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Deadly statuses

10 respuestas [Último envío]
Vie, 11/28/2014 - 17:48
Imagen de Dakonya
Dakonya

It would be nice to make status not only stronger at higher difficulties but also to add new features of them. I would be pleased if you check out my suggestion.

Shadow fire (fire): Now shadow fire can't be extinguished, ignites everything you have contact with. If you try to use a pickup they will be instantly destroyed without taking any effect.

Absolute zero (freeze): Knights will get completly frozen and will be unable to move, turn, attack or use pick ups. Also this take 5 hits from swords to break, 10 from guns and 3 from bombs.

Venom (Poison): Takes away 1/4 of your health while reducing your attack power by 75% and removing completly your defence. You're also unable to heal and superarmor gets removed while the effects are active. Can be cured

Tesla (Shock): Shock radius is increased and knights withing a radius will get shocked each time one knight get status shock on him. Does a lot of elemental damage (like quicksilvers). Can be cured

Confution (stun): Stunned knights, while having asi and movement speed slow down, they will also be able to, while stunned, to hurt teammates. they also have a chance to hurt themselves. Can be cured

Death (Curse): Cursed knights, if you dont kill the monster that cursed you in 20 secs, you will get insta killed. Retains curse propierties but cant be resisted. should you take a remedy capsule while cursed, the curse will go away taking with it 1/2 of your hp.

Slumber (sleep): Sleeping knights will fall into a deep dream. Only Water orbs can awake asleep knights.

Vie, 11/28/2014 - 18:42
#1
Imagen de Holy-Nightmare
Holy-Nightmare
-1

Interesting but I don't think the community would appreciated getting ROLFSTOMPED by a single monster.......

It is Confusion not Confution, and that ability along with Tesla sounds like a griefer tool.

Sáb, 11/29/2014 - 06:34
#2
Imagen de Dakonya
Dakonya
Well maybe shock monster

Well maybe shock monster would still deal strong statuses but they may have a chance to inflict deadly, maybe some large monsters should have more frecuency (like trojans and lumbers lolumad). I thought this may bring a team of knights to try to play better and not only tanks hit with their shock max armor. Also even though theyre indeed griefing tool, it would only happen in random parties or in guild parties (lets say, if your guildmates arent carefull enough) so i wouldnt think of it as a major problem.

This suggestion came because with the right armors statuses will be insignificant and knights may find them insignificant. So if this were implemented, not only the resistances would come into play but also a more carefull way of playing since if you get hit it is going to hurt.

Anyway thanks to the reply, I just post it here to hear if you have ever thought about it before, its not like this is going to get added into the game lol.

Sáb, 11/29/2014 - 12:03
#3
Imagen de Fangel
Fangel
Eh...

Making statuses too dangerous takes Spiral Knights along a path of difficulty it doesn't need. The statuses have to be an inconvenience that can change the tide of battle, not be things that make you immediately fall in battle. Spiral Knights is not a game that is unforgiving, and especially since status is inflicted by an RNG, it's not the best thing to change.

Changing AI behavior is a real difficulty change - we see that between tiers. The strength of statuses already increase per tier as well(Or at least I think they do). No need to change their behavior, at least in such a drastic way.

Sáb, 11/29/2014 - 12:26
#4
Imagen de Holy-Nightmare
Holy-Nightmare
@ Fangel

I think scarabs, glop drops, and gorgos need a behavior change.

Scarabs don't need to deal damage after they stop moving, glop drops shouldn't slide under a knight and flinchlock them, and gorgos shouldn't float from side to side as fast (makes AT useless even with a fast gun like a Callahan).

Gorgos float in a similar fashion to the Vanaduke mask, I would rather that mechanic belong only in the boss battle

Sáb, 11/29/2014 - 12:46
#5
Imagen de Fangel
Fangel
I think those enemies are fine

All the enemies you listed just don't work under the same circumstances as other weapons might. That and they are very powerful against anyone with even a small bit of lag.

Scarabs shouldn't deal damage after they hit the ground, but the animation is just that - an animation. The answer is to be careful.
Glop drops are the bane of my existence but that's just my problem. They work just fine, and the whole point of minis is to not let them come at you in numbers.
Gorgos are just weird, but predictable. Up until tier 3 they're pretty simple, but that three-bite attack plus the sways let them move across distances that even I can't.
The solution to all of these enemies is bombs. Or with gorgos I've found an AT cutter shreds them to bits.

All of these AIs pose a challenge, but all that is needed is to find out why they are challenging. These are also the newest enemy additions to the game, and haven't been hit by the nerf sword yet. I say let them be powerful - knights are powerful enough as is.

Sáb, 11/29/2014 - 16:42
#6
Imagen de Vohtarak-Forum
Vohtarak-Forum
I'm vohtarak, call me by that name

I find all of this pointless and a major turn away for potential new players
especially with statuses guaranteed to kill someone

slumber: what if theres no water near by? do we just need to bring a hammer to push them?

death: you take damage from your attacks and die or you just die (btw 20 seconds is too short for most weapons

shadow fire: a bad name for what it means AND the " lava" in FSC is already called that

Sáb, 11/29/2014 - 17:49
#7
Imagen de Blandaxt
Blandaxt
I think..

I think if what he means by higher difficulty, he means a future if possible tier 4 aka the core and if the run was set on elite then these statuses would come into effect. But i have to say these statuses need to be balanced out or everyone who goes in the core will be killed off before they get to have a look around.

Sáb, 11/29/2014 - 18:09
#8
Imagen de Crazee-Pi-Forum
Crazee-Pi-Forum
This is a SPACE NARWHAL ON A POGO STICK free zone!

Silversaps are already as deadly as they need to be.

Please no.

@Blandaxt I incredibly doubt they mean a tier 4.

Lun, 12/01/2014 - 00:35
#9
Imagen de Klipik-Forum
Klipik-Forum
Counters

Counter to Shadow Fire is Vog and pentas
Counter to Absolute Zero is a friend with DVS
Counter to Venom is Full Ancient Plate+Pentas with Max Poison resist UVs and Omega Shell, and insane dodging skills... Or just a remedy
Counter to Tesla is Mercurial and not standing near allies
Confusion is literally a terrible idea so I'm not even gonna try
Death too

But the first 4 are interesting. They definitely make Chaos worse. :) I would drop the part where shadow fire can't be cured, though.

One thing I would suggest: Make Absolute Zero have an amount of damage that needs to be dealt to free a knight (or monster) from it. 2,000 in T3 seems about right.

Mar, 12/02/2014 - 20:45
#10
Imagen de Skyguarder
Skyguarder

"Takes away 1/4 of your health while reducing your attack power by 75% and removing completly your defence."

This would kind of be a duplicate of fire because of the fact that you are losing lots of health.

And pretty much what everybody has said on this thread about your suggestion.

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