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♦Haunted Haze- Bugged, incomplete, or neglected? ;-;

20 replies [Last post]
Sun, 09/08/2013 - 22:13
Xyloid's picture
Xyloid

So you just got your Maskeraith to level 100, Congrats! You've found that "Haunted Haze" seems like a more interesting ability to have, or you simply prefer the Round-eyed mask. Alright, you've made your choice!...But what's this?...lil' ghosts deal...WHAT DAMAGE?....nuuuuuuuuuuuuuuuuuu!

Have you or another knight experienced this feeling or heard of it? If so than yes, you heard right. Being an owner of a round-eyed masker myself named "Mischief", I feel your pain! I've done my part with this, and sent 2 or 3 bug reports on the subject yet it still remains!

First off, the idea for Haunted haze was a great one and I applaud the SK team on it, but as it stands, Haunted Haze's "Vengeful ghosts" only deal a max damage of 7, 5 on average. Not too vengeful after all, wouldn't you say? Not to mention that they aren't too accurate either. The first response, "BUFF IT" or "THIS MUST BE BUGGED", but I've found there are a lot of choices to be made to balance out this wonky haze to be a viable choice the same as any other:
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1. Buff Vengeful Ghosts:
The most simple answer is to add the damage output of the ghosts spawned themselves. If they were even buffed to T3 status damage(25-30 per hit) I'd be FAR happier as I'm sure any other knight who wishes for a round-eyed mask will be! The current spawn-rate now might suggest that ghosts deal MORE than Haze explosions to prove effective.

2. Multiple Ghosts per enemy:
This can come in 2 ways. ONE is simply to give all enemies 2-3 ghosts upon death rather than 1, and TWO is to spawn a number of ghosts based on enemy size, power, or tier(minis would spawn 1 or 2 while T3 lumberers might spawn 5 or 6)

3. Haunted Haze explosions buffed:
If ghosts stay the way they are which requires the haze to kill the enemy to spawn a single ghost, then wouldn't it make more sense to simply make the haunted haze deal a bit more in order to be able to spawn said ghosties?

4. Vengeful Ghosts Spawn regardless of death from haze:
This one isn't so much an option as it is a staple that would really help with balance in combination with most of the other suggestions. Bottom line, if an enemy has been marked at least once by the haze, he shall spawn ghost/ghosts upon death.

5. Vengeful Ghosts inflict Curse status:
This would give ghosts less need for a damage boost, yet would still give them a more secure and interesting balance(although I still feel it should be higher than what water deals on FSC). If you've faced Margrel, you'd find that these ghosts are just the diluted cousin to the homming bullets anyway. Think about it, what would a Vengeful Ghost do to someone? it would CURSE them! It just makes sense, doesn't it?

6. Vengeful Ghosts deal damage based on the enemy:
Rather than an overall damage, ghosts deal a certain damage based on the power or size of an enemy. This can work in two ways. ONE is that the ghost deals more damage based on the enemy they hit(minis would receive 10-15 damage while Lumberers or Bosses might receive 50-80 damage), or TWO is that ghost deals more damage based on the enemy it spawned from(mini-spawned would deal 10-15 per ghost while Lumberer-spawned ghosts dealt 50-80 per ghost).
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All the suggested damages are simply examples to show direction, but I think something must be done for all present and future round-eyed maskers alike!

Well that's my fix on this mess, what do you think? Do you support this? Mix and match these? Is one idea your favorite in particular? Any personal ideas or suggestions I might have missed? Keep it the way it is?(if you support the last one then you best leave this thread before you getcha-self thugged! o__o)

Sun, 09/08/2013 - 22:25
#1
Zeddy's picture
Zeddy

Enemies in T3 have thousands of hit points in full parties. Buff the ghosts to ~200 damage, enemies killed by the ghosts of haunted haze should also spawn ghosts.

Change nothing else, make us work for them purple ghosts.

Mon, 09/09/2013 - 13:44
#2
Xyloid's picture
Xyloid
That's a bit steep

Considering that Haunted haze does an average damage of about 197 per explosion, 200 per ghost seems a bit much. I get what you're saying though, maybe an increase of power for ghosts based on party-size could be a viable option as well!

Sun, 09/08/2013 - 22:31
#3
Rex-Cavalier's picture
Rex-Cavalier
Yeah, that needs to be fixed,

Yeah, that needs to be fixed, good idea with curse too.

Sun, 09/08/2013 - 22:36
#4
Sweet-Hope's picture
Sweet-Hope

how about make them hit more than 1 time until they dissapear or explode? like the ghost summon in Symphony of the Night:

( you can watch it from start) http://www.youtube.com/watch?v=PUR0pDIthq4

Sun, 09/08/2013 - 22:42
#5
Petater's picture
Petater
+1

Indeed, some of these attacks need tweaking badly

Sun, 09/08/2013 - 22:55
#6
Zeddy's picture
Zeddy

Considering the ghosts are a lot harder to trigger than the hexes, it's only fair they do more damage.

Mon, 09/09/2013 - 02:44
#7
Exerpa's picture
Exerpa
Haunted Haze Cons:Negligible

Haunted Haze Cons:
Negligible damage
Extremely difficult to trigger
Ghosts have very bad aim
Ghosts will often choose to target bushes instead

Pros:
Some knockback
Some knockdown

The primary problem is the weakness and difficulty, it should have been one or the other but not both at the same time. The difficulty of ghost release only on death by hex was probably chosen to prevent chain reaction kills - if the damage wasn't so weak that is.

The obvious buff of damage would effectively offer a chance to hit a 3rd time, but that idea about inflicting curse instead sounds a very tempting alternative to what is currently a wasted ultimate. Chance of causing random status (small chance of causing curse) vs. Slight chance of causing nothing but curse, might be cool

Mon, 09/09/2013 - 05:50
#8
Xyloid's picture
Xyloid
I see

@Sweet-Hope - That could be a viable option as well. If ghosts were a bit more accurate and hit a few times before finally exploding that might be more useful. I do think that exploding on contact and giving a little knockback should be left alone though, I just would like a little more from it!

@Zeddy - Yes, seeing it as it is now it could make sense that ghosts deal more damage to make more of an impact to set it apart from Chaotic. I just wouldn't want it to get out of control.

@Exerpa - Those were along the lines I was thinking. The damage dealt by ghosts currently is to be mocked. As it is right now I think even if it had the same likelyhood to curse as Gran Faust charge the damage should still be at least a little higher.

Tue, 09/10/2013 - 12:51
#9
The-Mighty-Potato's picture
The-Mighty-Potato
+1

Although I'm not sure on the Vengeful Ghosts inflicting Curse, because their skill 1 can inflict Poison, so I don't think that it should be able to inflict multiple statuses. But other than that, +1.

Tue, 09/10/2013 - 12:57
#10
Little-Juances's picture
Little-Juances

Don't drakons burn and stun? ON THE SAME ATTACK?

Also, chaotic haze breaks the rule already.

Tue, 09/10/2013 - 13:27
#11
The-Mighty-Potato's picture
The-Mighty-Potato

Oh......yeah, derp. >.<

Alright, +1 for it all then. ;)

Tue, 09/10/2013 - 18:25
#12
Zeddy's picture
Zeddy

Curse is literally the only reason Chaotic Haze is worth a damn. I want Haunted to be viable as much as anyone else, but let's not have one option invalidate the other?

Tue, 09/10/2013 - 19:28
#13
Xyloid's picture
Xyloid
No! Xyloid disagrees with Zeddy!

I see your point, but I doubt it would make the ability to inflict any random status to a large group of enemies any less grand in it's own right. I'm sure if they increased the likelihood of every random status except curse to that of the Sealed Sword/made random statuses med or high for Chaotic, then I'm sure that it would balance out with ghosts that inflict curse with the same likelihood that Faust or GF can inflict it in Haunted. The choice would be then as followed, "Would you rather have a chance for all well-in statuses with rare chance of curse, or a chance of 4-5 little dizzy ghosts with moderate to high chance of curse?" A fair balance if provided with the right numbers.

Sun, 09/15/2013 - 15:22
#14
Xyloid's picture
Xyloid
Lets get this fixed!

^ Bumped for the cause! ^

Thu, 10/03/2013 - 16:08
#15
Xyloid's picture
Xyloid
Come on guys

Lets get this topic stirring, having the round-mask shouldn't be chosen based on it's looks alone!

Thu, 10/03/2013 - 18:09
#16
Xtweeterx's picture
Xtweeterx
Not to mention, they do 7.5

Not to mention, they do 7.5 normal damage (As OP stated), 5 as resisted damage, and 250+ as super-effect damage. I mean..... WUT? Good thing I read the reviews and wen to chaotic haze :3

Thu, 10/03/2013 - 19:48
#17
Usevnsevnsixfivfor's picture
Usevnsevnsixfivfor

Move the thread to Bug Reports. OOO doesn't read Suggestions to get new ideas, just to clean the forums and check to see who throws Curse Vials everywhere.

Thu, 11/07/2013 - 16:08
#18
Xyloid's picture
Xyloid
Moved

But still no buzz for this neglected sprite ultimate. Spiral Knights, I am disappoint.

Fri, 11/08/2013 - 06:13
#19
Aplauses's picture
Aplauses

This "ultimate" skill is so misleading.

Tue, 12/03/2013 - 11:26
#20
Xyloid's picture
Xyloid
I WANT IT TO BE GOOD

Throw a snipe a bread crumb, OOO! I know there's tasty updates on the horizon but this shouldn't be too hard to tweak for usefulness compared to what you have and are currently working to do.

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