Forums › English Language Forums › General › Suggestions

Search

The Stun, Sleep and Curse Discussion

7 replies [Last post]
Tue, 12/23/2014 - 18:32
Jessecho's picture
Jessecho

Okay, gonna try this again.

Stun, Sleep, Curse. The three misfits of the status condition family in Spiral Knights.

So how can these status effects be fixed, you may ask? Well that's what this thread is dedicated to. This is not a thread about simple ideas for new content in the game (though that IS part of it) but instead a discussion on how they can be adjusted accordingly to not only be balanced but also fit into the game both as more prominent status effects and as full-fledged level themes like their more popular brothers, Fire, Freeze, Poison and Shock.

There are many things about these conditions that require discussion. Just one example - currently, Curse is a status effect only dealt by the Undead family. Sleep was a status condition only dished out by a Lichen variant called Slooms and Sloombargos. Stun is also currently limited on what kinds of enemies deal it. The question is - if these three Status conditions went on to become full-fledged stratum themes, should the levels be built with Undead/Sloom/etc. enemies that already deal the effect, or should the effects branch out and be dealt by more types of enemies?

What types of hazards can be incorporated into these stages - more floor traps, or something fresh? How can these three statuses be balanced so that they're less cheapening and easier to deal with? At what depth would these statuses start appearing as stratums in the Arcade to make sure newer knights don't have a tough time, considering how difficult these statuses make the game? These are all important topics that are better deserving to be touched upon than "is this idea good enough"? So that's the point of this discussion. This is not meant to be a thread dedicated to critiquing various ideas, but instead an open discussion on how these misfit statuses can be better incorporated into the game.

Stun - Of the three misfit statuses, Stun actually fits into the rest of the game the best, and doesn't need serious tweaking. More enemies should deal Stun than the few that already do, including Beasts, Slimes and Constructs. The Stun strata would basically just be like the Compounds and Status-themed arenas but with Stun instead of an elemental condition. An idea I have for a hazard which I'd like to see is the Knight Bell. Basically this works as a reverse Beast Bell - if an enemy hits it and you're in the blast zone, you're Stunned for awhile. Another one I've got is the Stun Cloud, an obstacle that causes you to be Stunned indefinitely while you're inside of it. It doesn't blanket the whole level, but instead covers a small obstacle course full of Spikes, Missile Launchers and other various hazards. You have to make it past all of these obstacles while Stunned - though the timing on these hazards is adjusted to accommodate your slower movement speed, you'll still need to bring your A-Game when it comes to timing if you want to make it through alive.

Sleep - Actually, when it comes to which status is the biggest misfit, Sleep wins that award, and thus needs the most adjustments to better fit in. More enemies besides Slooms and Sloombargos can put you to Sleep, including Beasts, Constructs and Slimes. After all, Slooms are just VARIANTS of Lichens, and if you're gonna make one Sleep variant of an enemy, you may as well make more, right? A variant of Gun Puppies could spray out Sleep mist every time it opens its mouth with range like the Red Rovers'. I like the idea of Sleep 'building up' over time in place of its current effects; basically, the way it works is that if you get hit with one Sleep attack, you go into a state of drowsiness where you walk a little slower and attack slower. If you get hit with another, you become more drowsy and so on, until after getting hit with a TON of Sleep attacks, the screen blurs and then goes black, and the nearby monsters will basically annihilate you. This however, would require you to get hit with lots of Sleep attacks and is completely avoidable with good play. A type of Sleep level I've come up with is "The Nightmare." It starts out nice, bright and cheery - the few enemies that are around will do nothing but spray you with Sleepy mist. But once it has built up and you inevitably fall asleep, you'll hear horrible growling, and when you awaken, suddenly BAM! The scenery is dark and gloomy, enemies that were previously cheery and harmless are now relentless abominations out for your blood, and the music is changed to be heavily distorted. This is where it gets insanely hard, and you have to make it to the end without falling asleep again or else you're basically dead.

Curse - More enemies besides Undead should deal this status, especially Fiends, who are known to be dark magic users according to the symbols all over the place in the Devilish Drudgery stages. Beasts, Slimes and Constructs could also deal this stat; one idea I have for Curse Slimes is that if they get hit with a Curse-weapon like Faust or a Curse Vial, it will "ignite" them and they'll be able to cause Curses just by touching you. An idea I have for Curse Constructs is the Faust Mecha Knight, a Mecha Knight that, as the name implies, wields a variation of the Faust, that like Faust, can Curse both his targets and himself. Curses all around are changed so that they don't depend on how many Weapon Slots you have; a weak Curse will usually leave one, if not two, slots open, while the strongest Curse will Curse EVERYTHING you have. Another variation for the Curse I'd like to see is one that "builds up" similar to the altered Sleep condition. Get hit by one Curse attack, one item gets Cursed. Get hit with another, another item gets Cursed. Get hit a third time, a third item gets Cursed, and it keeps going on until all of your items are Cursed. This variety of Curse usually lasts roughly 50 seconds, and each time you get hit with another one of these Curses, the time is extended. One very difficult version of the Curse level could be where you have to run straight through a cloud of Curse gas for the duration of the level. It's a weak Curse, meaning you will still have at least one weapon to use, but here's the kicker - you have to deal with it for the ENTIRE LEVEL, and you can't use a Remedy Capsule to heal it. Ouch. Getting hit with any Curse-based attacks while you're in this cloud will basically block out all of your weapons and pickups for a short time. Fortunately, if you get Cursed from an attack, you can Remedy it and it will go away over time.

Sleep and Curse, even with these adjustments, are very difficult statuses do deal with, and therefore they won't start appearing until the lower depths of Tier 2 and all of Tier 3.

Of course, all of these adjustments would require a huge update that I'm sure OOO won't concern themselves with at the moment, what with the new Tier 3 boss in the works and the likely far-off, but inevitable, Swordsman and Bomber balancing updates already on their plates. I'm inclined to believe that OOO will add these conditions as strata at some point - after all, the Clockworks would get pretty stale over time if they only added a few new boss strata every now and then, right? But if these are ever to come into fruition, they're probably at least a few years away and will most likely be released separately. Either way though, that doesn't mean these status conditions cannot be discussed, nor does it mean that them being added in the game is totally impossible.

Now, discuss.

(Credit to Fehzor for coming up with the revamped version of Sleep. Nice idea, man)

Tue, 12/23/2014 - 19:37
#1
Tehepicwin's picture
Tehepicwin
I like this idea, although it

I like this idea, although it needs a lot of tweaking. OOO will eventually have to add in more stuff to the Clockworks, because people are getting bored.

Stun:
Stun is a VERY dangerous status effect. The only stunning things should be monsters and spikes. Even then, some of the monsters will have to go with either a mild stun or no status at all.

Sleep:
The only problem I see is lag.

Curse:
Same as stun. The strongest curses shouldn't go for over 15 seconds, and even 15 seconds might be overkill.

Tue, 12/23/2014 - 22:28
#2
Xxpapaya's picture
Xxpapaya
The papaya thinks...

You've fixed up a lot of things from the previous thread, that's for sure.

Stun:
I really like the new ideas, but there are still a few things I'm concerned about, the stun cloud being one of them. In a way, it acts like a Swarm Source doesn't it? Slows you down, but is limited to an area. Could you give me an idea about how the missile launchers are positioned around the map, as well as how often they fire? Also, if the stun cloud stuns you indefinitely (and this is more of a concern on the sounds), doesn't that result in the gong sound ringing over and over again? XD

I'm against Beasts inflicting stun. Slimes and certain Constructs are fine (and make sense), they cannot fully exploit the fact that you are stunned, and their rather slow movement speed usually ensures that you cannot be chain-stunned. Beasts on the other hand, will result in serious pain on so many different levels, particularly Wolvers. They are extremely mobile, come in large groups, and attack fairly rapidly. How on earth are you going to be able to attack back, not to mention the fact that the Knight Bell well be going off every now and then. It's possible, I guess, but T2, even if it's at the end, seems a bit too early to be introducing such a stratum.

Sleep:
Your suggested idea for Sleep seems interesting, but just to make sure, the initial drowsiness will be much less severe than Stun right, because if not, it's going back to the whole Wolver issue again.

Sat, 12/27/2014 - 14:19
#3
Fangel's picture
Fangel
Hm.

There are quite a few ideas circulating around about how to make these things work. However, stun is fine as is.

As of right now, heavy hitters can deal stun (lumbers, trojans, gremlins, lichen colony spin attacks), mists can deal stun (zombie breath, greaver haze), and a few other things can deal stun (overtimers, stun spikes). Stun is essentially the status put on "statusless" enemies. As far as I can tell, it exists on every monster family except beasts. If anything, we should introduce a beast-type enemy that can stun.
At the same time, giants are usually lichen colonies and elites are usually thwackers in beast-themed areas, so stun isn't non-existent in beast levels.

Sleep as a status just needs something to make it different and not outclass freeze. As of right now, it is basically just a better version. It immobilizes the enemy (like freeze), and prevents them from attacking as well, simply healing them a bit in the process. Same effect on knights.
What I'd like to see is for sleep durations to be shortened to those comparable to stun (which last shorter naturally), heal for 1/4th of a pip every tick after 3-4 seconds, and have a strong attack immediately wake the player up(% of health gone = player wakes up. If you are low on health you're more likely to wake up than if you have high health and are hit by the same attack). Sleep also would not stack, so if you were put to sleep you would not be able to be constantly put to sleep over and over. After waking up, your player will have 2-8 seconds (depending on resistances) where they are "drowsy", and have reduced movement and attack speed. However, while drowsy, they cannot be inflicted with sleep again.
This overhaul turns sleep into a status that immobilizes players without being unfair. Freeze is fair as you can attack and can be broken out of, but is powerful if constantly put upon you(Silversaps anyone?). New sleep is fair because you are not stuck in place forever if the enemy keeps hitting you, and you have immunity against it upon waking, however it can be powerful if you can't break out of the debuffs for long and are constantly asleep/drowsy. Essentially, it is a hybrid of stun and freeze while still having each one be as powerful.

Curse is fine as is, but I'd like more sources. Haunted machines could be a thing. Fiends could do something there. Gremlins could start messing with the dark arts (they never really are status themed, just deal different statuses)... Beasts and slimes I'm not so sure about but could probably have a reason.
Anyways, all we need is to have different enemies deal different amounts of curse. Weak, moderate, strong. Right now, I believe all sources of curse inflict strong curse, so having enemies inflict moderate or weak curse would be great - it would also open doors for more curse-themed weapons that deal weak and moderate curse! Strong does ~40 seconds neutral, moderate could do ~20, weak could do ~10.

Also, the new traps seem sort of unneeded. The sleep level seems like a neat idea, but it's just a level, not a hazard. Not allowing yourself to be inflicted with the status that the level has also is sort of... eh....
With these statuses becoming more available, chaos and black kat sets should gain a sleep vulnerability. Other sets could be balanced accordingly as well.

Sat, 12/27/2014 - 19:29
#4
Ode-To-Nitronome's picture
Ode-To-Nitronome
:3

Instant way to popularize using bombs.

Making a curse bomb. Sure, it'd be as broken as my last forge attempt, but aye! I can dream...

I agree with Fangel on Stun. Stun is decently common already.
I also like your idea about sleep. As long as they don't make it accessible by players in LD, that mechanic should work fine.

If there were more sources, Mad Bomber might be a little better than Chaos for bombs.

Tue, 12/30/2014 - 11:09
#5
Blandaxt's picture
Blandaxt
Hmm...

Sleep:

I feel while any monster/player is asleep, they should have any kind of attack inflicted on them be super effective. Sleep right now sense it can heal the target makes it only good for controlling an enemy that has full heath by just making it go to sleep to keep it in one place. So the downside to being asleep should be getting greater damage from attacks taken so you can wake up faster and have less time to heal.

Stun:

seem fine, though their should be a beast heavy hitter cause almost every other class (especially the undead) has a heavy hitter enemy type.

Tue, 12/30/2014 - 12:02
#6
Fangel's picture
Fangel
Perhaps I should add something else

I'd love to see sleep in a lockdown environment honestly. Having more than just 3 movement-based statuses makes people who seek status immunity have to give up their offensive gear (royal jelly would be the first immediate one, but ice queen could work once sleep UVs are active again as replacements), or have to roll off their already set-in-stone gear. Just no sleep mist bombs - probably something like a sleep flourish or a sleep cutter. Ooooh, a sleep cutter would be fantastic. Call it the "Dream Reaper". 000 pls

I think in the past when I suggested sleep in a similar way, I suggested that when awoken by a powerful attack, players were not penalized (aka, not drowsy). Now though, I could see it working as a set-in-stone 2 seconds of drowsiness. Perhaps the more sleep resistance you have the more health you recover while asleep as well?
A lot of players in the past have thought that sleep is a bad status because it heals you. No, the amount it heals is never more than the damage you have to take to get inflicted with sleep. It's like if shock spasms healed you for a quarter of a pip - in tier 3 you lose at least 8 pips from a shock-inflicting attack, and you'd only heal back like, 1.5 pips while spasming. Except with sleep you can't run out of danger.

Also I'm a strong supporter of a curse mist bomb. Make it inflict minor curse. That means 10 seconds of curse on enemies for the most part, and means it can be status-walked in lockdown. 10 seconds isn't nearly as bad as 40 seconds of being cursed, plus it could even deal reduced damage (that is, 1/5th for minor, 3/5ths for moderate, 100% for strong) when both players and monsters attack.

Re-adding sleep and adding a curse mist bomb will shake up how lockdown is played for sure (I can see the meta moving away from shock and more to curse, which would in turn allow shock to become strong again. Also, it means some big-spenders will likely give up stun or freeze resistance for sleep and curse resistance UVs. Hence, it makes more statuses usable again), but would also change up how the clockworks runs. Sleep could still act the same for enemies, but also apply the drowsiness factor in. Curse mist bombs would likely be another usable item for all non-shadow levels, and brought to every arena instead of poison mist bombs.

Tue, 12/30/2014 - 13:35
#7
Orangeo's picture
Orangeo
For me, having a stun strata

For me, having a stun strata would be like having a normal strata. I wouldn't mind more enemies dealing it though; stun defense should be as valuable as any other ressistance. Same goes for curse resistance. I like the sleep idea.

Powered by Drupal, an open source content management system