Post your feedback here about: BATTLE SPRITES

127 replies [Last post]
Klockworx's picture
Klockworx
...

Evo Catalysts are located in the Supply Depot. in the Missions lobby.

Obsidious's picture
Obsidious
Impressions of current build (not noted in change log)

Regarding Dazzling Ray: Dazzling ray since the last two patches still doesn't do any more than the normal ray. It's base damage appears to be the same as always, although I do wonder about the damage pulse rate. Since that wasn't noted either, I'm assuming the pulse rate hasn't been changed. Although, uping the rate at which it pulses damage may also be a good, since that'll give ita better chance to catch faster monsters like grievers and Kats.

Violent Heart attack: Although I'm certainly seeing the animation, I'm not quite seeing them do anything else. Not even dmg. It could be me, but even in the most cluttered monsters groups, heart attack didn't do anything beyond its current mechanic. Also, it'd be nice to have the hearts explode just a teeny bit faster, so as to catch monsters more effectively, although this is very subjective since I can actually see them doing damage.

Iron Heart attack: Although there hasn't been any obvious change noted to this scale, I've had more time to gauge the defense orbs. I decided to compare their damage reduction, only to see that a wolver bite still does the same amount of damage to me regardless (Around 6 pips). It's true I didn't have any piercing defense, so that might be one issue, but shouldn't there at least be one two pips or damage reduction? Or am I missing how defense orbs work?

Retake on Universal Recharges: It's funny, but despite everyone's current issue with this aspect of the sprites, I've actually gotten quite used to it after having played for some time. The trick is knowing which abilities to use over the others for which situations you run into. For me, ray of light is cheap: low recharge with decent suppression attack. Handy if you're in the right spot to put it down and keep most of the baddies at bay, and use your own attacks to kill them off. If I find I'm suddenly surrounded and know that even Ray won't be able to cover me sufficiently, I put up the Aura. It can be a great panic button when you're suddenly surrounded.

As for heart attack, use it when there's lot of baddies around but you know you'll be able to handle them. Like, say, scuttle bots or even devilites. Or use it when you're parties having health issues, and if I know there's going to be a long term fight, Iron Heart attack can be handy.

In many ways, you're sprites skills are supposed to help 'supplement' your play style, but they aren't going to be the deciding factor on destroying monsters. You're knight is, along with his weapons and gear. Also, I find the idea of micro managing on using each skill very quickly very distracting. I ended up having quite a bit of troubles during runs, more than I normally do despite what difficulty it is, part of the reason is because I focused too much on figuring out which sprites skills I should be using, even when they're recharging.

Overall, I surprised to say that I actually think the universal recharge is fine; people just need some time in getting used to them. Use the lower recharge abilities whenever you can, but pop either one of the more major, last two abilities when needed. Also, synergy: a player with scorching barrier coupled with a Seraphic aura play near him can work wonders in close quarter mobs. I know because I've done this a few times.

Current Overall Impression: Despite some obvious bugs here and there, I really think the Sprite update is starting to shape up do be really good. I've found myself enjoying runs a LOT more than I normally do (And occasionally missing my sprite when I'm on the real server), and it's added quite a bit to game play depth.

Taeloh
Maskeraith is too large

The final tier of maskeraith is too large. he needs to go on a diet and lose some weight.

Creeperlucario's picture
Creeperlucario
All sprites thoughts

I have used all battle sprites and seen all there Ultimate upgrades. The most popular one seems to be Maskeraith and I can see why. The other 2 are just as good but I prefer Maskeraith because his skills are useful, Drakon is Powerful and has the lowest time reductions and Serphanx is good as a healer and for helping other people.

The-Worst-Knight's picture
The-Worst-Knight
Powerful drakon, are you

Powerful drakon, are you kidding me?

Jacobey's picture
Jacobey
The CE cost of a L100 sprite

I sort of fast-leveled my sprite and wasn't paying close attention, but has anyone done the math on what it would cost in CE to level a sprite up to 100?

I'm assuming the "pet food" crafting costs / levels are going to be equivalent to what it takes to make an equivalent X* item.

I have a feeling if that proves true, the CE cost is going to be HORRIFIC.

Taeloh
Drakon is a beast.

I think it's funny how Drakon is getting a bad rep. I just tested him in elite FSC and his abilities were able to kill the skeletons in 1 go.

His ultimate on firestorm that adds damage to your team added 100 dmg per first swing of glacius.

His second skill kills the skeletons even without being able to inflict fire.

Taking a level 100 Maskeraith against the same group his ultimate doesn't kill a single one.

If you want damage drakon is the way to go.

Also Jacobey the food transmutation currently do not cost any CE, only crowns. I would expect them to stay that way as well.

Ndcoten's picture
Ndcoten
Drakon is an absolute beast

Drakon is an absolute beast when it comes to damage potential. Flame Barrier is incredible, especially with the double-fireball ultimate (80 neutral damage per orb adds up damn fast), and Frenzied Firestorm is a great buff for the entire party.

Hexing Haze might be fun to look at, but it can't compare to either of those Drakon abilities.

Taeloh
Possible bug? harnesses do

Possible bug? harnesses do not change the damage type for Drakons final ability

Narfle's picture
Narfle
just a quick note:

Post 7/23 patch, heart attack still doesn't seem to be dropping hearts. Violent Heart Attack is clearly working--baddies get a heart underneath them, if you off them while marked there is a short graphical build before a satisfying explosion where the body disappeared--but no hearts.

[EDIT: Post 7/25 patch, worked up a new Sera to test, still definitely no hearts dropping. I don't recall getting a heart drop of any kind that didn't come out of a heart box, but there was definitely not a single heart that dropped from Heart Attack.]

Taeloh
This is terrible

Changed: Sprites cannot be leveled up, change harnesses, perks or skill points while not in town or at an arsenal station

This is horrible.

I can understand not changing harnesses or perks...

But feeding (micro managing your appetite) and leveling the pet are the reasons people will be playing.

This change makes running vana or jelly king for heat a waste of time. After the first level if you don't retreat back to haven the appetite you will run over the appetite cap making the future levels a waste of time. (or do these levels have arsenal stations? I thought they didn't please someone correct me if I'm wrong)

Feeding and leveling should be allowed at any spot in the game.

Taeloh
re-phrasing

I'm not happy with how I phrased my previous post.

My overall point is that feeding and leveling the battle sprite are core mechanics of the feature. I feel that limiting those two features to specific locations is extremely limiting. Please re-consider and allow feeding / leveling away from arsenals. Perks and harnesses should remain restricted.

Obsidious's picture
Obsidious
Regarding the recent changes

Y'know, while I understand that some parts of the need time to work and rework, I kinda question how long it takes to actually tweak a few numbers so as Dazzling ray will do extra damage to its respective families.

Also, Violent heart attack; while no changes were not noted to it, I just like to reiterate that I don't see the explosion doing anything besides their animation; and by that, I mean I don't see any damage numbers (Or monster that appear to be taking damage, although that's not easy to tell).

It'd be kinda nice to have some information regarding whether or note these abilities are function as intended, or that we're missing out on a particular detail about them.

On a more positive note, I find it interesting to see how many different reactions there to the various sprites we've used so far. A lot of people liked Masker, but others recognize the damage potential of Drakon, even if your in fire immune areas. And Seraph, while holding a few issues of it's own, certainly shows favor in some people, particularly the support types like me. Overall, that's a good sign the sprites are well balanced with one another.

Hyper-Crusher's picture
Hyper-Crusher
This is so cool! I just now found out about it!

Battle Sprites are cool and i really love this update! I hope there would be future updates with more sprites. this is awesome!* I also this the way of reviving is good too!

Klockworx's picture
Klockworx
...

The new additions as of 7/23 are very good.

However, did you have to change the Maskeraith's cries? I enjoyed the way they were from the previous patch, now he just sounds silly. The Maskeraith is supposed to be a darker version of the pets, and with the new audio for his cries makes him a bit to "light" for his personality.

In my opinion i think he should go back to the cries he had as of the 7/18 patch. Those sounded much more sinister and i really enjoyed them coming from the Maskeraith.

Also, as i'm sure your aware from everyone else's posts. The Cool-downs for the sprite abilities need to be shortened, or at least the first two abilities need to be shortened. Either that happens or you split the cool-downs between their respective skills.

Other than that the only problem with this update so far is the rapid increase in the revive cost of a Spark of Life (50), but that needs to be discussed in the other thread.

Good going so far guys, the list of bugs is getting smaller and smaller by day.

Taeloh
Drakon nerf is terrible

Drakon nerf is too much. Skill 2 is completely useless now and not worth the risk of staying in melee range.

Constantly hitting mobs with frenzied firestorm and it does no damage and doesn't give me the buff. Still gets cancelled on all objects. You can cast it in the middle of a room and if your back is against a wall before the animation goes off it does nothing.

Guess I should be happy they nerfed him before I invested all my time into him.

Taeloh
Drakons Firestorm

OOO you really need to re-design Firestorm for Drakon. There are so many things that completely stop it from firing its not even funny.

Taeloh
mini jelly monsters

So.. it's the mini jelly monsters that is causing firestorm to be so useless in Jelly Palace. If their is a mini jelly infront of you firestorm does 0 damage and goes on cooldown.

Obsidious's picture
Obsidious
As per the last two recent updates

Ray of Light:

Dazzling Ray: So I can definitely confirm that this skill is now doing more damage than the base; give or take about 18% (I did the math using depth 24 as a reference. 120 as the base and 142 as Dazzling in terms of crit damage vs undead). That's a...5% difference as of compared to a zombie lowered defense from disintegrating ray. Y'know, I respect the fact you have the choice of generalizing your attack power or specializing it vs two families; in fact, I kinda like it. But if your gonna do that, that specialization really needs to be good at what it does; that's what specialization means after all. Currently, even with the initial base hit of Disintegrating, the damage for Dazzling really isn't that high enough. True, the beam hit's multiple times, but I don't feel an extra 20 dps is gonna help.

I feel a 25% boost, or even 40%, will be much more effective. 50% might be asking for it since we're dealing with a continuous attack. Dealing a 160 dmg, at depth 24, every half a seconds seems how a darkness killing ray ought to work.

Heart Attack Double-Take:

I've decided to play around a little more with both ultimate version of the skills, and I have indeed found that they both work. The reason I DIDN'T notice them before is because, well, they're barely noticeable as is. Here's a break down of the two:

Iron variant: Rather than paying attention to the pips, I decided to measure via the percentage shown, and found there's actually a 10% damage reduction (Again, I've done the math with a few bruises from Brumabots to show). Personally, I don't think that 10% is gonna save a knights life, as he'll still die from 3 hits, but with the extra health that might drop, I can imagine it might help him narrowly escape death. Even so, I think it should be raised to 15 - 25%, even if the orb does cover all status conditions lightly; as it'll make knight appreciate this chosen ultimate of theirs as well as using that skill and getting lucky with it.

Violent variant: The heart explosions are definitely doing damage, but not only is the damage numbers not shown, it's so small that you really can't tell if anything's is happening to them. The only way I found out for sure was because it made a breathing zombie flinch. Now, I can imagine this skill being really good at cleaning up stragglers after a group attack (Lots of monster kills but some still low HP ones still standing), but with the way they explode, those explosion need a little omph. Also, they seem to do normal dmg regardless of what harness is worn.

Lastly,

Sprite Reset Mats: YES! YES YES! Thank you for this. I'm was worried that once i chose my ultimates I wouldn't be able to change them back. It's expensive, but understandably so; really good to know that if I don't like my sprite stats I can re-adjust them.

Hyper-Crusher's picture
Hyper-Crusher
This is soooo cool, and I can't wait until the update come!

When will the update actually take place? I cannot wait till it come out!

Assault-Shotgun
seraphinx skill prob

the seraphinx dazzling ray of light seems to have a prob the ultimate skill since normally a fire zombie wont be able block it for some reason after a period of time it does not seem to effect them :/ and as for violent heartbeat its very hard to tell whether the skill do some damage . it needs to have some numbers appearing for the damage otherwise its very hard for the user of seraphinx to see as for valkirian aura i find the charge boost is too short could increase by 3 secs or 5 secs over all its not bad excluding some minor problems as for the harness i find them a little dull for the damage i do believe that some harness should have some status inflicting and please do have the reset tree button >.< its really good since for players that choose the wrong skill tree

Rosiie
Holding Objects

I found that while I was holding a vial or a key, the sprite would not attack. Did any1 else encounter this?

I don't know if this is done on purpose or not, but I find it strange to have a battle companion that can't attack while your character's hands are full. This is a possible place for improvement.

Thanks!

Juances's picture
Juances

When you activate a skill normally, you do see your knight pointing and making a gesture so the sprite knows it has to attack.
Obviously, you can't do that if your hands are busy with something else.

Vengear
yes I totally agree with

yes I totally agree with Ellthan-Cosmolion.Seraphinx is really weak and useless..you guys should really buff the Seraphinx up.and I don't mean a little.the three battle sprites should be equally useful and helpful while their powers and abilities differ.and the cooldown is way too long..I find myself rarely using the battle sprite mainly because I have to wait too long to use their skills.maybe u guys can try decreasing cooldown time or when we use a skill,don't let both of the skills cool down.thats kinda unfair.for instance when I use the Firebolt, the Fire Barrier also cools down. -_-' and it's near impossible to level our sprites up using heat.its like u guys are forcing us to use materials and spend energy and crowns to buy the motes.but I'm really REALLY happy u guys decided to remove the energy dependability.that's the best update so far for me. :D thanks SK crew! stay awesome guys~

Omega-Blockade
cooldown rate

personally I wish the cooldown rates were separate and you can hit a button and you can make that act better and auto targets enemies

Johnnjlee's picture
Johnnjlee
I regret my decision

You made us test out battle sprites at high levels and i liked the cat. But I now want the ghost because of the stupidly underpowered beam. I really want to go back but I can't, can I get a reset? Please? Also I am getting problems with feeding my sprite.

Black-Sphere
'The Collector' Quest Bug

I have a problem with the Battle Sprite quest 'series'. I have completed the quest 'The Collector' over three times now, but it will stay as my objective. I'm not sure if that is the last 'Rank' quest. Please help, I can't progress well in the game