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Maybe change Vanaduke in some ways?

47 replies [Last post]
Thu, 01/24/2013 - 03:16
Zeddy's picture
Zeddy

Currently, there are two ways to fight Vanaduke:
1. Someone brings a shivermist, everyone else bring Blitz Needle and the entire fight is severely easier than any given fight with any other boss.

2. You do anything else and the fight is kinda unfair and not actually very fun due to broken elements about him.

Option 1 will let you beat Vanaduke in not more than five minutes, option 2 will take at least ten, maybe more like half an hour if you beat him at all.

Firstly, let's fix the unfair things that make legit fights unfair and tedious:

Before respawning, fireballs should "fade in" through some kind of blinking animation, warning players to get out of the way.
As it is, they just pop in out of nowhere and set you on fire. After watering Vanaduke's balls, they appear at a set time that is fairly long; it is unreasonable to expect a human being to keep track of the exact time each and every ball will reappear. Shiver + Needle is a player favourite not just because of the short time it allows you to kill Vanaduke, but because nobody wants to deal with watering the fire balls and getting close and personal as the risk is simply not worth it.

Vanaduke's dash can easily become unavoidable during phases 3 and 5, as the fireballs surrounding him will catch the players and often trap them.
If Vanaduke dashes into you while you're anywhere near a corner, you're pretty much dead. Instead of fixing the fireballs to his body, make them hover after Vanaduke in his wake when he dashes, "catching up" to him in time. This adds a bit of a risk-reward element to baiting Vana's dashes as it will leave him open for a few hits while the balls catch up.

Shadowfire, when first spawned, should give a five-second "graze" period before they actually become capable of harming and blocking players.
If they were simpy unable to spawn inside players, that'd make players just stand still next to Vanaduke charging their blitzes. This one makes the shadowfire less unfair.

Rewatering the mask should just refresh its downtime.
Or at least not add another counter. While there is an element of fun in timing watering the mask so that you can keep him constantly down, the penalty for throwing too early is arbitrary and feels buggy. It's also really nerfing the fight up for shard bombs in particular.

Shard bomb shards should be able to spawn inside Vanaduke instead of just spawning right outside his range or disappearing.
Not directly related to Vanaduke, but can we at least be able to even hit the magical 3-shard hit limit you implemented?

Just in case you thought this was going to be all nerfs:

Vanaduke should just smash the ground in anger to spawn firetiles when he's shivered.
Shivermisting Vana is still a valid strategy this way, as it will make the mace and dashes much easier to avoid, but players will still have to deal with something.

Thu, 01/24/2013 - 05:11
#1
Evilnut's picture
Evilnut
"Currently, there are two

"Currently, there are two ways to fight Vanaduke:
1. Someone brings a shivermist, everyone else bring Blitz Needle and the entire fight is severely easier than any given fight with any other boss.

2. You do anything else and the fight is kinda unfair and not actually very fun due to broken elements about him."

~~~~~~~~

We can stop reading right there... because your basis of needing a change to Vanaduke is absolutely wrong.

I have 1 to 2 bar ping connecting from Hong Kong, and yet I have beaten FSC + Vanaduke solo wearing Proto helm, armor, shield, no heart trinkets, using only Glacius and Polaris.

If using 5* gears, I did many FSC runs using 0 pills 0 remedies from start to end.

Many other players have done the same, or feats even more crazy (e.g. no vita pod as well), long before I did that.

If you search my name, you will find me starting a thread in the New Recruits forum, asking about how to deal with Vanaduke. Many players chimed in and gave me advices and posted videos.

Learn from that and get better, instead of asking difficulty to be turned down for you.

~~~~~~~

EDIT:

Here, I dug up my old thread for you.

http://forums.spiralknights.com/en/node/53818

Thu, 01/24/2013 - 07:02
#2
Leafblader's picture
Leafblader
moo

OOO should also make darkfire vanaduke immune to blitz.

Thu, 01/24/2013 - 08:05
#3
Zeddy's picture
Zeddy
@Evilnut

I was exaggerating for point emphasis and comedic effect. Polaris is still pretty easy to beat Vana with, I've done that too. Do your proto armour thing with shard bombs and I'll be legit impressed.

Feel free to point out which one, if any, of my changes seem like they're not called for and also mention why. Once you adress my post itself rather than the preface, we can actually have a discussion.

I mean, just by using Polaris you admit that the fireball respawning is kind of unfair. That's why you hang back and use guns on him just like everyone else do.

Thu, 01/24/2013 - 09:37
#4
Evilnut's picture
Evilnut
@ Zeddy

Google search "Vanaduke solo sword only". Plenty of YouTube clips for you to watch. Darkfire version too.

Different foes require different tactics to beat. For Trojan it's bait and strike. For mortarfire gremlins it's fire pots, close ranged blitz / dark retribution to brute force their shields, or Acheron charge from behind. And for Vanaduke phase 5 it's how to not get burned by the fireballs.

"Before respawning, fireballs should "fade in" through some kind of blinking animation, warning players to get out of the way."

Or you can water frequently.
http://www.youtube.com/watch?v=v3yVba0cqV4 @ 02:11.

What if you don't have the overpowered hammer and cannot kill Vana so quickly? Retreat, water some more and go back in. This method clearly works.

If you get a big flashy warning sign on everything, where's the challenge? Vanaduke is a BOSS. He's supposed to be scary. He's already a joke to so many players now, don't make him even more laughable.

"Vanaduke's dash can easily become unavoidable during phases 3 and 5, as the fireballs surrounding him will catch the players and often trap them."

That's the whole point of his fireballs growing to two rows. It's a challenge for you to solve; anticipate the increased radius, give yourself more buffer to dodge accordingly. People can solo and blitz charge Vana during phase 5, so there's clearly a window of time you can dodge out of the way.

"Shadowfire, when first spawned, should give a five-second "graze" period before they actually become capable of harming and blocking players."

It's latency problem. The warning sign already exists in the form of glowing floor; shadow fire will randomly spawn near areas lit up. Stay far away from them.

"Rewatering the mask should just refresh its downtime."

This is indeed a flaw that could be fixed. But don't hold your breath, as it seems OOO has trouble fixing these timing related problems - see how long it took to fix stun, and how Snarby still is right now, often still able to continue teleporting/attacking after being stunned by the bell.

Thu, 01/24/2013 - 09:52
#5
Nunncitrus's picture
Nunncitrus
"water vanadukes balls" lol

sorry, could not resist, and it seems like you are struggling with vanaduke because i can have a team with no shivs or blitzes and take care of that tubby, it seems like you want him to be made easier, he is not broken, he is the final boss(not including shadow lairs) and should be difficult to an extent, if anything he should be harder so that people cannot just blitz/shivv rape him, also about the fiery orbs, why should they phase in? that is just too easy, you know they are coming, just be careful.

Thu, 01/24/2013 - 10:39
#6
Oatmonster's picture
Oatmonster
Lick Number 58425

I agree with Nunncitrus, Vanaduke shouldn't be made easier for non shiver/blitzers, it should be made harder for people who do use shiver/blitz.

First, give him immunity to minor freeze, then make him neutral against piercing damage and give him invincibility frames.

Thu, 01/24/2013 - 12:03
#7
Zeddy's picture
Zeddy
@Evilnut

In light of replies in the thread, I'm proposing a new list of changes:

Remove the ability to revive comrades.
Who cares if lying on the ground is no fun? Being able to get revived just make things easier, and challenge is more important than fun and the challenge being reasonable.

Every single attack from Vanaduke should be instant death.
He is the final boss, and we think it's best for one little mistake to be the end of a 40-minute run.

Vanaduke should not make an animation when swinging his mace.
We know the mace is coming as soon as he's turned toward us, we just need to be careful. Visual warnings of when we take damage just make things too easy.

Also, the shadowfire spawning is only very loosely related to the orange glows on the orange ground that you might be able to to see through all the dust particles.

Thu, 01/24/2013 - 13:32
#8
Nunncitrus's picture
Nunncitrus
nah, sounds too easy

nah, sounds too easy

Thu, 01/24/2013 - 14:41
#9
Nineball-Seraph's picture
Nineball-Seraph
Am I the only one who agrees with zeddy here?

The original post, at least.

Not saying vana is too hard, but he become unreasonably easy with some weapon sets, and absurdly difficult with others. Most bosses are around the same level of difficulty no matter what weapons you bring, provided that you brought something that does the right type of damage. These type of nerfs would be intended for the average people, not those who actually understand how Vana works. For example, you can't shiver snarby in place, or stagger JK to death.

I highly doubt anyone NEEDS vana to be easier if they stop and look, but a vast majority of the people I see in Vana parties have to be carried along by someone who does know all the tricks.

Thu, 01/24/2013 - 22:05
#10
Quakeman's picture
Quakeman
people complaining against

people complaining against shiver blitz .. the obvious easy solution , why would you do otherwise? why would they change it?

you know it work , and vana is there since before the snarby and twins update , if by then you did get to 5 star not knowing to have bltiz/shiv , thats not the blitz/shivers problem , they do what work , not because you dont have then or dont want to use them that any changes should be done

close thread plz

Thu, 01/24/2013 - 22:30
#11
Klipik's picture
Klipik
about shiver/blitz

has anyone tried shiver/firey pepperbox on JK? regardless that it would die in about 5 charges anyways.

Thu, 01/24/2013 - 23:57
#12
Hexzyle's picture
Hexzyle
@Klipik

All the time.
Don't even need shiver most the time, if you take ancient plate you can tank the hits from those annoying lil jellies. Or VT and create a huge field where they die instantly.

Fri, 01/25/2013 - 05:30
#13
Zeddy's picture
Zeddy
@Evilnut

I finally watched your video!

The guy got hit by fireballs in the end because he had no way of telling that the fireballs were going to respawn. So thanks for backing up my point.

Edit: Multiple times. He actually gets hit EVERY time the fireballs respawn.

Fri, 01/25/2013 - 07:18
#14
Shion-Sinx's picture
Shion-Sinx
hm

Nineball-Seraph just pointed it right.

as OP said it needs some tweak, maybe not his ideas but vana needs work. why would one NOT bring a shiver and a blitz when farming vana for w/e reason?

"oh but i like challenge"

yes, but you not gonna make a 1h run eveytime you go to vana if you are farming some tokens (the only reason to go up to last floor). you want it faster to do at least a couple runs in an hour. and with those two weapons you can do it untouched.

im not a extremist, but there are things that can be made.

example:

- make debuffs last half time on him OR after hes affected by any debuff he becomes immune to it for some time (like 15s after it wears off);
- make him freeze immune while he has fire orbs around;
- make him neutral to all damage types;

just some ideas i just made up

Fri, 01/25/2013 - 08:13
#15
Verodius's picture
Verodius
@Evilnut:

"The warning sign already exists in the form of glowing floor; shadow fire will randomly spawn near areas lit up. Stay far away from them."

I've yet to see any connection between floor glow & fire placement, as far as I can tell Shadow Fire just spawns wherever the hell it wants and the rubble is just to conceal the fact that it has no spawn animation.

Fri, 01/25/2013 - 08:20
#16
Quakeman's picture
Quakeman
@Zeddy no , he prooved that

@Zeddy
no , he prooved that vana can be killed in solo , he KNEW the fireball was coming , but he didnt care , he could kill vana AND endure the hit and after fire dmgs from the fireballs , wich mean he wasnt prooving YOUR points , he was just totaly aware the fireballs was coming , he just didnt care , he could take it and kill vana at the same time, if you didnt notice but the time it took to finish the fight , it was a speed run , he didnt wanted to go back to water station and make the video viewer get bored and wait for a rewatering

vana is balanced , people can kill it for years.

if you cant do it, get better. vana dont even wort speding any ce in revive , your first time at vana? get 3 people who already have blitz and shiv

responce to all the sugestion about giving vana freeze reduction / imunity : sure , they already made it , its called dark vana , take 4 member with 450 ce , buy a key and have fun :3

close thread plz?

Fri, 01/25/2013 - 08:39
#17
Draycos's picture
Draycos

As a seasoned T3 player from 2011, I'm fully siding with Zeddy. The point I see behind these changes isn't about whether Vanaduke can be beaten easily or not, but moreso to improve the gaming experience (and block off tactics that make him less of a boss). Whether someone can do it in Proto or not is completely irrelevant to this.

I'll post more later today, including analysis of each suggested change, but that's the gist of it.

So no, don't close this up.

Fri, 01/25/2013 - 12:46
#18
Shion-Sinx's picture
Shion-Sinx
actually

beating him with proto set and a couple non-exploiting weapons just shows how weak and predictable he is. and hes the "final" challenge of the clockworks.

hes a bit more than a trojan right now, not fair with him =/

Fri, 01/25/2013 - 18:10
#19
Hexzyle's picture
Hexzyle
@Quakeman

if you cant do it, get better. vana dont even wort speding any ce in revive , your first time at vana? get 3 people who already have blitz and shiv

You've just COMPLETELY ignored the first and most important point of this entire topic. Go to the OP, read it again.
BTW Zeddy is one of both our senior Spiral Knights, both ingame and on the forums. Your patronization is offensive.

Fri, 01/25/2013 - 20:12
#20
Draycos's picture
Draycos

1. I fully agree. Not being able to see when those fireballs are coming discourages any melee combat, which is pretty silly.

2. While it's best to just keep him as watered as possible, this is a big yes. I've had some times where I've moved out of the way of Vanaduke himself, but I've gotten caught in the fireballs and my shield keeps taking hits until it breaks...

3. Perhaps a special animation could be coupled with this, as a warning. Shadowfire is very annoying, since it sometimes spawns a few seconds after the debris have landed as opposed to when they land, and you don't always have the option to safely avoid areas with debris falling.

4. I'd like that stupid mask to stop making invisible explosions when it fizzles, for one. I'm not so sure infinite mask-watering is so smart, though, because it's really easy to catch it just as it spawns. A fix for the stun-counter resetting if you water it just as it is set on fire again is a must, too; while it's in that bugged state, you can't water it...

5. Shards are relatively weak, even with the stupid hit limit, so +1.

6. I'd love this, so much. Some sort of AoE sweeping/random smashing attack to discourage people from 'cheating' their way through the fight. Maybe a simple change of letting him turn while frozen would help just as well?

To add something of my own, I propose a boost to his triple-flamethrower attack, which is mostly harmless. Perhaps make them spawn shadowfire (if the above changes are heeded), or increase the number of flamethrowers to go in all directions, with more flat damage instead of a weak Fire status.

One way to lower Blitz's ridiculousness without directly nerfing it would be to boost Vanaduke's overall damage resistance, so weaker attacks with multiple hits deal less damage. Thoughts?
_____________________________________________
Now, concerning other posters. I don't care who's done what with Vanaduke in proto gear with no vitapod. The point of this thread isn't about how you can no-hitter Vanaduke, but how there are things about him that can and should be improved so they're less stupid and more fun. Of course Vana isn't hard for a seasoned player; it's easy to solo him if you've got a decent gun and some patience. We should aspire to make it a fairer fight for people new to the fight, not rely on annoying elements to make it a challenge.

So, why not shiver/blitz? Because it's overpowered as all hell and makes the fight a joke. If Vanaduke never faces whoever he's mad at, he'll never directly attack them. Combine that with Freeze's no-turning-allowed-you-dingus properties, and Blitz's massive attack power, and you have the most powerful weapon in the game shooting at something that can't do anything while the Blitzer is pew-pewing, which is the 'weakness' of the Blitz- immobility.

It's for the same reason people still use lines like the Cutter, Faust, and Troika series instead of Flourish, Brandish, and Avenger series. They're (typically) less effective, but they're way more entertaining, so people use them anyways. Fun > Power.

Now to go amend some stupids in that thread I made a week ago.

Sat, 01/26/2013 - 00:24
#21
Quakeman's picture
Quakeman
@Draycos even tho vana is

@Draycos even tho vana is totaly beatable , i agree about the watering glitch and vana flame thrower . i disagree every nerf people want about blitz and shiv about van exept the flame thrower , since there people stupid enough to blitz vana right in his face , there a way it can also afect smart player if vana spawn 8 flame stream in every direction , wich will please the "shiv" nerfers whitout making vana to break the icing established mechanics wich players like me count on at many dungeons like vana or coumpond 42 or ghost in the machine where an rediculously huge amount of monster spawn in a too small area

as for your responce to no blitz/shiver , vana is supsoed to be a joke like the twins or jk or snarby when you have the gears for
(brandish normal hit spam for insta twins round kill , toxic vaporiser or poison vial with curse vial or faust for jk and hunter blade / shield spam at snarby)
yes i admit feedback would help new players at bosses but they shouldnt be nerfed at all, on your first fight you will be swearing and crying (i spent over 80 ce on my first jk run i remember a years and half ago). now i beat jk in 7~30 seconds ...

shadows lair is the place for nerfed wepaons and buffed weapons ,the normal bosses are supsoed to be at least beatable on the first try wich mean experienced player see it as a joke. but shadows lair is ment to be hard even after many tries , with an over amount of monter , even closers area with rotating damage pilliars and such and the bosses now have resistance and other type that they where weak at. making the bosses you did once wich where complicated and now totaly easy , a whole new chalenge. plus the rewards in cr + the access to a confined craft machine for players who made it trough totaly worth the 450 cr , and if you have all the armors from sl like i do , the materials (exept the ice queen one) when wild + the cr of the run totly repay the 450 ce needed for the key

as for what said about cutters line and the others , no i see perfect balance on them , yes they do less damages and less efficient satus, but yet they have alot of flinch , easy to shield or knockback effects wich make the quick kill you had to do to the enemy you where afraid he kill you totaly armless even tho you have to spend a little more time bashing him , wich those weapons are no use on heavy monster spawning area , because you have to get rid as much monster as posible in the less time posible or otherwise they will get you cornered / surrounded

weapons planing / armor planing <-> dungeon / saved loadout for situation or bosses

i saved myself so many times vs bats spam with dread venom or hunting blade where barb blade or barb bomb where totaly useless and didnt lands the hits at all.

TL:DR
__________
i agree about mask glitch and flame thrower buff
i disagree any nerf on blitz/shiv and all buff on vana else than flame thower
shadows lair is buffed and imune version of what you looking for

Sat, 01/26/2013 - 06:28
#22
Zeddy's picture
Zeddy

I just beat Vanaduke with a Cyclops Cap, Fused Demo Suit, Scarlet Shield and Fiery Pepperbox. No shivermists were involved, but I was accompanied by my friend also Cyclops Cap, Gunslinger Sash, Swiftstrike Buckler and Strike Needle.

I do not have trouble with Vanaduke. I say this not because I am offended at the insults directed to my skill; I have never claimed to be good at this game; I say this because you're misunderstanding why this thread was made. It was made not because I have problems killing Vanaduke due to no-warning respawning fireballs but because no-warning respawning fireballs is horrible game design.

Sat, 01/26/2013 - 06:36
#23
Hexzyle's picture
Hexzyle
I'm just frustrated at the

I'm just frustrated at the overall uselessness of so many weapons against vana. All other bosses can be defeated with pretty much any gear. Snarb isn't difficult with pure bombs, just clumsy. But you can defeat him with any set.
Jelly King, anything with a good charge attack that can deal normal or bonus damage against him will thrash him, as will AoE weapons. Things like all the alchemers, Pepperbox, all bombs, all guns with the exception of piercing, most swords, especially brandish, faust and nightblade. If you don't have these, he's a bit of a challenge, but still feasable.
Roarmulous twins are rediculously simple with any gear, the only thing that's tricky about it is the mid phases while waiting for the right rocket locations. Any weapon can be used during the vunerable phases simply because you're not getting flattened by maces when you're attacking them.

Vana however, is near impossible with ALL weapons save for a select few: Autogun Line, Elemental Alchemers, Pulsars, AP and Shiver. I really don't think this is very fair to people who don't like/own those weapons. I'm not saying we should make him easier, I'm saying we should make him beatable although difficult with other weapons.

Sat, 01/26/2013 - 07:06
#24
Quakeman's picture
Quakeman
i agree that if there changes

i agree that if there changes to do , it would be buffing his flame thrower only and making more weapons usable against him and solving the feedbacks and the mask glitch

we know its broken , we can deal with , but fixing it wont change the way we play it anyway so im ok with this

im against nerfing blitz / shiver because people dont want to use them / dont have them / or find them "overpowered" in thier way

'"blitz movement sacrifice and shiver only point of having it is to maintain an enemy in place"

Sat, 01/26/2013 - 09:33
#25
Chainguy's picture
Chainguy
I agree, Vanaduke is just too

I agree, Vanaduke is just too easy with Shivermist Buster and Blitz Needle but with other certain weapons, hes hard as Yesmen.

First time i soloed him was in 4* full Cobalt set, dying 3 times and from what i remember, took at most 45 minutes due to the low damage my Master Blaster did. Every attack from him was deadly, taking at most half of my health.

With Shivermist Buster and Blitz Needle around, hes a pushover. the Bomber can easily freeze him in place and the Bltizers shoot him in the back. the Slag Walkers and Slag Guards can cause trouble if they are not dealt with but can be easily be taken care of in a good party. The Shadow Fire is not much of a trouble but it can spawn right in front of you or worse, right on top of you. If they spawn just right, you can't move at all and die from the Elemental and Fire damage. Vanaduke can bodyblock you into a corner like a trojan and can't be shieldbumped however good partys can avoid this.

Below i am going to suggest things to make Vanaduke the difficulty hes suppose to be regardless of the weps you bring expect for Shadow damage since in phase 5 he becomes immune to Shadow damage. Let's get started:

Vanaduke should be immune to the Shivermist Buster like his Shadow Lair counterpart but can still be frozen by other weapons or the Vial that inflict Freeze.
Like i said above, you can easily freeze him in place and the Blitzers can shoot him in the back again and again with no harm. With this added however, Vanaduke will be harder and teamwork will be needed more to bring him down as Vanaduke can charge, smash you or send flames of fire at you at will. However he can still be inflicted with freeze from other weapons such as the Ice Brandish line or Freeze Vials.

If Vanaduke takes too much damage at once or in 5 seconds. (let's say 1000?) then he will go into a rage where he will smash his mace into the ground at faster speed over and over in random places.
This will increase the Shadow Fire spawn rate rapidly (None in phase 1) as every smash will break the overhead supports. The number of swings he does in this rage depends on the phase you are in. Phase 1: 3. Phase 3: 5. Phase 5: 7. This is deadly as you will have no idea where he will swing, the smashs will also do more damage in this rage. the rage will end once he finishs swinging madly. This is to discourage players using the Blitz Needles charge attack unless he/she and the party want to take the risk. He also cant move while doing this.

If Vanaduke is frozen then he will perform a AoE attack that hits all enemys within 3 blocks of him, friendlys (Slags) are not affected.
Vanaduke will also use this during the fight but it is much more powerful if he uses it when frozen. This is like the Fang Of Vogs charge attack only 3 times bigger and more powerful. Since Vanaduke is like a Fire type boss, this charge has no affect on him while players using it can be set on fire. the Fire inflicted is more stronger then Fang Of Vog. The charge up time for this is 2 seconds regardless of the phase.

Vanaduke should have his Fire Snake attack at the start of the fight but becomes more powerful in later phases.
He only uses this in phase 5 currently, it does no damage but it can inflict strong fire if a player comes into contact with the flames. He should have this at the start of the fight and it become more powerful in later phases. Phase 1: 3 Fire Snakes in front of him. Phase 3: 3 Front, 3 behind. Phase 5: 3 in all directions. Because of this, he can summon up to 12 Fire Snakes at once.

Blitz Needles charge attack should have it's damage decreased to the point it cannot OHKO Trojans in a full party without Damage Bonus.
However, it can still inflict enough damage to make Vanaduke go into his rage. This is also to make Firestorm Citadel itself harder as it is a pushover in a good party making teamwork needed more to take down Trojans.

While fighting Vanaduke, all Elemental and Normal damage weapons will get a buff that increases their damage.
This is to encourage players to use other guns or swords then the Blitz Needle or other more used swords. Storywise: just before the fight, the Sprites you met eariler back in Charred Court will show up and bless your Elemental and Normal weapons with nature itself, increasing their damage. They will also glow green and have a green aura around them when held out. Attacking Vanaduke with these weapons have a chance to place a debuff on ( which lasts a certain time and becomes shorter in later phases) him which will make him take more damage from Normal and Elemental damage.

Vanaduke should have a different Targeting AI then other monsters.
Monsters in this game will attack the player that did the most damage to them, Vanaduke should have a different one, such as:
-The player with the most/less health.
-The player with the best/worse gear.
-The player doing the least amount of damage to him.
-The player killing his minions.
-The player clearing the Shadow Fire.
-Change targets randomly.

If too much Shadow Fire is cleared within 10-30 seconds, Vanaduke will surround the water fountains with Shadow Fire for 30 seconds
The fountains will be completely surrounded in Shadow Fire, making it impossible to get the water from them until the Shadow Fire is gone unless a player is holding water when this happens, allowing you to clear one of the fountains without waiting 30 seconds.

Some of the things i suggested can cause issues such as huges amount of lag but i will let the community discuss that.

I think that's enough, i want to see what you guys think. i know there will be agreements and disagreements but i wanna see everyones opinions. I think i added too much stuff to make Vanaduke harder but i'll let the community discuss about that.

Sat, 01/26/2013 - 15:55
#26
Draycos's picture
Draycos
@Quakeman

Blitz IS overpowered. Even with its movement loss, it's far too powerful. Shivermist removes its only weakness, so now it deals massive damage AND with no potential repercussions. There's items that can work well together and then there's items that completely remove any semblance of challenge when used together.

No comment on your opinion on Cutters.

Sat, 01/26/2013 - 17:14
#27
Hexzyle's picture
Hexzyle
@Chainguy

Vanaduke should have a different Targeting AI then other monsters.

This is probably the only point I strongly disagree with. Spiral Knights has a lot of hidden MMORPG tactics and elements that make the game fun to play and rewarding for people who know how to manage aggro and the like.

Sat, 01/26/2013 - 17:32
#28
Quakeman's picture
Quakeman
@Chainguy

@Chainguy

Vanaduke should be immune to the Shivermist Buster like his Shadow Lair counterpart but can still be frozen by other weapons or the Vial that inflict Freeze.
no , new people are ignorant (not in a bad way btu meaning that they have no idea whats coming) wich mean a little shiver will prevent them to get maced in the face at they very first try because they might just simply bash / shoot vana in the face. wich will also make fire apear everywhere and even if 3 player are pro and 1 is new , if the new guy go in front of vana and spawn fire everywhere . there is chance that a ce revive bein needed

for experienced players , they made dark vana only freezable with vials ... only ... try to make 1 vial free count for 4 blitz ... does not work

If Vanaduke takes too much damage at once or in 5 seconds. (let's say 1000?) then he will go into a rage where he will smash his mace into the ground at faster speed over and over in random places.

no , but i would agree with a 360 flame thrower spawn

there is already a rage kid boss that goes mad when you make him loose his crown

Vanaduke should have his Fire Snake attack at the start of the fight but becomes more powerful in later phases.
i agree with this one
and vana rage already , that the point of the fireballs

If Vanaduke is frozen then he will perform a AoE attack that hits all enemys within 3 blocks of him, friendlys (Slags) are not affected.
that cancel the main request that people want about vana bein able to mash him more with sword than gun , does not affect blitzer because they are too far

Blitz Needles charge attack should have it's damage decreased to the point it cannot OHKO Trojans in a full party without Damage Bonus.
no , you might see it this point at fsc , but in heart of ice and other missions when you have 12489712 develites around + trojan spawning , you might want to gonna get rid of the big guy before this get messy

While fighting Vanaduke, all Elemental and Normal damage weapons will get a buff that increases their damage.
and then everyone will complain about hammers , polaris , leviathan and fov for bein as buffed as blitz

Vanaduke should have a different Targeting AI then other monsters.
sure , why not , it would make the blitzers unaware if they are the next and calm the complains somehow <- it mean i agree

If too much Shadow Fire is cleared within 10-30 seconds, Vanaduke will surround the water fountains with Shadow Fire for 30 seconds
i would see it diferently (at phase 4 and 5 , there are 1 fireball turning around the water fountains)

Sat, 01/26/2013 - 18:03
#29
Softhead's picture
Softhead
Shards don't work on RT.Pff.

Shards don't work on RT.

Pff.

"Vanaduke should be immune to the Shivermist Buster like his Shadow Lair counterpart but can still be frozen by other weapons or the Vial that inflict Freeze.
no , new people are ignorant (not in a bad way btu meaning that they have no idea whats coming) wich mean a little shiver will prevent them to get maced in the face at they very first try because they might just simply bash / shoot vana in the face. wich will also make fire apear everywhere and even if 3 player are pro and 1 is new , if the new guy go in front of vana and spawn fire everywhere . there is chance that a ce revive bein needed"

Shards don't work on RT, bombs don't work well on Snarbt/RT, Battlepods may be on a gap, so swords suck, ect. And there's the fact that noobs ask forumers and check the wiki constantly on how to beat him. Also, trial and error is key in this game, and several others. making strategies in the face of defeat is the rule of life.

"for experienced players , they made dark vana only freezable with vials ... only ... try to make 1 vial free count for 4 blitz ... does not work"
Ever heard of other strategies? I mean, before Shive/Blitz was popular, people used other ones. Infact, oldRSS was a tactic.

"If Vanaduke takes too much damage at once or in 5 seconds. (let's say 1000?) then he will go into a rage where he will smash his mace into the ground at faster speed over and over in random places.

no , but i would agree with a 360 flame thrower spawn"

Why not? Explain.

"there is already a rage kid boss that goes mad when you make him loose his crown"
So? There are two bosses that are mostly invicible unless x happens.

"Vanaduke should have his Fire Snake attack at the start of the fight but becomes more powerful in later phases.
i agree with this one
and vana rage already , that the point of the fireballs"

Neutral.

"If Vanaduke is frozen then he will perform a AoE attack that hits all enemys within 3 blocks of him, friendlys (Slags) are not affected.
that cancel the main request that people want about vana bein able to mash him more with sword than gun , does not affect blitzer because they are too far"
Blitzers have pitiful range in comparison to other guns. Hence why blitzers can't be as effective without shiv.

"Blitz Needles charge attack should have it's damage decreased to the point it cannot OHKO Trojans in a full party without Damage Bonus.
no , you might see it this point at fsc , but in heart of ice and other missions when you have 12489712 develites around + trojan spawning , you might want to gonna get rid of the big guy before this get messy"

Use other weapons. Dbb, Magnus, heck shiv them and group.

"While fighting Vanaduke, all Elemental and Normal damage weapons will get a buff that increases their damage.
and then everyone will complain about hammers , polaris , leviathan and fov for bein as buffed as blitz"
Neutral

"Vanaduke should have a different Targeting AI then other monsters.
sure , why not , it would make the blitzers unaware if they are the next and calm the complains somehow <- it mean i agree"
Neutral

"If too much Shadow Fire is cleared within 10-30 seconds, Vanaduke will surround the water fountains with Shadow Fire for 30 seconds
i would see it diferently (at phase 4 and 5 , there are 1 fireball turning around the water fountains)"
Too easy, but neutral.

EDIT, WHat I did.

Sat, 01/26/2013 - 17:58
#30
Krakob's picture
Krakob
@Quakeman

If you think Cutters make enemies flinch a lot, you obviously haven't used any of them.

---

I think I can agree with all original ideas psoted here. Regarding the whole Blitz debate, where'd it come from? Zeddy barely brought it up and now this thread seems to be more about Blitz than Vana. IMO, Blitz is extremely overpowered but that's just me. Wait, what? It isn't just me?

Vana just needs something to counter Shiver+Blitz while that combo shouldn't completely destroy him at the same time. I guess Zeddy's final paragraph in the OP is pretty good.

Sat, 01/26/2013 - 21:56
#31
Quakeman's picture
Quakeman
SOLUTION , DELETE VANA ,

SOLUTION , DELETE VANA , REMPLACE WITH FIRE JELLY KING ... BRILLIANT

also i have both dread venom and hunters blade , with sexy (fiend vh + construct vh) on both of them

Sat, 01/26/2013 - 21:58
#32
Quakeman's picture
Quakeman
@Softhead , develite are not

@Softhead , develite are not shivable at heart of ice

Sat, 01/26/2013 - 22:07
#33
Softhead's picture
Softhead
Well, which one?

regulars or layofers(scarfs,)

Sat, 01/26/2013 - 22:12
#34
Draycos's picture
Draycos

"SOLUTION , "

Don't be so obtuse.

Concerning your cutter UVs, just because you have great UVs doesn't make it a great weapon...

Also, concerning shivermist use in HoI, mist bombs occasionally draw a ton of aggro, so even though you can't actually freeze enemies, it might still be useful. Maybe. I'm not sure.

Sun, 01/27/2013 - 06:28
#35
Quakeman's picture
Quakeman
@Draycos take shiver , put it

@Draycos take shiver , put it back in inventory , take ash of agny , keep going :3

Sun, 01/27/2013 - 14:34
#36
Draycos's picture
Draycos

Obviously AoA is better for those levels, I'm just saying Shiver might not even be useless there of all places.

Mon, 01/28/2013 - 00:47
#37
Comnrade-Conrad's picture
Comnrade-Conrad
.

Remove the ability to revive comrades.

Damn, with your suggestion I'll never be able to do FSC again.

Mon, 01/28/2013 - 06:05
#38
Draycos's picture
Draycos

Am I the only person that caught the sarcasm in post #7?

Tue, 01/29/2013 - 02:34
#39
Mookie-Cookie's picture
Mookie-Cookie
I found it funny Zeddy offers

I found it funny Zeddy offers suggestions on changing Vana's boss fight, as Shiv + Blitz is the preferred method which, quite simply, makes Vana very easy... and people jump down his throat claiming he's not good at the game...

Anyhow, looking at the very first post; let's look at the points.

Before respawning, fireballs should "fade in" through some kind of blinking animation, warning players to get out of the way.
I've never really had an issue with this. Namely because I've never really been in a party that's bothered getting rid of those balls. A warning, however, does sound idle. Especially for lag-ridden players, like myself.

Vanaduke's dash can easily become unavoidable during phases 3 and 5, as the fireballs surrounding him will catch the players and often trap them.
I've found this to be a real problem. Quite a few times, Vana's dashed towards me without me noticing him (say, he's below me). With the fire balls around, getting away from Vana once the dash is over is troublesome. Usually resulting in Vana doing a lil' dance over my dead body. If the balls must stay as they are, might I recommend you don't stop moving while your shield is up when one slams into you?

Take some damage; can still escape without major harm.

Shadowfire, when first spawned, should give a five-second "graze" period before they actually become capable of harming and blocking players.Shadowfire isn't all that problematic when you can see it. You just get that nervous feeling of walking into one when all that smoke is above the floor. Worse still, that rage moment when one spawns in you, and you can't move. So, I agree with this.

Rewatering the mask should just refresh its downtime.
Long since overdue. With lag, you try to lead in your timing. I have, on many occasions, thrown a matter of milliseconds prior to when I should have.
The most annoying part is when a timer appears when the mask is on fire. As if the game is looking at you with an evil grin saying "You can't hurt me, or water me for 3 seconds because your timing sucks! Ha!"

Shard bomb shards should be able to spawn inside Vanaduke instead of just spawning right outside his range or disappearing.
Not a bomber. No comment.

Vanaduke should just smash the ground in anger to spawn firetiles when he's shivered.
I'm not sure about the fire tiles thing. I'm thinking what about some sort of knockback pulse that pushes players to the edge of the room? Blitzers get a smaller window, Shivvers have a harder time keeping him frozen. That, and being pushed into a fire tile would make positioning critical too.
________________________________

@Quakeman:
no , new people are ignorant
So, you're basically saying that new players should have a fool proof strategy; while experienced players should use a tougher method?

You do realise having a fool proof strategy available means experienced players who want easy cash are just gonna use the easy way, right?

Tue, 01/29/2013 - 05:12
#40
Quakeman's picture
Quakeman
no , i do shadows lair ..

no , i do shadows lair .. ever bring a new guy to shadows lair dark vana before he even have done the normal vana?

that was my point .. if have to try it once before knowing what to expect this is why they are "like i said" inogrant .. but not in a bad way .. but in a way that you usualy bash the face of all the 3 previous boss and when you come to vana .. bein in front of him is the most dangerous idea you can come with

Tue, 01/29/2013 - 05:14
#41
Aureate's picture
Aureate
+1 to all suggestions in OP except

the 5-second 'graze' period seems too long to me.
I do have to admit the suddenly respawning fireballs are a dick move, as is the ability of Vanaduke to trap you in his fireball shield.

@Quakeman: New people are not necessarily going to have the knowledge to bring Shiver.
There are other ways of reducing Vanaduke's danger other than Freeze (shock horror), like Voltaic Tempest/Stagger Storm, which are the reason why I generally tend to save up Shock and Stun vials before the fight.
I have a bunch of other things I could also add about your comments, but I think I'll abstain.

Tue, 01/29/2013 - 05:27
#42
Quakeman's picture
Quakeman
Voltaic Tempest/Stagger

Voltaic Tempest/Stagger Storm

voltaic is posible for a new guy but stagger? 300 total pvp tokens

also , didnt say they had to knew this .. but prettry sure they will get in a party with someone already geared who know what to expect making thier first fight fesable ... because when you dont know what yo exept here what happen .. the fire shadows disapear in front of uyou leading to vana .. you run to back him .. first round , no big deal you can beat him whitout bein hit because his hit spot is further so you can stay even in his armpit ...

the come the mask watering "first time i have to aim in bullet hell and those bullet can destroy my projectile"

if this is done , come the point where you cant stay to close of vana "usualy people bring brandish or da for thier first time here so the charge attacks still can reach vana .. but this time vanaduke hits get you .. and ... oh god .. fire ... fire everywhere ... all around the water stands too ... i cant do 360 around vana because there is a line of fire blocking a whole area ... hes dashiong noooo here it come ... ded

round 3 is even harder

"thats prettry mutch my first vana run that i tough it was a good idea to duo with another guy that was also his first vana run

Tue, 01/29/2013 - 05:53
#43
Aureate's picture
Aureate
The thing is

generally people who have done it before like to go with other people who have done it before.
Ergo, if someone is in a party and is using sub-optimal gear, quite frequently more experienced players will try to avoid going with them for whatever reasons - they're short on time, they want an easy run, whatever. Hence, the newer players with less idea of what to do will end up lumped together.
Voltaic and Stagger is the Shock-Stun combo which works better than Shiver in some respects; you don't need to worry about the status breaking at an inopportune moment.

Tue, 01/29/2013 - 16:21
#44
Blandaxt's picture
Blandaxt
What about

What about how he corners the player after he charges the player to a corner. Couldn't we solve this by making the field round instead of a square? I just feel that instant ko for player (like me) in the corner is too over powered. If we can't change the field, how about be able to shield bump him a few inches so we can get out?

Tue, 01/29/2013 - 17:10
#45
Quakeman's picture
Quakeman
just got an idea? how about

just got an idea?

how about the fireball disapear after a hit on a player or a shield?

Mon, 04/15/2013 - 05:27
#46
Awoogawooga
I think Vana is relatively

I think Vana is relatively well balanced right now, and there's no need for nerfing shiver/blitz at the moment.

I know I'm late to the table here, but I've just had some pretty disastrous runs against Vana lately. I'm a Shiver/Blitzer. I always carry these 2 to Vana and I've beaten Vana enough to be a useful member (though not a great one, I still die).

But my last few runs have been highly frustrating, and not just because of the lags I've been plagued with lately. It's because the randoms I've been playing with... many of whom are Vanguard and people I know have fought and beaten Vana multiple times before, just don't know how to deal with Vana. Naturally, when I'm playing with a highly skilled and experienced Vana-killer, beating Vana is a breeze. Or if I'm in a party where everyone knows what to do, or if everyone is geared specifically toward Vana, then Vana can be an easy proposition (barring mass derping).

But that's not always the case. Unless you're playing exclusively with skilled friends or guild mates, or you happen to get a good/great party, you're probably going to have at least some degree of challenge against Vana.

As for Shiver/Blitz... The thing is, not everyone gears for Vana from the get go. If you're new to Spiral Knights, you might have gone for a variety of options before finding out that at the end of the road, having Shiver and/or Blitz is really not a bad idea, but by that time, you could be looking at some very prohibitive requirements to get those weapons. Sure, to someone who paid for an e-pass or a load of ce, the cost is no issue. But that's the right of someone who paid real money for the game. They deserve an easier time of it.

But free players? Even those who've reached 9-3 level missions? Gathering up the crowns for the right Vana gear is a struggle. Not an impossible struggle, but still a struggle.

Generally speaking, I think Vana's fine. As said, if experienced players want a greater challenge, they can go for Darkfire or whatnot.

My view is, if Vana's weaknesses are removed, thereby removing all "easy" methods to defeat him, then we'll be faced with a highly frustrating end boss that simply isn't worth the effort of beating. The experienced players who've amassed enough crowns and a beavy of equipment and trinkets etc should be able to adapt to a Vana with no weaknesses, and thereby still be able to gather tokens. But those who are new to Vana or just moderately good will have to weigh their chances a lot more before deciding to take on Vana. They may stop at the end of Depth 27 more. Meaning the divide between the rich and poor/middle class will grow further still.

Well, I've rambled enough... do forgive me for any offense I may have made.

Mon, 04/15/2013 - 12:08
#47
Bugtester's picture
Bugtester

I commend Zeddy on having even tried to propose a reasonable change to Vanaduke dispite this being one of the most elitist and self-centered communitys there is.
Also, I endorse his ideas. No I'm not going into detail, because really, I'd be happy if just about anything happens.

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