1.) Lockdown is a class-based pvp game,so is Team Fortress 2.
2.)According to the developers, SK weapons are all situational or excel in something and fails in other use (brandish;good charge, average normal swing.Same for Sudaruksa/Triglav.).TF2 arsenal is also the same in this case. Only difference is the method of acquisition.

So yeah Spiral Knights and Team Fortress 2 is identical in some cases,especially in the above mentioned one.

Fixing lockdown should be made by changing system like balancing buffs and weakness of classes or mechanics like invincibility frames.usage of weapons.

Exactly what the OP has posted. Also:-

1.) Me
2.)Trollingyou
3.)Fehzor
4.)Tsubasa-no-me (I might have mispelled...)
5.)Milkman
6.)Balderus
7.)Serell
8.)Doctorspacebar
9.)Metagenic
10.)Seiran
etc,etc
were posting about in this forum for a long time and all ignored except for the Invincibilty frame which Nick said that they will do something about it.

(One can only dream)

And keep up the good work OP.

Happy to know that there are many more who could see the true condition of this game's pvp.

Edit: Oh yeah I forgot to mention about the lack of lag compensation here in this game. This prevent people with higher latency (like me,250 ms when playing in EU West server and 350 ms on US server)to play properly .In most situation its virtually impossible to even stand in front of the likes of Thrillhaus and Canozo. It is needed if we need to make LD have an even playing field for everyone.

Sat, 08/25/2012 - 03:50
#9
Asukalan's picture
Asukalan
From the release

From the release notes:

"2010-11-30
New "Super Brawl Ultimate" PVP mode: no gear restrictions, costumes allowed, 5000 crowns to sign up. "

I can assume that in original Super Brawl there was some kind of gear restriction?

Maybe one solution would be to make Lockdown game of skill, with gear restriction or even preset of gear so players wont be able to pick their favourite toothpick/wolver/polaris while parallely releasing a super brawl again which would be free of gear restrictions so they can pick anything they want.

Sat, 08/25/2012 - 05:01
#10
Purrifier's picture
Purrifier
Strikers...

Yes, strikers are too overpowered because of health trinkets and their boost. A striker can win both recon and guardian in 1v1. Because when they are in low health, they can just fly away and shoot guardians, recons safely due to their boost. Guardian, recons should have a buff like dash attacks, guardians forward shield bashes, recon teleports etc.

Sat, 08/25/2012 - 05:09
#11
Thunderbog's picture
Thunderbog
uh

I crap ye not that guardians and recons can't kill pro strikers.

Also, those extra guardian dash and recon teleport stuffs are not needed. Please. Don't make it even more OP. :/

Striker already has health penalties, why buff guardians and recons more when they have no health penalties?

Sat, 08/25/2012 - 05:27
#12
Purrifier's picture
Purrifier
Strikers can increase their

Strikers can increase their health by 12 with their pendants, this is a large amount of health that can save you from 2 flourish swings. And classes are not balanced, they are scissors(Striker) papers papers more than rocks scissors papers. If they were balanced, you wont see this scene that entire team is striker.

Sat, 08/25/2012 - 05:29
#13
Pauling's picture
Pauling
Guardians could use a buff:

Guardians could use a buff: their shield seems to take longer to regenerate when broken than for strikers or recons, and once broken (sometimes in one hit if protecting teammates), escaping a bad situation is nigh impossible due to the low base movement speed. It was even worse during the invincibility frames bug.

Likewise, it's quite obnoxious that health trinkets make it possible to exactly cancel out the major weakness (low hp) of strikers- a tier 3 striker with two trinkets has as much health as a guardian.

But the above points have been discussed plenty of times. I will say, as a guardian, that the flourish isn't a big deal- its popularity against boost-happy strikers is due to the fact that a fast sword is useful when fighting a fast enemy. Yet the sword is inherently nerfed by the fact that skolver armor (with piercing defense) is by far the most popular armor choice. Speaking as someone who carries double shadow (and no piercing) defense, I actually have far more trouble against gran fausts- used as an opening strike from off screen, they can break a guardian shield before I even have time to react to the presence of an opponent. They also deal freakishly large damage againt my high shadow defense, and the UNcharged swings seem to deal ~20 seconds of curse even with a divine veil equipped. (damage accrues almost as soon as the status is inflicted- so if I'm trading blows, my second swing could kill me before the curse sound effect is done playing)

In summary: keep the flourish the way it is, and ditto for the Polaris. But nerf the gran faust, increase the health gap for strikers and guardians, and force strikers to take more risks by charging in- remove their gun speed bonus, as well as the gun penalty for guardians. A support class that can't run away should not be penalized for trying to keep their distance.

Sat, 08/25/2012 - 05:44
#14
Thunderbog's picture
Thunderbog
"force strikers to take more

"force strikers to take more risks by charging in- remove their gun speed bonus"

I hope that was a mistake, Pauling.

"Strikers can increase their health by 12 with their pendants, this is a large amount of health that can save you from 2 flourish swings. And classes are not balanced, they are scissors(Striker) papers papers more than rocks scissors papers. If they were balanced, you wont see this scene that entire team is striker."

Every class mod can equip heart trinkets.

I say, deal with it? :/

Lockdown is about capture points. Remember that. x.x
(but these class mods make it more like a battlefield)

Sat, 08/25/2012 - 06:34
#15
Pauling's picture
Pauling
No, I'm serious- high weapon

No, I'm serious- high weapon bonuses should come with high risk. By allowing strikers greater freedom of movement AND the ability to fight more effectively at a distance, the gun speed bonus removes much of the risk associated with low inherent HP. That's especially true against guardians, for whom the gun PENALTY and low movement speed make it harder to fight back. While my first priority is always capturing, I also recognize that getting the CP back requires at least denting my attackers.

Furthermore, no matter how many trinkets one equips, it should never be possible for the "glass cannon" class to have as many HP as a class designed to be a tank. Especially when those tanks have other disadvantages to balance out.

Sat, 08/25/2012 - 06:34
#16
Trying's picture
Trying

There is no gun speed bonus for strikers

Sat, 08/25/2012 - 06:36
#17
Thunderbog's picture
Thunderbog
uh

Pauling, seriously, no, wait. Stop.

Are ye even playing Lockdown?

I stopped only at the second line. Please, answer my question first.

EDIT: Dammit Trying, I was just going to get her contraction dealt with.

Sat, 08/25/2012 - 06:36
#18
Pauling's picture
Pauling
Huh. I wonder what I was

Huh. I wonder what I was thinking of?

Well, there is a guardian penalty, anyway. I should go make more breakfast.

Sat, 08/25/2012 - 06:40
#19
Asukalan's picture
Asukalan
Keep the flourish the way it

Keep the flourish the way it is - surrreee, you would like french fires with this?

But nerf the gran faust - oh yeah, because its not enough that whole sealed sword line weapons charge is completely disappearing in lockdown, no matter where it its. Thats what we need, nerf to them instead of fixing bugs.

"I actually have far more trouble against gran fausts" Oh, you have? You personally? I think its not topic about "weapon xxx kills me most, nerf it so i can be happy"

Sat, 08/25/2012 - 06:43
#20
Thunderbog's picture
Thunderbog
Pauling, review yer

Pauling, review yer discussion again, but to matter the most, I think it's actually balanced enough, TBH.

Guardians have guns penalty, Recons have swords penalty, Strikers have health and bombing penalties.

So, it is really very balanced, provided with the heart trinkets or selected modules.

Guardians are about shielding their allies, they are knights with shields, yeah?
Recons are about assassination from the shadows.
Strikers are mostly warriors with swift speed.

Talking about weapons, Super Brawl's best was only the Gran Faust, they can OHKO a target.

Sat, 08/25/2012 - 07:04
#21
Purrifier's picture
Purrifier
---

"Every class mod can equip heart trinkets."
"I say, deal with it?"
Challenge Accepted. Every class has a debuff, strikers' debuff is health penalty and when a striker wears his pendants, it is negated.(Dont talk about bomb cti vh, its not about our discussion.) And striker can go his base quickly when he is out of health, but recons and guardians can't. So that if they wear pendants, that wont affect their playing as good as when striker wears pendants. Or let me explain:

Striker hits more and powerful to Guardian due to Striker Boost abilities
Striker deals crazy amount of damage
Guardian hits striker less and less powerful
Guardian makes striker return to base
Guardian also needs to return to base due to low health
Striker fills and comes back fast due to Striker Boost
Striker catches guardian while he is in low health (Pendants wont work as good as in striker because it lets striker survive more hits, so he can hit more with remaining health)(Guardian also has extra health but it only helps him to survive more attacks. And he also has been damaged badly from striker and he cant return to base as quick as Striker, and its regeneration is sloooooooooow)
Striker wins

This scene also happens to recons and goes on T3 LD with between 2 swordsman average players, so dont say sentences like "Hurr this guardian is idiot ill polaris spam at all".

"Lockdown is about capture points. Remember that."
Weeeee know. If a recon or guardian capping a point alone and a enemy striker is going to defend\capture this point, striker more often wins. We are talking about that, not teamwork. It needs to be like striker kills guards,guards kills recons,recons kills strikers, but it is like Ztraigerzz soo pwrfull dat pwnns all othar klasssses.

I have tried to write clearly, but if "ye" dont understand, ill explain it again wihout being lazy :)

Sat, 08/25/2012 - 07:12
#22
Rangerwillx's picture
Rangerwillx

Honestly, removing invincibility frames but adding them to the guardian shield would make LD a lot better, in my opinion.
Recon..you need to buff that as well, somehow..

Sat, 08/25/2012 - 07:14
#23
Deltikon's picture
Deltikon
^this

Heart pendants make striker class OP, you have no idea how much buttravaged I get when I hit those fiends a million times and don't die, and they just swipe me 3 times and kill me. It's absolutely disgusting.

Sat, 08/25/2012 - 07:18
#24
Griseolar's picture
Griseolar
"Every class mod can equip

"Every class mod can equip heart trinkets.
I say, deal with it? :/"

Giving a Striker 12 health =/= Giving a Guardian 12 health. With the Striker's damage and ASI increase, the Guardian's 12 health boost is really more like a 7 health boost, or less. You can't just say "Oh that Striker is using +12 health, so you should too and walah, even playing field!", because that +12 health increases the Striker's survivability much more in relation to a Guardian/Recon, which is bad because Strikers are suppose to be glass cannons, not sonic tanks.

Sat, 08/25/2012 - 07:19
#25
Thunderbog's picture
Thunderbog
@those who think strikers are

@those who think strikers are too beefy in terms of blood

Do ye want to see Guardian with 50 health?

I never seen one before, and I would like to see them own.

I just love people wearing ancient plate set and be so tank. So. Tank.

TANK TANK TANK!

Sat, 08/25/2012 - 07:26
#26
Thrillhaus's picture
Thrillhaus
Chiming in

In my opinion weapon and class balance issues are not the most glaring of problems with lockdown as every metagame has standard builds and play styles that become dominant/popular. Legitimate imbalances can be tweaked by changing a few variables within the game code.

The problem I see is that for an inherently competitive game mode, the developers have incorporated what I would consider to be questionable game design choices that has made lockdown as much a contest in skill as it is a contest in wealth. The most obvious of these design choices being the energy revive system, whose usage is limited only by two factors; a player's wealth, and their desire to win at any cost. I can't think of any other multiplayer PvP game that allows a player to bypass the respawn timer, which is a fundamental game mechanic for moderating progress between opponents in any game that isn't perma-death. Even if two opposing teams were to hypothetically possess infinite wealth and thus be able to energy revive every time, eliminating the fairness side of the issue, the whole point of having the respawn timer as a game mechanic would rendered moot and it would be a mockery of it even being programmed in the first place. I would think that most developers who care as much about the quality of their game as they do about making a living would be bothered by the idea of their game being excessively pay-to-win. But then again, lockdown was never the main focus of SK so maybe OOO just never gave it too much thought.

I'm also of the opinion that while UVs are a great time-tested RPG mechanic that makes acquiring new gear all the more exciting, lockdown would be much better if there were a way to play without them. Pay-to-win reasoning aside, my primary gameplay argument for this is that UVs currently allow one to acquire the benefits of various equipment pieces, entirely on one set of gear. This results in a theoretical end-game of everyone in more or less the exact same gear with UVs that allow it to excel in every situation. UV-less lockdown would be many fold more interesting due to the specialization of roles that would be involved in team building. For example, rather than have one person in a set of skolver that has UV immunity to all the major mist bombs, dealing with status bombers would require the coordinated teamwork of 2-3 players specially equipped with mercurial, ice queen, et cetera. Along with team builds, character builds would also require more thought as one would need to decide which bonuses are most important for their role and equip their armour/trinkets accordingly. I imagine that the arsenals of avid lockdown players would expand as we would have more reason to make all the other trinkets and armour sets that aren't heart pendants and skolver. If you're reading this OOO, this means more people using more energy to craft more items (hint).

My idea for implementing competitive (ie; fair) style lockdown would be through the ability to create custom lobbies (possibly for a CE/cr fee if OOO needs convincing). I have an existing thread in the suggestions forum if anyone is interested in reading further and/or lending their support. Essentially these custom lobbies would allow participants to set their own rules for the match. OOO, I don't know if you read all the suggestions, but if you do, I think we the community would appreciate if you would let us know your thoughts, at least for the suggestions that appear to have had much thought put into them.

Sat, 08/25/2012 - 07:30
#27
Thunderbog's picture
Thunderbog
hush draggies. i creep in.

Thrillhaus's custom Lockdown thread is a big help. :33

Sadly, if only GMs are seeing the suggestions occassionally.

Sat, 08/25/2012 - 08:11
#28
Tenkii's picture
Tenkii
ehhh EHHhhhhHHh

Ehhhhhhhhhhhhh

I'm super reluctant to protest about LD balance. I was active in the Smash community for a while, and aside from removing random-chancey things like items, they're usually reluctant to do something as drastic as calling ban on certain strategies or even characters in tournaments until they're at a point where they feel there's a good understanding of the metagame. I don't think we're close. Not as a community, anyway.

"I play a recon rocking a DVS and even though I find it fun I really wish I were more fromidable instead of just spookign them until they start spamming their FFs and Polaris (polari?) in which they keep killing me right out of thin air. Kind of a buzzkill. Wish they made recons a bit more "lethal joke" than jsut "joke"."

They can be a "lethal joke".
They really can be.

I've been meaning to write a recon guide on my wiki page, but I've partly been torn between spreading the good news- "hey guys, Recon is viable!!"... and wanting to keep my playstyle exclusive since it's so frickin rare and I like feeling hipster and special and cool. I play Recon almost exclusively - I sometimes screw around with Guardian and I'm absolutely the worst with Striker. They ARE assassins- if you're equipped right and play smart.

Take a look at this:
http://imgur.com/a/LjI1x#2

Just for lulz a while ago, I started up an imgur gallery of my damage records - mostly about using 'hipster weapons' [ex: played a full game doing damage with only Biohazard, or Iron Slug]. This one is my current overall record - and all of them are done as Recon.
As far as players go, I'd put myself in the upper, but not highest tiers of players - so in normal random games, I'll usually have 1-4 defends, >8k damage in a small game. I have a 12k record using TRIGLAV (omg, I remember this one thread where people claimed it was impossible to do more than 10k with a Troika line. I was pleasantly surprised, myself) but haven't really cared enough to post that one yet lol.

For me, damage comes as a result of defending points, since Recon cannot [normally] chase. So usually if I'm paired with a skilled striker, the Striker will be chasing/killing people, and I'm usually capping/fighting for points until I reach the one near their base (in which case I hold it and fight off as many people as possible until my team captures the rest of the map). Because I can't "chase", the striker will usually get more damage than me, unless they filter to my area more often. But you know what? That doesn't really matter, because in terms of gaining momentum, it doesn't matter as long as the people on the other team are dead and not capping, and our points are being defended.

-----------

Many of the skilled players gravitate towards Striker (or possibly Guardian - but I feel those are rarer now) and don't really give Recon a chance. I understand, because I do the complete opposite. Simply, people try to imitate the styles that do better than them, and for the most part, the existing players are Strikers. As such, it's really hard for other players to see the potential in the other classes.

I think it's absolutely hilarious when I'm playing and the other team slowly starts trying to use recon. Of course, their skill level with the class is usually way worse, and they end up getting killed easily by my teammates and then switch back out of frustration, but still, it's funny.

Just as a hint:
- Strikers' weakness is health, so they deal with it with trinkets while boosting what their class does best (maximize sword attack speed/damage).

'Recons have it the worst because they are only effective when they have their cloaks. The 'Derp' response to this would be "Well, don't get hit and stay hidden" Which would be a viable answer, except for the fact that Flourish-family weapons are fast and have wide'
- Recon's weakness is mobility and range, but it boosts gun attack speed and bomb charge time.
- Recon needs speed to be mobile.
- Alchemers have an amazing ability to double-ricochet on monsters, which don't have invincibility frames.
- Shock removes invincibility frames and immobilizes opponents.
- Deathmark completely removes your opponent's defense and then some.

I could keep going, but to keep it shorter,

durr, why aren't more recons learning how to gun? Hit strikers BEFORE they reach you. Block and interrupt their approaching paths using two bullets from Valiance? Taking advantage of Storm Driver's MODERATE shock [good bye immunities!], bullet speed, ricochet, and ability to temporarily remove invincibility frames? Countering opponent armor with guns that do damage that isn't covered by their armor types? Using range and mobile guns to pull people into getting deathmarked [which makes swords and normal weapons (hi Valiance) devastating for recons and their teammates]? Dealing with Polaris by using- idk, a faster gun with equal range (Valiance)? Dealing with weak Striker antigua spam using single-shots from stronger guns?

Don't go around spouting "we've reached the end-game and there is only Skolver!~!~" until everything's been explored.

Unfortunately, I have very little to say about bombers. Aside from support and being walls, I can't see their potential LOL :;;;

Sat, 08/25/2012 - 07:51
#29
Nitewander's picture
Nitewander
Dont underestimate us Guardians

Dont think that we Guardians are easy pickings for strikers. I have fought many good strikers in t3 lockdown and managed to kill them. However, i do admit the shield needs to be a little more beefier.

Sat, 08/25/2012 - 07:57
#30
Thunderbog's picture
Thunderbog
hush draggies. i creep in.

Bombers.. sigh.

Now they're just supporters. I am sad for this cause.

Sat, 08/25/2012 - 07:58
#31
Derpules's picture
Derpules
The damn shield needs to be tweaked

so it only protects one other player at a time. Or just not protect other players at all (heal is quite sufficient as support IMO). There's no point in providing a minuscule amount of protection to everyone at the cost of the shield getting one-shotted. Silliness.

Sat, 08/25/2012 - 08:05
#32
Nitewander's picture
Nitewander
For now i can say that

For now i can say that shielding your teammates in order to heal them is fine but when you hear the sound of dashing of rocket boosters, you instantly drop your shield so that your shield doesnt break when a striker comes and attacks.

Sat, 08/25/2012 - 08:12
#33
Thrillhaus's picture
Thrillhaus
Seiran makes a good point

Before I edited down my posted, I had a paragraph discussing the need for variable tweaks to adjust class/item balance. One thing that should be realized is that the current metagame is not necessarily a reflection of the limits of the game's classes. Often times when a successful play style is discovered and considered to be dominant, many players will focus on developing their skills in that style, further reinforcing its popularity to the neglect of other styles/classes. I think at least part of the reason why toothpick-strikers are so dominant is because out of the sheer number of people who play it, you're bound to have a good few of those who take it to the top level, whereas there are fewer top level guardians/recons around.

However the metagame is gradually evolving. Occasionally someone will deviate from the norm and put time into experimenting with alternative techniques/tactics and be successful. That cloak-cancelled rapid fire alchemer switch technique that Seiran, Rari and Zave do is a good example of a new play style that has come up relatively recently and has managed to give me a helluva hard time even as a toothpick wielding striker. However, new play styles require time and practice for their full potential to be realized. It's unreasonable to try out a new weapon for the first time, with absolutely no prior experience and expect to do well against people who have hundreds of hours logged into perfecting their own technique, and then dismiss said weapon as underpowered. When I first started playing lockdown, there wasn't a single person who used the valiance as a serious weapon. Thisnameisinuse first used it successfully as a gunner-striker, and a bunch of us skolver clones (Namewithnumbers, Thengel, Entropize and myself) decided to incorporate it into a hybrid style of striker. Nowadays the valiance is probably the most popular striker sidearm next to the polaris. That said, there are no doubt real imbalances in terms of some weapons being better than others, which is an unavoidable consequence of diversity. However, my point is that some of the perceived imbalances are artificial to an extent, and nobody can really objectively say one weapon is crap unless they have earnestly put in the time and thought to actually try to find a way to make it effective.

But as I wrote in my earlier post, I think the pay-to-win situation is a much bigger problem than class/weapon balance.

Sat, 08/25/2012 - 08:10
#34
Thunderbog's picture
Thunderbog
eh.

I've been doing double alchemer rapid fire techniques with striker mod these days, and I can say I like to see how I roll for a little. Maybe.
Valiance. Woot.

Sat, 08/25/2012 - 08:16
#35
Enclavean's picture
Enclavean
o.O

Uhm... i have like 200k CE worth of lockdown gear so like uhm...please dont change lockdown and make it all worthless ;_;

Sat, 08/25/2012 - 08:22
#36
Thunderbog's picture
Thunderbog
HAHAHAHAHA

LOPL ENC

Sat, 08/25/2012 - 08:25
#37
Nitewander's picture
Nitewander
nahhh

I dont think that the change would be too drastic until it affects UV players to that extent (if there is ever a change in the future)

Sat, 08/25/2012 - 08:28
#38
Tenkii's picture
Tenkii
@Thrillhaus

I don't know about the GvG scene, since there aren't really many people in my guild active for lockdown, but P2W is hardly a problem in the more common random Lockdown.

Sat, 08/25/2012 - 08:31
#39
Xcelestialneon's picture
Xcelestialneon
(´・_・`)

Gimmie dat ultimate brawl back ( ̄^ ̄)ゞ

Sat, 08/25/2012 - 14:24
#40
Sir-Lancaster's picture
Sir-Lancaster
I am so happy to see some discussion!

To be more clear on my own part:

What I would like to see in lockdown:

* More balance (the definition of which I wanted to discuss, among other things).

* More variety in weapons, gear, and trinkets.

* More teamwork.

*Freedom of equipment and gear etc.

I have no wish to see Flourishes and other weapons of the Flourish family "nerfed" (except perhaps damage; the fact that it hits as hard as a giant Heavy Sword-type weapon I find to be ridiculous). Instead I want them to be re-purposed and to have their functions fixed. Stabs instead of swipes, for example. No more swatting recons out of the air and such.

One of my biggest gripes is the all-powerful striker ruining the team-play dynamic. A single well-equipped striker being able to handle everything and juggle all other 'X' amount of players on their own is a sign of heavy dysfunction in the game's underlying mechanics. It is an oversight that needs to be corrected.

I made the Team Fortress 2 connection because both Lockdown and TF2 are team-oriented games and both have KoTH objectives (TF2, of course, has more than just KoTH but it is still a prominent enough game mode). However, I am absolutely in love with TF2 for all of the work and effort Valve put into testing and balancing the game's nine classes while still allowing players to go off-the-wall bonkers with hats, user-created items and etc.

If any of you remember, the second class update of TF2 after 'The Medic' was 'The Pyro'.

Assuming that you, the reader, do remember: the new flamethrower, "the Backburner" gave the class guaranteed critical hits to the backsides of enemy players along with a '+50' Health buff. This was supposed to encourage the pyro players to set up ambushes and attack their enemies from behind, but the health buff made them powerful enough to take out heavy/medic combos and survive.

After testing and user feedback, Valve fixed the problem by simply removing the health buff. The weapon still had it's niche and strength as it was originally intended: an ambush weapon, but did not castrate or over-power the class.

Granted, TF2 is not perfect despite my own biases, but it is more balanced than most other online shooters.

While I do not want to see Spiral Knights have 9 classes in a retro-60s aesthetic, I do want to see the same level of thoughtful and creative balance that also empowers creative and unconventional play-styles. In other words, I don't want to see "Spiral-Fortress 2" but I want to see the spirit for creativity and fairness that is found in TF2.

As for responses to those who have posted, I'll try to respond to all of you who directly responded to me; if you want my response and I did not deliver - call me out on it and I'll get to you.

In order (mostly):

====
*Spookington:

Like Thrillhaus I know the metagame is evolving and I have "faith" that there will be certain change, but I'm concerned more in how it will change and I fear more or less that reckless nerfing and buffing will only result in a "new striker" class that will dominate instead. I hope that by asking these questions that I will invoke greater dialogue about the direction it will go and hopefully avoid bad decisions.

Dread Venom Striker is a sadly under-powered weapon. I'm happy to see someone try and use it effectively, but you could do so much better with a Flourish. I'm not talking down to you, I too wish you the best of luck with that weapon. It will not be easy.

I'm aware though that Lockdown was just a mini-game created as a side-project, and that all the weapons and gear were initially made for the Clockworks PvE, however I have "faith" that the weapons and gear commonly used/abused in Lockdown can be given both pros and cons that carry over to the PvE without breaking either mode. If you read my Skolver armor comment: while that idea in of itself is drastic and crude, it's a general idea of how you can makes something work in both PvP while still keeping it potent for PvE. I could elaborate further on the skolver/health de-buff, but I was sincere when I said that it was not a suggestion or an attempt to tell the developers how to run their own game; trust me in that I am not being evasive with you.

====
*Trollingyou:

I see your point. Granted, I still think it is an overpowered weapon because of it's lack of balance, and that it requires so much skill of every other play-style to simply overcome a single newbie with a crack addiction for many large blue explosions and framerate issues.

I must admit, my understanding of "invinciframes" is quite limited beyond the fact that it makes players who are skilled with the Warmaster Rocket Hammer to be invincible mid-flight and the Dread Venom Striker to be such a horribly under-powered weapon (I do have a soft spot for it, even though it currently sucks in T3 Lockdown). But it sounds like they contribute to more problems than they were meant to solve. I was either not around or not paying attention to this period in lockdown with the removed invinciframes, but it sounds incredibly fun.

Of course, I am ignorant on the topic; if anyone has the urge, feel free to educate me on it.

====
*Askulan:

While I do not share your approach to the topic of re-balancing lockdown, which to my perspective and judging primarily off your first post (to give you some idea of how little I know of you and your character at the time of writing) seems to be "Well, this game is unbalanced. Therefore it can never be fixed and working on it will only make it worse or more/less the same", I do share your concern over creating a "new striker" that dominates everything as I said with Spookington. However, I find your perceived sentiment on the issue to be kind of toxic. The game is young and I feel that it can improve. I am angry and volatile, but I have yet to give up on Spiral PvP because I feel it can change. The balance in PvE tells me the team at Three Rings is creative and smart enough to figure it out and genuinely care about creating a better game. I am angry and volatile myself, but I am not hateful. This is not an attack or an angry suggestion letter because I want Recon (my favorite class, I must admit my own bias) to be some unstoppable invisible force. If it ever became such, I would stop playing it out of my own integrity to do so.

What I want instead is to be able to play my class to it's potential advantages while still being held back by it's designed class restraints; further more, I want all the other classes to be held to their own pre-determined restrictions (referring more to strikers than guardians).

====
*Seiran:

To me, you come across as more skilled than you give yourself credit for. While I applaud your efforts to be less "mainstream" by your devotion to the recon class, I believe it shouldn't require so much skill just to take out a skolver with a toothpick and a rocket strapped to its back. I don't recall actually playing with or against you myself, so that is all just conjecture on my own part. I believe the functions of each respective class should be simple enough to perform with the vanilla loadout alone. If my hypothesis on the class rock-paper-scissors hierarchy was supposed to be true, it should not be nearly as difficult as it currently is to kill a striker.

From personal experience using an antigua/alchemer mix, I've been able to occasionally chip away at their health and kill occasionally, but if they are equipped with heart pendants, it usually takes too long and if they're flushing techniques don't root me out, my own cloak breaks out too early. Once I'm visible, all I can do is essentially watch as I'm flourish-juggled to death in a vain attempt to run away.

What I find difficult as a gunner-recon is that, as the SpiralWiki guide put it "each shot could either make or ruin you". Every time I fire, and does not hit, it gives the strikers an idea of where I am and immediately start spamming in my general direction. This is easy to avoid and comes be quite fun, actually. However, it stops being fun when I have to do it enough and my cloak begins to run low. That and eventually, if the striker is any smart (and usually, despite my grudges and to their credit: they are) they begin to pick up on my patterns and begin to spam more accurately. Or they just get lucky and land a hit. Either way, effectively giving me the death sentence of being visible. I do not use (refuse to use) auto-target andthus my chances of hitting are lowered, making my own range attacks more risky for myself than my target.

Once again, that is probably just an indication of my own ineptitude than the class itself. However, the fact that it is more of a challenge for me to kill them than it is for them to kill me, I believe, is an indication of uncorrected oversight.

I'd definitely be interested in reading that article, if you ever get to writing it.

====
* Thrillhaus:

Referring to more of your second post than your first, I too am gladdened by the sight of gear experimentation. I also agree with you that diversity will lead to new play-styles that will dominate others.

However, I am not averse to this kind of creativity as long as there is an effective counter to it. The counter to a player with a heavy sword is to use a fast sword. The counter to an obnoxious gunner (in theory) would be to go in as a striker or recon, out-maneuver/sneak up them and kill them with a sword or such. The counter to a bomber bomb-locking a control point would be to get a gunner out to take them out from range.

What gets on my nerves is that there is no truly effective counters to a striker with skolver/flourish/heart-pendant striker. Good players will always find a way to get around it, but the level of skill and effort for them to do so while it takes so little for the aforementioned striker to succeed is simply unfair.

I second your comment about energy revives. I believe I understand Three Ring's decision to have it, but I think it really is a confusing mechanic in the sense that I'm not sure whether it's supposed to encourage P2P due to the disregard to the respawn timer, which I too feel is an important part of the game, or just a simple oversight that was included without much thought to the role of death and respawn rates (In which case the intentions to include it were good, but untested). Even though it is annoying, this uncertainty I have over whether it's inclusion was sinister or benevolent in intent is what keeps me from having too much bile about it as I do with seemingly everything else.

====

Again, due to my own ignorance, what is this Brawl thing that you all keep referring to? At the time of typing, I'm imagining it to be some kind of team-slayer like game mode. Perhaps I'll look it up on the wiki later. For those of you who addressed me on this, I have not referred to the Smash Brawl thing due to my own lack of knowledge.

Sat, 08/25/2012 - 14:31
#41
Asukalan's picture
Asukalan
Super brawl was free for all

Super brawl was free for all PVP game, you could equip any weapons but from old vids i saw there were also mosters (jellies) on map. I didnt noticed players having classes there.

http://www.youtube.com/watch?v=q2_wtqnRR8k

Sat, 08/25/2012 - 15:09
#42
Icegill's picture
Icegill
To add to the frames

To add to the frames discussion, here is my input which has some... just read.

During the frame bug that took place on June 7th 2012-June 12th(?). The frames were removed and apparently it was not intentional said by Nick here: http://forums.spiralknights.com/en/node/56269

LD was much more logical and enjoyable during this bug due to the fact that the common understanding of hitting someone and them receiving damage was happening. In the present and original version of Lockdown, a mob could only deal 1 hit of damage per second no matter how many swings go through the victim. Honestly, I think that Lockdown would be better off in either way. If you do not have frames, you would get overpowered by giant groups but here is a counter to that. Who told you to fly into a group and attack them? Common sense would tell you to take them 1 by 1 but obviously people are too anxious to die sometimes. With frames the logical aspect of the game is broken and many items(as stated previously) are behaving unrealistically. Having this happening, sometimes people stop and get hit due to the fact that their hit didn't sync. Either way is fine in my opinion but if I had to choose a side, it would be down with the frames.

I like this thread, it *mostly* isn't filled with idiotic comments.

EDIT: Also just to add to Seiran and Thrillhaus's comments. New load outs, new combinations. DVS + Brandish is a good example that Craftyzen introduced to me with a whopping 27k in his grasp. I'm still trying to find new combination of weapons but it seems no one else has the motivation nor the desire to find another dominant set-up.

Sat, 08/25/2012 - 15:26
#43
Tenkii's picture
Tenkii
@Sir-Lancaster:

"Super Brawl" (not smash bros brawl) was something more akin to everyone running around in PVE mode slapping each other with heavy swords.

I did refer to the Smash community though, but basically, in most fighting games, a competitive community will grow in which people find like-minded people who host tournaments for the sake of fun, sportsmanship, and making money. When money's involved, people are usually more careful about how they self-balance things, or declare things unfair.

---------
As far as being Recon, there are a lot of really weird differences in engaging enemies.

For example:
a) When you're in danger of getting hit, you want to stay in shield LESS often. Getting hit once and preserving your shield will give you a better chance to fight/flee than losing your shield and hoping you can stave them off for a few seconds before you can do a desperation fight with a pulsing shield.

b) In most cases, the enemy comes to you, not the other way around. If you know this, you can lay bullets to block and interrupt their movement, or do whatever counterattack movement feels right for the situation. The main skill here is knowing how/where to aim.

c) Showing yourself is just as important as not-showing yourself. By even just peeking out of cloak, you can bait your target to come towards you, taking you back to (b).

d) When engaging people with guns, try to out-gun them. At some point, they usually realize they're outclassed at range (ex: skolver striker with no-damage Polaris vs justifier recon with VH gun damage - the recon has a better damaging ability than the striker at that point) then try to approach. This takes you back to (b).

----

Once a month, I find myself with no trinket/weapon slots. At those moments, I remember what it's like to play with no damage boosts, and honestly, I hit like a sock. I also play with justifier set (brings recon to max gun attack speed), and yes, fights do take too long this way. You did describe this, and I will say that as a recon, you never want encounters to last more than 5-10 seconds, so you'll have to gear accordingly to make that happen as well - but this is true of any class.

Like I said before, Striker's weakness is health and strength in Sword speed/attack. With Skolver, it takes them to max damage, with UV's, they can additionally get max speed. With Health Trinkets, it covers their weakness. It's a simple 'formula' to figure out, so it obviously becomes the more popular choice.

Recon's weakness is mobility/shield fragility/sword attack speed, and has strength in boosting Bomb charge time/Gun attack speed/health. It's a super jack-of-all-trades class, and because of that + the awkward shield, it's weirder to get into:
- Swords are less mobile, but cloak can give you a pre-emptive attack, and deathmark "increases" your attack greatly.
- Bombs can be used to hold points or give an 'entry' status when strikers dash into your range. If you can bomb, shield is less of an issue when you're trying to hold a point/stalling for backup.
- Guns are weaker damage, but give you more mobility and range. Faster attack speed and mobility while attacking with guns lets you peek in with cloak and move somewhere else, buying you time for a surprise counter attack, or if you can stay in it long enough, deathmark. Deathmark makes every gun deal respectable damage (Valiance is kind of crazy with deathmark) regardless of armor. Guns' status effects can instantly change the direction of an encounter (it's honestly the biggest contributing factor to how well I do, lol).

But with all that, you'll still need to know how to aim, and gunning with latency+bullet speed in mind is a very different skill from just walking in range and clicking with swords. I'd gladly give a primer some time, but I'm busy doing ludum dare this weekend :;

Anyway, I don't believe there's any requirement to have the same learning curve for Recon/Guardian as there is Striker. I don't necessarily think it's unfair because it's easier to get into Striker.swords than Recon.swords/Recon.guns- Mentioning all that just makes me feel bad for the bombers lol.

Sat, 08/25/2012 - 16:16
#44
Zeddy's picture
Zeddy
I have a suggestion

If immunity to haze bombs demanded exactly more than max+max resistance just like oil in C42, Skolvers would be forced to switch out a heart pendant for a freeze pendant. They would also need to stack a shock or stun pendant on top of their double max UVs in other to stay immune to these bombs.

This gives A LOT of power to haze bombs, which, yes, is one of the often used weapons in Lockdown, but it also lessens the power of a skolver-clone since they cannot simply dash into haze bombs without sacrificing a huge chunk of their health. Meanwhile, gunners never had a problem with haze bombers in the first place.

More health, even more health, freeze res, shock res, pick any two.

Sat, 08/25/2012 - 17:12
#45
Tenkii's picture
Tenkii
@Zeddy; also, trinkets

There are bombs whose effects meet that requirement for status effects:

Shard bombs.

Too bad they weren't adjusted, or so it's been claimed. It's way too easy to dodge them :x
--------------

PS:
I just read some stuff here about heart trinkets.

Maaan, heart trinkets are good for Striker because they normally die so quickly. That's their primary use in Lockdown. It makes up for their weakness.

Now, if you have more than a guardian's health and don't have the attack speed/damage to deal with your opponents, you'll still be ripped to shreds - it'll just take a few more extra hits.

Guardian and recon have less need for heart trinkets since they have so much health anyway.

I'd go as far as to say that they're better off equipping gear that boosts their offensive powers (damage/speed/charge time).

The best guardians I've run into have always been the ones who could attack quickly and powerfully out of shield. Hello sword damage/speed trinkets.
And of course, if you follow the "recons are assassins" philosophy, you better be boosting your offensive power. Recons make terrible tanks, so I just feel that heart trinkets are wasted on them.

Sat, 08/25/2012 - 17:49
#46
Redblades's picture
Redblades
You're insane

You're saying that you're trying to "FIX" lockdown.
and yet you're just trying to nerf strikers, and make the current strikers pay more for resistance, when we've already spent a couple thousand ce on each piece of armor. alot of us will just rage quit spiral knights if you nerf our resistances. right now the game is fair. here's my explanation on why.

Strikers: most of us play strikers because you get to always be in the fight, which is why most people play lockdown anyways.
yes, you can see the good people like thrillhaus murdering everything in his path, but that's only because you suck.
lockdown is a team game, not a 1v1 game. you have to work as a team and be coordinated to win. it's not a free for all deathmatch.

Guardians: have you ever seen Cyrilmorrigane go as a guardian? I'm a decent striker, constantly play GVG with the pros. and yet when I tried to kill Cyrilmorrigane, he killed me before I broke his shield. the key to being a guardian is hitting BEFORE they hit you, and timing, not trying to block everything with your shield, that would be ridiculously OP if you buff it.

Recons: recons are mostly haze bombers because of the bomb charge buff.
I know I know, many strikers like me have dual max shock, or maybe dual max stun.
but you rarely see a person with dual shock AND stun max.
so overlap stagger storm and VT.

for the "assasin recons" , they are deadly if you learn how to not be predictable.

I play all 3 roles decently, so I know that none of them are OP. just some have a little more weaknesses.
if you use a striker playstyle for recon and guardian, then you're stupid and will get killed quickly...

Sat, 08/25/2012 - 18:07
#47
Grittle's picture
Grittle
@redblades

Then you have no idea what 'control points' mean..

THIS IS THE POINT OF LD:

capture points to " LOCKDOWN " the enemy team!

Sat, 08/25/2012 - 18:13
#48
Icegill's picture
Icegill
Grittle.

No.

Sat, 08/25/2012 - 18:30
#49
Thunderbog's picture
Thunderbog
@Icegill

Lockdown's partially about capture points, but to think that this game mod just turned into some sort of game like Battlefield series.

Sat, 08/25/2012 - 19:07
#50
Icegill's picture
Icegill
Technically it is with

Technically it is with today's community. I do love to cap and I always have a high number of them, ask anyone. But the main base of this game is to capture and defend with defend being more... popular(lack of word).

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