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Slimes' spike attack is too hard to notice

16 replies [Last post]
Tue, 12/10/2013 - 10:32
The-Vindicar's picture
The-Vindicar

I'd appreciate if more noticeable attack warning was added, because right now those cracks on the ground simply blend in. Ice cubes are especially bad, since their freeze cloud renders those cracks pretty much invisible.

In fact, it would be even better if attack was modified into a line of spikes emerging from the ground, much like retrode's explosions (or a lurker from Starcraft). That would be more visible AND more dangerous.

Tue, 12/10/2013 - 10:34
#1
Leafblader's picture
Leafblader
NO!

NO MORE NERFS!
The normal levels in the game are to easy already. Certain monsters like knockers and scuttlebots need to be buffed and NOTHING should be nerfed.

Tue, 12/10/2013 - 10:40
#2
The-Vindicar's picture
The-Vindicar
@Leafblader

Where do you see nerf? Attack that you can't see is fake difficulty anyway.
And line attack is a buff, since you'll have less options of evading it.

Tue, 12/10/2013 - 10:43
#3
Poopsie's picture
Poopsie
...

related to this thread, point #5 -> http://forums.spiralknights.com/en/node/94016
I don't see any nerf on what OP mentioned. It just makes it more clear which ground will have spikes instead of shadowy that sometimes you are unsure what it is sometimes. I do get caught spikes quite often because I thought it's shadow of normal objects.

Tue, 12/10/2013 - 17:34
#4
Masterreeve's picture
Masterreeve
I make you black, bluue and red all over

I agree with Leafblader, this would effectively be a nerf. It would make slime attacks be more predictable and therefore easier to dodge since you know exactly where it is coming from. The delayed reaction of the line attack would also make it more predictable. Slimes are already one of the weakest monster types in the game, besides giant lichens so this would just turn them into a joke. Also, we don't need monsters copying each other's attack patterns, it would take away variety from the game. All players would need to do is learn how to fight one enemy, and they know how to fight them all.

If you are having troubles fighting slime cubes, learn this little trick: Always keep moving. As long as you are on the move, their spikes should (emphasis on the should, since enemy behavior is sometimes erratic) never hit you. And the motion they make when they are about to do a spike attack is very audible, meaning you know before hand when to look for the spike. The attack being covered up by map terrain was probably intentional by OOO, and to avoid the problem just make sure to fight in areas where your view is not obscured.

Tue, 12/10/2013 - 19:28
#5
Poopsie's picture
Poopsie
...

Slimes at clockworks usually trapped in tight space with blocks where you can't move around that much unless backtracking, btw. Attack being covered up by map terrain is a bad design. This is not a game where sniping / scouting is the most important point like Arma DayZ mode. Normal jelly being red while terrains mostly green and brown, I can understand, and don't even mind the spike attack. But Ice Cube with snow environment, inside freezing trap, blue terrain and vapor blue mist when died, accompanied with polyp ice blue spikes, that's definitely pushing it.

Tue, 12/10/2013 - 19:24
#6
Dibsville's picture
Dibsville
No.

This is not a game where sniping / scouting is the most important point
Danger Missions would like to have a word with you.

Anyway, OP, no they're not, you're just not defensive enough. When I was 3*, slimes were absolutely no problems because I focused more. Now that I'm 5*, they're a much bigger problem because I don't pay attention as much.

I believe I can sum up your problem with one sentence:
Underestimating the enemy

Tue, 12/10/2013 - 19:24
#7
Dibsville's picture
Dibsville
No.

My first double post.
/e does the walk of shame.

Tue, 12/10/2013 - 19:26
#8
Poopsie's picture
Poopsie
..

which danger mission? If you meant with monster killing priority, that's a bit different and way easier compared to spot this one player just little tiny scope at this specific spot that you must put zoom in >_>

Tue, 12/10/2013 - 19:34
#9
Dibsville's picture
Dibsville
Hmm.

EDIT: Never mind, don't want to argue when I don't know who I'm talking to (still new here, don't judge me).

Tue, 12/10/2013 - 19:39
#10
Poopsie's picture
Poopsie
...

poop just being poop. Feel free to do whatever. No more harm than internet shaming or win which means nothing.

Wed, 12/11/2013 - 02:34
#11
Masterreeve's picture
Masterreeve
I make you black, bluue and red all over

Poopsie, if what you say is true and slimes usually spawn in areas with little movement space, then a straight line attack like the retroids would be nay impossible to dodge, as it would hit without exception if you are in the direct path. But with the underground spikes, all you need to do is move forwards or backwards to dodge the attack. In light of that, you're reason for changing the attack does not stand, since you want slimes to be easier.

And if you can't see the spikes with the same color terrain, why would you be able to see a line attack that shows up on the ground before it explodes?

Wed, 12/11/2013 - 09:51
#12
Autofire's picture
Autofire
You are experiencing a PICNIC ERROR!

Well, I'm sorta neutral. I would have to see how much more visible the spikes would be after the change.

The main reason I find this agreeable is when they pop up right under you. Your own shadow may make it harder to see, especially if your monitor's colors are wonky. (Note: I don't have a wonky monitor. I know that the settings could be fixed in this case, but not everyone would think to do this, so my point sorta stands, I think.)

Wed, 12/11/2013 - 14:41
#13
Poopsie's picture
Poopsie
...

Comparing Retrodes' Beam vs Ice Cube's Thorn Attack...
Retrode:
Walking with their happy feet
Attack with heads / hands up first
Beam animation is not pure black-ish shadow but accompanied with contrast colors "dusts" (or dots) followed by actual beam.
Beam attack could be canceled by knocking it out fast because there is a delay between heads up and actual beam animation.

Ice Cube:
Walking with wiggling *glorp* *glorp*
Attack with wiggling *glorp* *glorp* that you should pay attention more on red aura monster attack.
Thorn attack is pure black-ish shadow then followed by actual thorn
Thorn attack has no delay, it will spawn the same time as Ice Cube start the attack animation, hence it's not cancel-able.

so yeah, you could avoid retrodes attack way easier even in tight spaces.

Not exactly related, but you could also see at youtube videos people doing ice jelly queens. Most of the time, they don't even bother to dodge for those thorn attack and polyp's barb shots combined since it's a hard task anyway, they just put up shield as soon as they noticed attack getting near or start to happens. Meanwhile, I still bother trying to dodge at ghosts in the machine missions.

Wed, 12/11/2013 - 15:00
#14
Masterreeve's picture
Masterreeve
I make you black, bluue and red all over

@ Poopsie
You don't have to tell me to watch IQ youtube videos, i've done the SL a few times myself. And to be honest, it really isn't as hard as you make it out to be. I can make it through the whole run without dieing once (not including the boss) because even though it is hard, every attack is dodge-able.

As to your point that retrode attacks are more dodge-able in tight spaces, that is my exact reason for saying that this is a NERF, and this game does not need any more nerfs. The game is easy enough as it is, what with every dungeon in the game being completely solo-able. The last thing we need is another reason for people to avoid party plays, instead taking the opportunity to tackle runs with a group because its is more fun and it is too hard go alone.

Wed, 12/11/2013 - 15:13
#15
Poopsie's picture
Poopsie
...

Telling youtube videos for example is just saying what people've been experiencing instead of my own subjective experience or your own. Isn't it silly? I think the easiest part of jelly queen is the boss part.
Wolvers, Zombies losing their auto-target while attacking is a nerf.
Barely seen attack is a fake difficulty. There, back to the point where the OP stated.

Wed, 12/11/2013 - 15:32
#16
Masterreeve's picture
Masterreeve
I make you black, bluue and red all over

I describe a nerf as anything implemented into a game to make something easier/weaker, whether that be player content or enemy behavior. Making the spike attack from slimes more visable just because a few people say it is "too hard to dodge" is most definitely a nerf, because the monster would then be EASIER to kill since his only real form of attacking would be too easy to dodge.

And as I said before, if you are getting hit by that attack too much, you need to learn to not stay stationary while you are fighting monsters. The spike does not follow you, once it aims at a particular spot it does not move. So as long as you are moving, it will not hit you.

But, I will compromise with you. If you really think this attack is completely undodgeable, and that every player who ever fights a slime will die indefinitely, then just make the attack more visible with darker shadows. But do NOT change the attack to mimic another monster.

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