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Spike event just isn't fun

22 replies [Last post]
Mon, 09/21/2026 - 09:42
Holy-Nightmare's picture
Holy-Nightmare

The whole issue comes down to not giving the players any way to stop the Monsters from grabbing the spikes as soon as they spawn in.

You can push a monster and a spike can spawn directly behind it and instantly be picked up.

You kill something with a lot of spikes and the horde of slightly slower monsters can immediately pick it up.

Moving attacking and such also makes the new Grab/Throw mechanic more of a problem than a benefit even when the spike throw deals up to 1000 damage simply because of latency... the monsters are server side, you aren't, so they basically get priority pickup.

Monsters also seem to have an extremely distant spike sense range, and no matter how much damage you do to a monster you can't hold their aggro to distract them, they will disengage and grab the spike... and if they have a lot of spikes then they'll beat other monsters to it as well.

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The easiest way to fix this is to prevent monsters from picking up spikes as soon as they spawn and prevent them from instantly dropping spikes as soon as another drops them. A short timer would solve a lot of problems by giving knights a chance to fight to reach a spike before it is able to get picked up again.

Mon, 09/21/2026 - 10:44
#1
Vyre-Acidlashed's picture
Vyre-Acidlashed

AGREED. I'm actually getting really sick of how rapidly the mechanic spirals out of control if you're running solos - the moment something can outcompete you for speed, you are not participating in spike management any more. There's almost no options in response to some situations - and I'm doubly aggravated by the fact that I thought creating a Dragonscale Shield (The 5⭐ one, whatever it's called) would be a great idea to improve my survivability only to find it's practically as useless as every other defensive option. And going for the armor is hardly viable, because then I'm giving up the damage bonuses and that essentially means longer time in contact with a juiced enemy, resulting in the same kind of damage taken anyway.

Even something nuanced like an animation of the spike falling from the sky with plenty of warning so you can predict where it'll land and get to it first, rather than it emerging from the ground - something like that would be nice. Whoever heard of a storm with no rain??

I've had situations emerge where I've WANTED to make an attack and ended up picking a spike off the ground instead because it *spawned on me*, getting thrashed for the crime of (as far as i can see) getting "lucky." And if you play a charge attack build it's hardly viable to pick up a spike and carry it around because you're exposed while trying to play your build. Like, if someone can explain what I'm supposed to do to react to these situations I'd love to know. (and the answer better not be "more MSI" because that's a tacit admission that there's a fare to play the event on the order of 300,000 crowns. Go pricecheck a BKC.)

There's no counterplay. It's like I have no influence over my own survivability beyond tedious kiting/cheesing strategies using crowd control tools, and even THEN, the obscenely raised speed of something like a mecha knight makes even using haze bombs kind of pointless - even IF you land a hit, it'll follow up right after you do to the usual consequence. Everything else in the game is telegraphed and learnable, but the moment spikes get into the picture that balance is completely thrown off, and even WITH ASI MAXIMUM some attacks are straight-up unreactable for the average player.

Like, the weapon balance changes were nice, but the way the spike event is playing out is revealing a lot of shortcomings elsewhere throughout the gear design AND play design when set against challenges like this. This event isn't fun because there's very little a player can actively do to improve at managing it without having way more knowledge or gear options than most of the playerbase. It was bad enough that I started experimenting with how gear progression influences survivability and I cannot tell you how frustrating I find it that my Dragonscale Shield in the first floor of Tier 3 - ostensibly stanced as THE MOST HELPFUL TOOL in this scenario, is able to take **TWO** hits from an UNSPIKED enemy, whereas the PROTO SHIELD in the first floor of tier one will take **THREE**.

What, 50'000 crowns and a hundred fire crystals isn't enough of an investment for me to *gain* survivability? Setting aside the fact that 5 star gear is technically MORE THAN YOU NEED for Stratum 5, that's a ridiculous proposal. "Invest time effort and resources for an inferior survivability." This is just one part - it feels like NO design changes have been made to the way spikes work that let a player make decisions that control the threat - the only thing you can do is react to it, and usually quite clumsily.

Yeah, this event isn't fun at all - it's not fun because it feels like random chance whether your decisions as a player are a factor or not. This is the first time in my entire time playing with the game that I've just felt like trying to meet the challenge head-on is pointless.

Mon, 09/21/2026 - 11:05
#2
Holy-Nightmare's picture
Holy-Nightmare
Basically it feels like in a

Basically it feels like in a lot of cases that you can't reach the spikes before the monsters and once it's in play, you don't have the one monster to worry about.... it's the entire group, because as soon as you kill that Spiked monster the others are almost always on top of the corpse ready to pick up the spikes themselves

Any spikes that spawn in later, well if they're not in your kiting path then the monsters will get to it first...

And this isn't even addressing two of the biggest offenders for this..... Glop Drops and Lichen Colonies

Glop drops are obvious... there's just a whole bunch that spawn so you end up with a lot of spikes... add in the one or two tougher enemies that spawn around them and you get a dozen Glop drops and two roided out Mecha knights...

Lichens are the other problem and I've actually mentioned this in the past... but for those who don't know, when a monster transforms they get all of their HP back and a total status refresh...

But after playing with it a bit more I've noticed that it's a bit worse... Lichen merging counts as a "monster death" for the game's counters, so when you go into a room with waves and all the Lichens merge it's going to start the next wave while the merged Lichen is still alive. This is because the "original" Lichens are all dead. Furthermore it seems like each "New" Lichen gets it's own spike roll... so it will very quickly turn into a huge rush of extremely amped up enemies that would basically be impossible to solo.

This particular room of Meteor Mile is the clearest example: https://wiki.spiralknights.com/File:Area-Starlight_Cradle-Meteor_Mile-1.png
6 Lichens will spawn, fuse, and then the next waves will start.... each fused lichen removing a counter from when the next wave will spawn

Usually not a problem since it can be a fun rush, add spikes into the mix and it suddenly get a lot less fun

Mon, 09/21/2026 - 11:06
#3
Zosu's picture
Zosu

GH being mentally incapable to improve SK started showing when they added various forms of disappearing loot, like rooms in Arcade where treasure boxes can disappear or Golden Slime Coins, which disappear after like 20s.

More of it revealed itself, when rooms were added that have spike mechanics doing nothing but slowing gameplay down. (Some ppl run thru these trading HP/sparks for boring wait time.) This is not the work of someone trying to make Arcade more fun. It's the work of someone who lacks a bsic understanding of what makes games fun.

I still gave them the benefit of the doubt. But here we are. Everything slowly turning into junk.

Also, btw., if you all had gotten f2p original Orbitgun instead of useless Mandolin, that spiked Mecha Knight would have been a slightly smaller, less annoying problem. Now, I suggest you just skip through spiked maps. Spikes aren't very useful anyways. It's just another annoyance polluting the clockworks, like Compound.

Mon, 09/21/2026 - 11:34
#4
Holy-Nightmare's picture
Holy-Nightmare
@Zosu

The Mandolin is a fine weapon, I'd argue one of the best Normal damage kiting weapons and I'll say that the Orbitgun/Mixmaster were definitely bugged for not having monster reactions to their bullets... But the grind for the Mandolin now isn't really as fun as before because despite the issues with the initial release of the Construct Spike event the end was fairly fun.

It's actually a shame that the Alt Farmers ruined it too but on a much lesser sense I can see why they did it... after all it takes 7200 spikes in total to make one Mandolin, with 6000 of them just being from Tier 3 Clockworks.... compared to the ENTIRE Apocrean weapon set which takes materials only worth 4410, or 1470 per weapon... and that's not factoring in the chance to just find those materials from the puzzles or that during the other levels you can get Radiant Fire Crystals quite commonly...

You're doing more work for one Normal damage gun than you did during the Apocrean Harvest to get 3 Shadow/Poison Weapons... One of the biggest flaws of the Spike event IMO is the lack of anything else to do compared to all the other events... There's a new NPC in Emberlight, but she doesn't do anything yet either but it's clear that it's supposed to be something related to spike events...

Mon, 09/21/2026 - 11:50
#5
Bopp's picture
Bopp
that Meteor Mile room

Holy-Nightmare, you are right that that Meteor Mile room quickly turns into a nightmare. I have spent more Sparks of Life in that room this week, than I have in the past decade over all of Cradle.

I'm usually playing solo in glass cannon armor on elite difficulty (even in the last Spike Storm, when apparently it didn't matter). Maybe I should switch to normal difficulty, seek out more parties, use crowd control, etc. I definitely haven't exhausted the tactical options. I like that this event makes me question my defaults.

That said, there are many knights out there with less equipment and experience, for whom this room may be bonkers difficult. The event really is pretty hard.

Mon, 09/21/2026 - 11:53
#6
Vyre-Acidlashed's picture
Vyre-Acidlashed
Sorry for derailing a bit

Sorry for derailing a bit with my tirade, I just feel like it all goes together. Glop drops are especially miserable, after three spikes they can stick to you like tar if you have MSI+2. If you're focused on literally anything else or get unlucky with two of them picking up that much at the same time, you are taking at least one hit - one hit that is DISPROPORTIONATELY damaging because it's a hit from a buffed enemy.

Spiked enemies being able to claim advantage so consistently just turns every room into either a tedious slog of dividing-and-conquering that slows down gameplay or turns it into a damage race that you're doomed to lose just by the numbers alone. It gets out of hand way too quickly, just like you said - because if it's not the spiked enemies causing the trouble directly, it's the fact that they're concentrating spikes inside groups of enemies and basically getting the chance to pass them to another low-threat enemy you're NOT focusing on. Like, sometimes it feels like you're *effectively* fighting twice as many spiked enemies because each time you deal with one, another moves in to swipe the spikes LONG before you're even ABLE to, becoming a spiked enemy in itself.

I'm facing having to spark in rooms I have never, ever had trouble like this with in the past in MOMENTS. It's DULL. It just simmers down to this boring acceptance that there's just a lot of the experience that has to be ignored or avoided to be consistently manageable.

Edit: I didn't see Bopp's post before I replied. @ Bopp - Thank you. I feel like I'm going nuts; I'm usually pretty consistent solo and I try to be positive on the forums but I haven't struggled like this with an event in a long goddamn time.

Mon, 09/21/2026 - 11:59
#7
Pdtopgun's picture
Pdtopgun

I humbly disagree. I've had a lot of fun (if not some frustration) learning how to deal with spiked enemies. It's a very different playstyle than the usual, and improving at it has been enjoyable for me.

Mon, 09/21/2026 - 12:39
#8
Bopp's picture
Bopp
yep

Pdtopgun, that's my main response to this event, too. The tactics are so different that it's like a whole new game.

But some of the specific circumstances are out of balance, though. This is why, in the last Spike Storm, Grey Havens disabled spikes on the last wave of the last room of an arena. It was just too crazily hard.

Mon, 09/21/2026 - 15:29
#9
Pdtopgun's picture
Pdtopgun

Oh, is that what happened? I was disappointed that I wasn't seeing any this time around. Sure, it could get pretty brutal, but hey more spikes for me.

Mon, 09/21/2026 - 16:06
#10
Cetta's picture
Cetta
A little suggestion

Maybe Cristals spikes should be breakable whit bombs from the player, and interrupting an enemy could break one already adhered to said enemy (Like the third attack of the balanced new cutters).

Idk, there are big needs for tweaks and balancing has well of other details.

Mon, 09/21/2026 - 18:49
#11
Holy-Nightmare's picture
Holy-Nightmare
@Pdtopgun

I'd argue that's not always a good thing though... changing playstyle for an event is fine and all, but it wholly comes down to whether it's fun...

"If it's not fun, why bother?" - Reggie

Is it really "fun" to feel like you have to run a Shivermist Buster or Volatiac Tempest everywhere? To have to backtrack all the time because spikes can still spawn in after everything is dead? To spend so much effort to keep enemies from spikes only for them to spawn directly on top of them or worse directly where you push them?

"Don't worry my poor baby Mecha Knight; You got slapped across the room by a Brandish Charge? Here, I'm going to spawn 2 spikes right on top of you"

Mon, 09/21/2026 - 20:48
#12
Fastlex's picture
Fastlex
A part of me wishes the spike

A part of me wishes the spike spawns were telegraphed better. Like have it rain similarly to a mortar. If you get hit by it, you collect it. So now it becomes a game of trying to take control over changing areas instead of it feeling like some snowball effect.

As you all mentioned above, it just spawns randomly and more times than not, is super inconveniently placed over an enemy.
While bomber is my main, I've seen my friends complain about it being too punishing for players without CC or playing without a team member who has CC.

Tue, 09/22/2026 - 13:33
#13
Holy-Nightmare's picture
Holy-Nightmare
@fastlex

I'm actually certain it's NOT random anymore, I think it prioritizes spawning spikes nearer to enemies than players...

Was playing in the Aurora Isles Stone Grove level and I noticed it at the second party button. You get locked in a room with 2 waves... the first has a Lumber and two Slime cubes on the right, and the second wave has a Lumber and three Slime cubes on the opposite side.

For both waves it spawned all the spikes on or near the monsters and none on the empty half of the room.

If this is the case then it's another level of design against the player, if Spikes are intentionally coded to give you less chance at reaching them then at this point it doesn't feel like bad design, just malice.

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It also explains so much about how Knockback and CC is made nearly useless by the game spawning the spikes wherever the monsters are... the spikes didn't just randomly spawn behind the monster as you pushed it back, the game intentionally put it there.

Tue, 09/22/2026 - 14:03
#14
Vyre-Acidlashed's picture
Vyre-Acidlashed
oh yeah one more thing lol

I feel like people were running the event on Normal last time because Elite was so miserable in the first place. No balance changes were made but now to get the same (genuinely wild??) number of spikes in a reasonable timeframe, because lesser difficulties *reduced* the amount of earned spikes, (rather than harder difficulties raising the amount) the game seemingly incentivises play on a difficulty that play patterns directly indicated as being unrewarding the first time around. People were playing on NORMAL! And we STILL had an alting problem because the count was so high - the way that this has been addressed this time around really feels ill-considered...

Wed, 09/23/2026 - 11:03
#15
Pdtopgun's picture
Pdtopgun
@Vyre-Acidlashed

I wonder if that's part of the reason why I don't really mind (most of) the difficulty. Last time around my friend and I didn't realize that Elite didn't provide any benefits until the event was nearly over, and even after we learned it we just kept playing on Elite out of habit. As a result I got used to how difficult it could be and how to manage particular rooms and situations, and that training paid off this time when Elite is the way to go for max rewards.

Wed, 09/23/2026 - 11:49
#16
Vyre-Acidlashed's picture
Vyre-Acidlashed
@Pdtopgun

[Edit: I should actually clarify before the rest of the post - I still maintain "people played on normal because the experience was miserable," but to that end I am mostly talking about the "genuinely wild grind" that a mandolin demanded. 7200 spikes is nuts and people rightly switched to normal to speed the process up, NOT to mitigate the difficulty - but the latter point is the body of this post.]

It will perhaps surprise you to learn that I actually started the last event playing on Elite consistently, and went *down* to Normal when told it was pointless in the later days of it. The spike throwing mechanic is the difference-maker for me, and after doing yet more solo testing I can confidently say that I think it tips the balance of control WAY too far towards enemies when I'm playing solo.

I also find myself wanting to agree with Holy after counting rooms that spike enemies before players, but with some very important nuance - I don't actually think it's biased to do that in code, so much as I think the way a player enters a room gives them access to only part of it (as a function of their movement speed), and just as a matter of statistics, the part you aren't in, or can't get to before spikes spawn, happens to be a "larger area" representing "more spikes spawning near enemies." This bias does seem happen, but most likely as an emergent property of a system I have to assume is designed to be "fair" (in exclusively a mathematical sense), just because i don't want to make an argument in bad faith.

Relevant to both the above paragraphs is the reason why I think I object to this iteration of the storm: there was a huge amount of enjoyable risk-versus-reward in rushing into a crowd of enemies to grab spikes before they did in the previous iteration of the spike storm, controlling the threat before it became significant. There was interesting gameplay in taking the risk of dashing into a crowd, leaving yourself out of position and on dash cooldown (thereby leaving yourself exposed to a threat nonetheless, but a lesser one than had you done nothing). You had to choose what enemy would become the biggest threat, and that split-second decisionmaking wasn't hampered by a layer of interaction design that directly prevents it.

Now, that brief delay makes threat management not just "harder," it is at best tedious and at worst unrealistic to impossible. The fact that attacking is prioritised over interaction also means you can't stop your combo without actively hesitating to open a window to grab a spike. More testing would have revealed this, but as the opportunity to exhaust this gameplay problem never existed we're now left with the decisions that have been made, as Fangel already pointed out.

I helped enough people craft mandolins last time by donating spikes to have strong memories of prioritising running towards spikes that a mecha knight was beelining for to get the spike before it did - that opportunity isn't "not present" now, but so much less consistent that saying "the opportunity still exists" is largely academic. I'm reluctant to discard my testimony here on the basis of it being anecdotal or opinion based because, by and large, all testing feedback is, but the summary is "I can't do the fun thing any more that lets me preserve my fighting chance in combat." It's an ESPECIALLY tangible difference in arenas, which I never struggled with NEARLY this much in previously.

Responses in the form of "yes, but you DID switch to normal" are probably still relevant because that represents less practice overall, but I want to emphasise ahead of time that I legitimately believe the event's gameplay is less enjoyable now because of the changes made to it restricting my ability to respond to the buffs the spikes impart - not just because of the fact I have to play on a different difficulty to obtain the same reward. I acknowledge I am not a good player - but I am a bad player trying to exhaust all my options, and I had something kind of working before. That experience is gone now - and that's why I think "Spike event just isn't fun" any more.

Wed, 09/23/2026 - 21:37
#17
Pdtopgun's picture
Pdtopgun

Heh, well while I'm throwing out incorrect theories, even last time around I was honestly pretty crap at grabbing newly-spawned spikes before enemies could get to them. Even without having to physically pick them up there was that animation delay before the player could grab them, and I felt like I kept getting screwed over by that. (Obviously the current version makes things even more difficult.) So at some point I just accepted that enemies would grab them first, and mostly tried to deal with them after the fact. So I guess in that regard the changed mechanics haven't affected how I fight them all that much.

Thu, 09/24/2026 - 02:56
#18
Mayaura's picture
Mayaura
Do Normal and Elite Give the Same Number of Spikes?

Was that true in the previous version of this event? Is it true now? I hadn't even considered that possibility...

Thu, 09/24/2026 - 04:18
#19
Bopp's picture
Bopp
yes

Yes, in the first Spike Storm (about a month ago) difficulty did not affect spike drops. And now it does.

Thu, 09/24/2026 - 13:53
#20
Mayaura's picture
Mayaura
Normal v. Elite

Hi, Bopp. Good to see you again (in the forums).
I hadn't played Normal in ages. I just tried it and it was surprsingly easy but also disappointlingly sparse in spikes. I got about 20-30 large spikes per level. I'll try advanced next and compare.

Fri, 09/25/2026 - 05:22
#21
Vyre-Acidlashed's picture
Vyre-Acidlashed

On the bright side, there is Sybil. More gremlins is always a good thing.

Fri, 09/25/2026 - 12:58
#22
Holy-Nightmare's picture
Holy-Nightmare
,

Sadly the most Sybil has done this event was...

*checks notes*

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