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There needs to be some kind of Nerf to the Ability Boosters.

10 replies [Last post]
Sat, 12/14/2013 - 17:56
Glacies's picture
Glacies

Basically, there's a point where everyone is overpowered now. Even at a point, Nick contradicted his own words saying that the reason why Movement Speed was very slight was (not exact quote but) "not to disrupt everyone, or rather to keep everyone within a group."

Now the problem here is that Movement Speed Booster is... well... insanely fast. Near enough that it's basically Movement Speed: Maximum. This not only disrupts the flow of gameplay but basically made everyone insanely overpowered. In fact, the Attack Booster doubles damage, this shouldn't be the case, ever.

As much as I like running insanely fast, these are basically the suggested nerfs and/or changes applied:

Attack Booster:
-Decreases Damage Bonus from 20% to 12%.
-Time is decreased from 30 Seconds to 10 Seconds.
-Uncommon drop, higher chance to be dropped from Elite-Tier Monsters. (IE: Trojans)

Defense Booster:
-Defense is changed from increasing currently existing defense to 20% overall damage reduction.
-Uncommon drop, higher chance to be dropped from Treasure Boxes.

Speed Booster:
-Movement Speed is decreased from Maximum to Medium.
-Applies Attack Speed Increase: Low
-Time is decreased from 30 seconds to 20 Seconds.
-Uncommon Drop.

Sat, 12/14/2013 - 18:12
#1
Aplauses's picture
Aplauses
+1

Yep, the boosters really needs a nerf.

Sat, 12/14/2013 - 18:17
#2
Bamzalot's picture
Bamzalot
My story of this situation.

A group of 4 people are in the arcade. One is a Skolver, one is a Namelss, the next a Bombastic, the last a Mercurial with Quicksteps II Backfire Drakon.

These knights are in a clockwork tunnel and have just encountered a very, very, VERY long hall way. At the first quarter a group of monsters appear. Being a mostly offensive team the squad defeats them easily but suffer some punishment in the outcome. They then go searching for power ups and hearts from the fallen monsters to increase their next fight's chances of survival. Not a single knight found something other than the Mercurial, who comes across a speed booster.

The Mercurial picks up the speed booster and goes zooming across the hall way. In the thrill of it all he activates his Drakons Backfire Barrier and covers the entire hall way in 6 seconds. Not a single group of monsters spawned in to stop him. He reaches the elevator at the end so uses /sit to wait for the others. The others however, are now only 37% of the way there.

The Mercurial gets impatient so he begins yelling phrases such as, "come on already. Hurry up! You guys are too slow! What are you noobs doing? COME ON ALREADY!" When the other knights reach the 80% point the Mercurial logs off the game and leaves Spiral Knights forever. He was never seen or heard from again.

The End...

The moral of the story, these power ups need nerfs.

Sat, 12/14/2013 - 18:24
#3
Dibsville's picture
Dibsville
+1

+1
^ /clap

Sat, 12/14/2013 - 18:29
#4
Zeddy's picture
Zeddy

Last I checked, the damage boost from the orbs was 20% while the boost from Maskeraith was 40%. Did this get scrambled in a patch?

I find the boosters a lot of fun, myself, (apart from the defence booster, which is boring and has little impact), but I can definitely see how they'd be overpowered for someone using things that aren't shard bombs and pepperboxes.

Sat, 12/14/2013 - 18:54
#5
Glacies's picture
Glacies

@Zeddy, my fault on that part then. Updating post but a drop to 12% should be good enough with the amount of time you have.

Sun, 12/15/2013 - 09:53
#6
Kathrine-Dragon's picture
Kathrine-Dragon

Make boosts only available on hard and elite. On elite, allow monsters to pick up boosts too.

Sun, 12/15/2013 - 16:42
#7
Modicu's picture
Modicu
Hmm..

"On elite, allow monsters to pick up boosts too."

STAHP.

I do like the movement speed buff the way it is, as it's incredibly viable for gunslingers and bombers, but I do feel like the damage and defense boosters should be toned down a bit, to 12 - 15%, as the other posts suggested. If that doesn't seem fitting for implementation at some point, then perhaps the boosters could be coded to let them have a different level of effect depending on the tier, or stratum?

Sun, 12/15/2013 - 17:52
#8
Dermog's picture
Dermog
I like my poker. Don't judge me.

"On elite, allow monsters to pick up boosts too."

Wh-

Wh-

Wu-

What.

No. Because can you imagine how difficult a Devilite Overtimer would be with (Insert all boosts here)?

Sun, 12/15/2013 - 19:49
#9
Klipik-Forum's picture
Klipik-Forum
+1

Sadly, even though I massively enjoy running around with full mercurial, +2 MSI sprite perk, deadly shadow cloak activated, AND a movement speed boost bringing me well above max MSI, these things are insanely overpowered. Nerf plz /sigh

Sun, 12/15/2013 - 21:18
#10
Glacies's picture
Glacies

@Kathrine-Dragon, that makes the boosters redundant and that's not possible without a major overhaul of enemy AI.

@Cyberpony, Speed Booster does need a nerf. Although it is very fun to run very fast, it's too overpowered in its current state. From my understanding, the boosters are meant to serve as a unique bonus in rare cases where it's a reward for killing enemies. Serving it as god-mode for 30 seconds is horrible for a rogue-type game. This isn't a platformer.

I've adjusted the Defense Booster and basically asking for opinions on it:

-Instead of increasing currently existing defense, why not make it where it's an overall damage reduction? It was originally 10% but I raised it to 20% and I'm not entirely sure if that's borderline over-powered or not since 10% would be useful on lower-difficulties but not as well on Elite where everything is basically doing near enough killing you in one hit. (10:9 ratio prior | 10:8 after)

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