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Showing all 319 replies.
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I made an updated tiermaker template for SK enemies:
https://tiermaker.com/create/spiral-knights-monsters-260414
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>boo hoo how dare we chose to make a new game
>it's an abominably ugly mobile game with microtransactions out the ass
>considered 2017~2019 active development for SK despite doing almost nothing of value
>has introduced worse microtransactions than the company he likes to blame the game's decline on
Zero faith in this weasel, but hopefully the game gets more improvements now that they're trying to expand the game instead of passively sucking the life out of gambling addicts.
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>>2411583
Yeah, I've thought about it before myself, and I reached the conclusion I'm unconvinced the devs weren't in on it at some level. With the state of release, and what they changed and didn't change after ditching Mist, they had to be in on it. There's no way your arm is twisted to such a degree to cause all that, and indeed it's WORSE THAN IT WAS ON RELEASE.
I'd rather have mist back than be on radiant grind. Just to name one thing. At least in mist you could buy elevator passes.
And there's worse besides, and I really doubt the game is going to add real content. It's just going to be more events that make you spend 500 dollars for boxes, right?
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>>2413878
darn, kats and fiends are fun to fight
>>2414569
correct; even if we take the absolute most charitable perspective that it somehow was all SEGA's fault at the time, where they've fucked up all manner of other games on their own, Grey Havens still chose to keep things as bad as they were and worse for several years AFTER they got ownership of it, so I really don't trust them at all. There are several reasonable inferences to be made as to why the actual talent at OOO split off to, you know, make video games instead of doing whatever the fuck Puzzle Wizards was supposed to be
Mist was unironically good for the game; one of the only stamina systems I've ever seen done right. Could pay to keep playing at a penalty by trading for CE, or you could play whatever you want with your free energy or elevator pass and make bank even on garbage levels because materials not native to the highest crown payout levels were indirectly more valuable because of it. When that barrier got completely removed for everyone on top of the grind becoming FAR worse even if you only care about orbs and don't mind maxing out your weapon, so much level choice evaporated. Plus rank missions being mandatory to access the meat of the game is just miserable. You have to waste so much time even if you whale out of the gate
I'm expecting more bullshit just as you do; fingers crossed some intern sneaks some buffs or fixes for weapons that could've used them 12 years ago
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>>2414719
I agree, also rolling uv's on low level gear for basically free by using mist to craft.
Now the biggest bottleneck to progression is crystals.
They NEED to make radiants drop from 25 to 28 and reduce the number required to forge; relaunch the game or release on mobile to bring new players and expand the arcade(add more depths).
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>>2414901
and those crafts also ate up materials, so popular weapons drove demand for specific mats and using your mist to craft was a way to "grind" without actually having to grind. It was set up so nicely
>>2414907
yeah you're right, guess it'll be entertaining to watch something that sounds huge on paper like level customization inevitably get fumbled hard by hand-wringing implementation
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>>2414719
On one hand SEGA's incompetence is well known and they're definitely partially to blame for the direction the game went in. But SEGA is not the one responsible for the many braindead retarded balance and game design decisions the devs made.
SEGA weren't the geniuses who added a poison variant of Acheron and prevented it from being a straight upgrade over Acheron by buffing Acheron's damage to match Gran Faust, turning Acheron from an already strong weapon to a comically overpowered sword that completely invalidated the weapon they just added.
SEGA weren't the ones who added Healing Totems to the game in 2014 that were supposed to be able to heal enemies, but were bugged and didn't do anything, which have now existed as placebo hazards for 12 years without being fixed.
SEGA weren't the masters of game design that made you choose between these 2 ultimates for Seraphynx's Light Ray: Dazzling Light Ray, which deals slightly more damage to Fiends and Undead, and Disintegration Ray, which reduces enemy defence (really strong debuff), and through the defence reduction DEALS MORE DAMAGE TO FIENDS AND UNDEAD THAN DAZZLING LIGHT RAY!
I could go on but you get the picture. OOO's extreme incompetence has always been astounding. It's hard to believe that they managed to come up with and make such a good game in the first place. It was clearly a fluke.
I was excited to hear that Grey Havens were hiring new devs and resuming development, but that excitement lessened considerably once I learned that it was being done by the original team of morons with only one new hire. I really hope the new team member knows what they're doing.
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>>2415461
You’re right; pressure for monetization doesn’t excuse their creative direction. No better example across the game’s history than what happened with shard bombs, both in terms of incompetence and thinly veiled animosity. There are plenty other weapons or enemies that have been poorly balanced or bugged since their inception, like Haunted Haze being an even sillier example for battle sprites and the best iteration of Catalyzer existing for only a couple of days on the testing server, but shards stand out as an active effort to trash something players liked beyond repair in every way they liked it. And because the devs that split off don’t seem to have problems like these, no points for guessing who does and why they left in the first place.
Maybe “it was not our intention to reduce the power of these bombs in any way” wasn’t PR bullshit, but a cry for help?
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>>2416907
>Pre-patch Cata - damaging normal shots and sticky charge shots
>Current Cata - sticky normal shots and damaging charge shots
Between these two for a very brief period of time when the Gunner Update was being "tested" (they did fuck-all with feedback, it was a glorified preview), the normal shots were sticky, the charge attack did no damage but detonated stickies, and any form of direct, non-status damage including from other weapons would ALSO detonate the stickies. It was more than a meme weapon for solo play and Biohazard was excellent for splitting up hordes of gremlins in T3 arenas or danger rooms.
It was beautiful. Then it was gone.
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Used my mobility set for Heart of Ice (Mercurial, Swift Steps and Gilded Griffin) and it was the easiest shit in the world lol. I was too mobile for anything to hit me.
I can't believe so many people think HoI is some super hard impossible mission. I find it MUCH easier than Compound 42. Then again I don't have Dragon Scale to hard counter C42.
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>>2420167
>MSI VH
>mobile ranged weapon, so kiting is safe
>solo, so kiting is consistent
>maskeraith (nice taste!)
This is enough to trivialize almost the entire game. There’s a reason they implemented the only MSI trinket as whalebait.
Heart of Ice is difficult when you’re trying to clear it as quickly as possible and extremely punishing because of chain-Freeze situations, which is why it’s garnered its notoriety, but it’s not unfair even without a gun or bomb outside of Lost Souls being bullshit. What you’re identifying is that it’s a good level set and the gunner update was a mistake. Big fan of Rocket Hammer there (and anywhere really).
C42 on the other hand is the single biggest gearcheck in the game; forces you to either have some form of disjointed CC to keep the toxoils with their release-day oiler dashes in check, which generally means Slug / Winter Grave, Nitronome, or Shivermist, all extremely overpowered weapons in their own rights, or you take Dragon Scale as you note is a hard counter. There’s no nuance to its difficulty, especially in multiplayer.
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>>2420257
>maskeraith (nice taste!)
Shadow Cloak is so overpowered and I feel like it's barely acknowledged by most people. It's crazy that you can shield bump enemies and use barriers without uncloaking. It can not be overstated how useful it is to be able to cloak, isolate dangerous enemies like greavers or crusaders via shield bumping, and then quickly assassinate them in a safe position with the damage bonus from uncloaking.
>and the gunner update was a mistake
Using the same strategy with Dark Briar Barrage is just as effective outside of Maulos being much harder.
>extremely punishing because of chain-Freeze situations
I feel like this is only really the case if you step on a freeze grate (very avoidable, there's no particularly mean grate placement in HoI) or when there's Alpha Wolvers but no Wolvers or Devilites left that can hit you to break the freeze before the Alphas hit you. I think a big mistake a lot of new players make is using Swiftstrike for HoI while not being skilled enough to dodge everything. If I get frozen I just put up my shield and tank a hit to break the freeze. It's not foolproof but it works most of the time. Turning every enemy into a pseudo-Silversap is a needlessly suicidal tactic.
>C42 on the other hand is the single biggest gearcheck in the game
I feel like if you were to do all content in the game with the default 5* normal damage weapons (Leviathan Blade, Valiance, Nitronome) and Azure Guardian armor, C42 would be the hardest in the game (outside of maybe Red Roarmulus Twins). Toxoils are the only enemy in the game that I would classify as somewhat unfair. If you don't have any of the weapons that counter Toxoils, then there's really not much you can do when they dash in your face and surround you with fire. HoI is very much doable with just a Leviathan Blade or Valiance. It would be much harder, but everything there is consistently dodgeable, so it's entirely skill based.
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>>2420416
>cloak
exactly; lame that Sprite abilities are on shared cooldowns so we can’t quill from cloak but using barriers while cloaked is a nice bootleg alternative. Disgustingly strong solo, excellent aggro management tool next to dashing in multiplayer. Can do some funky things with normal attacks as the cloak ASI expires, or get extra damage off of bombs placed before cloaking because the damage boost starts instantly. Basically waives all the threat of freeze or the Apocrean Harvester’s grab… Between quills and cloak I’ve always felt Maskeraith was slept on, so it’s satisfying to see someone else who knows!
>DBB
That’s the specific “or bomb” I was thinking of; arguably easier than gunning since it completely automates Lost Soul management and makes greavers completely irrelevant when timed well. Nitronome works about as simply, just slower since it flings everything. Had some good mileage from Ash of Agni too, but it really needs something direct to bat away greavers and break ice tiles.
>freeze
agree on all counts, especially about bringing a real shield. It’s always demoralizing to get frozen on a shield break, and from what I remember pubbing it that’s usually how people would die if not chipped down first. The “chain-freeze” situation I was thinking of wasn’t just airtight combo situations like the freeze traps, but the standard unlucky
>get frozen off of an initial mistake
>shield an attack that breaks your shield, still frozen (like those pesky Lost Souls)
>get hit again, have to pray
fare. Whole lot of damage without a vitapod even if not true. Would always be ready to snipe someone who got caught. Would feel very stupid if it was me.
I’m reminded of dropping spare capsules for teammates back when drops were shared.
>Toxoils
blatant artificial difficulty without resistance(s), yeah. Bump them away, doesn’t matter; tile status procs are instant…
Swarm toxigels are dumb too; very difficult to read their projectiles
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>>2420949
>I’m reminded of dropping spare capsules for teammates back when drops were shared.
Fuck I miss how much more co-op friendly the game used to be. Between health revives and dropping pills and vitapods for people, it was possible for better players to carry worse players without using any permanent resources. It felt far more cooperative.
Nowadays you just have to watch as worse players struggle and die while you still have your ER, full health and 3 pills. You can still revive them with a spark but it feels far worse than using your health and it's harder to do.
Health revives were almost instant, you walked over someone's body and pressed the attack button once. Using a spark on someone makes your character stand still and requires clicking their portrait to open a menu, which requires a second click to use a spark. Doing that makes your character stand still for way too long and isn't possible to do safely when you're getting chased by enemies (unless you cloak with Shadow Cloak, yet another reason why it's so good).
It also uses a permanent resource. If you play harder content with lesser-skilled players often, you normally end up running out of sparks much faster than you gain them from boxes, forcing you to buy more from the supply depot. Which means that reviving people effectively uses crowns/energy. Health revives didn't make you poorer.
I also died recently due to accidentally clicking "complain" in the heat of the moment instead of using a spark on someone, which opened a new menu that you can only remove by clicking on a small X button in the corner; hard when you're panicking because you just opened a menu while enemies are attacking. Health revives didn't have that problem.
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>>2421367
>>2420949
>Swarm toxigels are dumb too
I'm pretty sure they're just slightly easier Toxigels that act the same but are weak to elemental damage. Their behavior seems identical, regular Toxigels just never get mentioned as difficult enemies due to not showing up in any difficult level set. I disagree about their attacks being dumb; they're one of the few enemies that have a counter to the otherwise extremely safe strategy of kiting a group of enemies with a ranged weapon.
Fiends have the reputation of being the most difficult monster family, and I mostly agree, but the endgame of Spiral Knights is Lichen hell. Toxoils make C42 the hardest danger mission, Void Gels are the most dangerous enemies in Dreams and Nightmares and Unknown Passage, and the hardest part of Red Roarmulus Twins are the Oilers and Quicksilvers.
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>>2421367
>health revives
>shared consumables
>shared loot so open stages like tunnels, troves, several rooms in FSC are possible to split up in comfortably
>instanced drops didn't fuck with enemy spawn locations like how nowadays EVERYONE'S copies of drops displace them
>basil recipes, latejoin fees, materials all ensuring joining early runs wasn't a waste of time
>only gear required to access deeper tiers, didn't have to do a bunch of shitty rank missions first
It was a better time.
>>2421388
Yeah, Toxigels / Void Gels are functionally identical outside of their weird defenses, and it's more their context, fair point. Toxigels are almost always in stages with plenty of space to move, Void Gels are always in stages with claustrophobia or hazards out the ass, spawn randomly in Unknown Passage and in hordes in DaN, and their projectiles are masked by all sorts of visual clutter.
>they're not dumb because they're one of the few enemies that have a counter to ranged kiting
I see this the other way around. Because their projectile directions are effectively random, have a deceptive windup and melee hitbox on top of it, the best place to be is as far away as possible, and everything EXCEPT distant kiting sucks to fight them with.
I've got no beef with something countering camping; effectively random sniper projectiles are not a good way to do that. Game's got examples of enemies that do it correctly with Crusaders, Deadnaughts, and Greavers, and release day Skelly behavior was pretty good for it too since their tracking meant you actually had to slow them down and control space before they cornered you instead of the total pushovers they are today where having even two tiles to shimmy with is enough to ignore an entire horde of them.
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>>2421813
>Skelly behavior was pretty good for it too since their tracking meant you actually had to slow them down and control space before they cornered you instead of the total pushovers they are today where having even two tiles to shimmy with is enough to ignore an entire horde of them.
Rip Skellies, Retrodes and Wolvers. Overnerfed into pathetic pushovers. I remember when Alpha Wolvers were feared.
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>>2422005
They have less range though. But yeah, that swipe attack didn't need to be nerfed. Nobody had a problem with skellies, and retrodes were dangerous because of their beam, not their swipe. And while dust bunnies definitely aren't easy, they're generally considered less dangerous than scarabs or drops despite having tracking.
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>>2423065
Cleaver / the CEO mentioned they were figuring out some way to address FSC being the be-all end-all farm, so something's liable to happen eventually. What they'll do and how well they'll do it remains to be seen, as much as they're currently drumming up hype that the game's totally back even though they haven't done anything.I heard strings implying level creation were datamined, so that might be novel for a bit at the minimum.
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>>2423801
In a perfect world, we'd be able to use excess heat for UVs, but I do not think that or any other use for heat when maxed out will ever come. The closest thing they've done was Battle Sprites which technically eat up heat but it takes several high-pay stages simply to match what you'd get out of feeding raw 4* mats and afaik it's mostly to speed up hunger charges
>>2424821
That'd be a terrible way to do it and I'd like to think they're not stupid enough for that when they're actively looking to advertise and recoup some of the playerbase, but these staff were around when OOO first introduced radiant -> shining downcrafting, waited a week for everyone to destroy their inventory, and then pushed rads from D20+ to D25+, so who knows
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>>2424821
Looks like they went the opposite route; making all forge options guaranteed to succeed and higher-cost options were made to be more likely to give bonuses. Effectively 1/3rd of the previous costs unless you're a gullible oaf and gamble on the bonus rewards or have more crystals than you could possibly spend and want to throw them away.
Still designed to tease you into making mistakes, and does nothing to address the system's fundamental flaws, but hey, it's still a good move.
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>>2429156
Yeah, a low effort change is still a change.
>pic
That's a rare Candlestick-exclusive scenario room. There's another exclusive to Graveyards. The daily Kataclysm missions also have Carnavons sprinkled into their fights.
Unknown Passage's swarm enemy variants only show up in Dreams and Nightmares.
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Holy fuck we only need 151 rads to get 5* gear to level 10 now. Huge update.
>>2429057
>or have more crystals than you could possibly spend and want to throw them away.
Which is the case for 4* gear. Leveling up 4* gear is going to be much faster now due to more double level ups and heat bonuses.
>>2429156
That's just a really rare scenario room, I've only encounted it once. They can't appear in normal rooms.
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>>2429216
Consider that orbs are unchanged and barring cosmic intervention, even previously we'd have more crystals than orbs proportionally. It'll be marginally faster in real-time terms once a 4* has been made, but not in relation to resource costs since we're still gated by Advanced/Elite orbs to create those 4* equips to begin with.
That being said, it's very good that "don't upgrade your weapon to 5* or you'll gimp yourself" is now an outdated piece of advice. Good riddance.
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>>2429252
I've always just bought the 4* and below orbs with energy, but 5*s come pretty often for me compared to the crowns I would otherwise need to buy them for.
With this change, I think "crystals to level a 5* to 10" and "3 eternal orbs" would be pretty close actually.
Depending on how easy a double level up is, though, I do agree we'll probably hit lv10 on a 4* before getting the eternals.
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At this point my idea of a good tier 3 gate is just any gate without Jigsaw Valley in it. I'm so fucking tired of Jigsaw Valley. It feels like a third of the gates in the last few months have had Jigsaw Valley in tier 3.
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>>2461743
Maybe, there's a decent amount of content to work through as an actually new player that'll definitely bring you a month or two of enjoyment and the new heat change makes it a lot less brutal for a new player to actually gear up. Whether or not they truly push through with more content and revive this game is on the table so you might end up dropping it after reaching endgame but it's probably a good diversion for the next few months
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>>2461743
It's not a forever game, despite the amount of people who have had it in their backbrain this past decade.
We're slowly getting more and more signs that they're finally doing something for once, but there's less reason to trust this company than there is to trust the Cube World guy coming back to scam us every decade.
That said, it's pretty fun. If RNG is on your side, the story quests that you're required to take to unlock higher level content will also keep you fed on upgrade mats. You'll probably struggle if you branch out too much with what weapons and armor you want early on (I'd focus on the Nightblade line and the Needle Shot line for weapons) and unfortunately your gear quality IS a progression stopper if you do run out, but it's not hard to pick back up again, especially now that you can't fail to level up a gear piece.
Clover Crusaders still has 3 or 4 people online if you want 4channers to run with, but honestly I'd just say join anyone's guild and you'll have free game sessions to join at all times.
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>>2462760
As an addendum, those weapons I mentioned are best in slot NOW. Pic above suggests they're hoping to fix that, so hopefully almost anything becomes as good as those.
Current best in slot armor is the Chaos set, but that also makes any damaging or stunning status effect against you a near guarantee, so don't feel bad about skipping it. It makes charged attacks obscenely fast, but nothing's worth it if you die first.
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>>2462777
>Current best in slot armor is the Chaos set
I'd probably build into a specialized set like Skolver or Shadowsun or whatever else you'd like for your weapon type, and then build Chaos + Swiftstrike Buckler once you're lategame and confident. Earlygame I'd rather recommend they grab a real shield (Bristling Buckler line from Snarb if they're going to use swords)
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>>2461743
https://wiki.spiralknights.com/Visual_Encyclopedia/Equipment
https://wiki.spiralknights.com/List_of_sets
I suggest you look at these and decide if any are worth working towards.
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>>2461743
Yes, the game is really fun. It's somewhat dead due to not getting any new content since 2019, but it's definitely worth playing if you haven't yet.
>>2462760
>>2462777
I agree with this post >>2464061. I've played with many new tier 3 players and the new players using chaos & swiftstrike consistently perform worse than the ones who aren't using a glass canon build. That build is meta once you know how every enemy attacks, how to dodge those attacks, and which enemies spawn in which levels. Until then it's detrimental.
I think new players should make a Wolver, Gunslinger or Bomber set first, along with a proper defensive should, and then switch to Chaos once they're comfortable with dodging enemies.
Also the real meta is Black Kat and not Chaos, but that armor is timegated pay to win bullshit for rich people, so just ignore it.
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>>2370737
I remember playing this game many years ago, thought it died. When I realized it was still online I got excited to try it out again, but before I do; how's it doing? Is it a cheap to maintain game or would I need to be worried that it could die any day? I never hear anyone talk about it anymore so I assume the playerbase is absolutely minuscule.
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>>2467156
They devs literally just started updating it again. It had no content updates from 2020-2024, but its been getting minor updates since late 2025, and the devs are planning to release larger content updates in the future. It's not at risk right now.
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>>2468261
>1250 sigils for a badly animated costume shield
>breaks apart when bashing
>also when doing charge attacks or when starting to guard for some reason
>NOT when the shield is broken
Would be disappointing if I didn't already have heaps of sigils from helping people back in the day.
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>>2468261
To anyone who hasn't done Apocrea before; I recommend experiencing your first run solo without looking anything up about it.
The first Apocrea event was crazy, it caught people completely off-guard, nobody expected something like that in SK.
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>200 sigils in one run
>with only three people because one had to leave
That's not bad, 300 sigils per run in a full group?
That's like 5 good runs and you have your shield
The Grasping Aura is kinda poopsocking/for people who already have everything
I'm wondering if it's worth grinding for the Obsidian Edge and Crusher, I have the Carbine but from what I remember the sword is a straight Acheron downgrade, is the bomb any good?
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>>2468704
>Obsidian Edge
Generally worse than Acheron due to its low base stats. However, “worse than Acheron” still leaves it as a Brandish and fundamentally overpowered. The poison is situationally useful in tough fights like in arenas, danger rooms, or Grinchlin Assault if you have no other source of it and are unlikely to kill the healers quickly.
>Obsidian Crusher
The second best vortex behind Electron. Like Graviton and Celestial, worse CC than Electron due to lack of Shock, having a tendency to fling enemies as it explodes unless you capture a high number of them or personally bodyblock the center. The poison chance exists but isn’t reliable and requires continuous use or singling enemies out in post to get mileage, but once it gets going you can eat a lot of negligible damage. Setting aside the CC, Shock is so good when stacked on clustered enemies that the base damage Crusher has over Electron against jellies is superficial and it loses out except vs. Beasts/Gremlins. Against the latter, having any poison at all is useful as above, and being more likely to fling gremlins that would otherwise resist Shock or block it with shields entirely can be used to your advantage when using weapons that need them isolated. Lack of Shock also makes it pair well with Seraphynx Disintegrating Ray for tagging multiple enemies and Maskeraith Quills which spread better but pop worse.
They’re not meta but they’re more than viable.
>>2469084
Their disgusting f2p mobile trash failed, so they’re finally spending time repairing the wrecked they spent so much time squatting and milking whales on.
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>have niche but viable MMO that just needs a bit of work
>neglect it to dev some dogshit phone game
why are people like this
Anyways I think what the game needs the most is new bosses, I'd like to see one per tier.
A new T1 boss for new players to beat on alongside Snarbo (and with decent gear so vets have a good reason to do it too, seeing as all of Snarbolax's gear is meta), a new T2 boss for midgame even if we already have two bosses, and most importantly a new T3 boss to replace FSC for farming. Ideally balance the stages to give about the same crown output so it's not strictly better than FSC, just an option to break up the monotony. "Today we'll farm New Boss instead of grinding FSC, we'll do FSC runs tomorrow"
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>>2468704
>but from what I remember the sword is a straight Acheron downgrade
Yeah but its design and animations are significantly cooler than Acheron while only being slighly weaker. Make it for style points.
>>2469138
>due to its low base stats.
I wouldn't call identical stats to the elemental brandishes "low base stats". Acheron is just an extremely overpowered anomaly that hopefully gets nerfed once they start rebalancing things.
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>>2470548
relatively lower*
Indeed, every Brandish has broken-high damage because of the way split damage works except Amputator and even that still shares the same absurdly strong charge attack.
The chances they’ll be nerfed are low since p2w and speedrunner players would be very upset. I’m mostly hoping weaker or buggier weapons get attention instead. It’s strange they shoveled out Turbillion but didn’t bother to fix the Spur line’s charge attack or reimplement the movement on its first swing.
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Hey, I played this game for a bit at launch and got into it again a few weeks ago. I've been building towards getting an Obsidian Edge and was caught off guard by the Shroud event dropping right now.
I've done a handful of runs and just wanted to know: is there more to farming the event besides smashing graves and freeing souls? I've seen keys and burning graves, but it's been pretty inconsistent in "solving" the map for bonus sigils. Basically just looking for some tips as the online guides arent offering much. Still fairly new with 3* and 4* gear btw.
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>>2475997
There's several puzzles that can show up. The puzzles give 18 sigils and have a chance to drop one of the three event materials. If a material drops, then say so in the chat so that the rest of the party can pick it up.
The wiki has a list of puzzles with their solutions if you don't want to figure them out yourself. https://wiki.spiralknights.com/Shroud_of_the_Apocrea/The_Grasping_Plat eau
If you want to make an Obsidian Edge, just make sure to get the materials you need before the event is over. You can make all event gear year-round at the Mysterious Alchemy Machine (found in the arcade), so don't worry about getting a level 10 silent nightblade before the event is over. All you need are the materials.
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Technical question, would it be possible to set up a macro to do a mousewheel flick for quick weapon switching? The wheel on my mouse is kind of shitty but doesn't work right, and I feel like it'd be easier for me to do if I assigned a button on my mouse to it.
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What would you guys run if you had to run a 4 gun loadout, or even a 3 gun loadout with one flex slot for a sword/bomb? No mixmaster/orbitgun, just craftable stuff.
I've got a Winter Grave, Blitz Needle, and I'm trying to figure out what other guns are worth running. I have a Callahan but why run it over the Blitz Needle? If I want the gameplay the Winter Grave is basically the better gun. I've got a Polaris but I'm kinda wondering if I should grab a different elemental gun for party play; Peacemaker and hope they buff it/it's playstyle, Magma/Storm driver for elemental status play, or do I just grab an Arcana?
I've also heard the Riftlocker is "really good for a piercing gun" but it's competing with the Blitz and the Callahan so I can't see it being THAT good.
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>Spiral Knights has gotten updates for god knows what reason
>they improved a few things but the gear crafting is still ass due to the alch orbs being insanely rare
>still no endgame to speak of
>I have rose-tinted glasses about the combat and came to realize it is just straight ASS
Doubt SK is gonna go anywhere even with updates desu since the core gameplay kinda still sucks
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>>2483419
>due to the alch orbs being insanely rare
The entire bottleneck is elites, nobody has ever had issues with eternals and the lower rarity ones are priced okay enough to just buy (I wouldn't mind if they made them even cheaper though)
The fix is honestly probably as simple as upping the drop rate % a bit and more importantly making it so they can spawn at any depth a Shining Fire Crystal will, so you can expect to get an elite orb every 2-3 FSC runs. That'd fix the drought and make gearing less painful.
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>>2483173
Be aware, stuff like the statue finder break every update because they need scripting. Reskins, model mods, and sound mods are basically good forever.
Knight Launcher won't fix the game's memory leak issue, but it does make managing mods easy.
The most worthwhile mod is probably the mod that culls or tones down pretty much every effect in the game. It will not only make fighting easier without all the particle effects.. but you will stop needing to restart your game every three missions.
I really like the elevator music mod. It's funny.
Sega/ThreeRings hated mods so much any mod was ban on sight if they knew. Grey Havens cares so little they will watch your modded stream without saying anything about it. Just don't use cheat mods, but the only way you can cheat is through heavy scripting mods anyway.
Don't get in to modding the game visuals to give yourself custom weapons or something. It's a long way down and you'll just keep modding unsatisfied.
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>>2483418
The issue with the blitz and magnus-likes is they are charge only weapons. Which isn't always an appropriate choice for your time out. Also depends on your specialization. Blasters are the go-to if your gun is a sidearm rather than your main weapon.
Also you are having trouble deciding on a 4th slot because there's no use for having more than 3 weapons slots.
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>>2483418
if you're running CTR or Chaos, or if Winter Grave has a CTR unique:
>blitz
>winter grave
>arcana
>melee flex
if you're running attack speed or BK:
>blitz (you won't be happy but a one shot on a horse is a one shot on a horse)
>phantamos (winter grave doesn't beat anything quite hard enough to justify a CTR deficit, and blasters are godlike on aspd)
>arcana
>riftlocker/melee flex
as a note, BK does not add attack speed, only damage. move speed is a GREAT mitigation tool for blaster users regardless, since those guns revolve around the first two shots and just walking away from danger, but you'll wanna go get ASPD UVs for your blasters.
Ultimately buildcrafting in this game still involves addressing the elephant in the room. A weapon with proper UVs is so obscenely different than the same weapon without it that anyone that joins your lobby with one looks like they're playing a different game entirely. If you aren't grinding for that, just play what feels most comfortable and take it slow.
>>2483408
There is already a next/previous weapon keybind, and I think even a weapon slot keybind, but I don't see why they'd stop you from using macros (mousewheeldown is definitely possible IIRC)
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>>2483391
>>2483489
Vortexes are extremely strong when used correctly. Well, Electron is; Crusher/Celestial are pretty random unless they're used unhealthily aggressively.
>>2483492
Magnus-type guns don't keep up with blasters or alchemers for raw dps but their normals are very worth it for their high flinch. Devilites don't dodge them except on whiff too. The flinch doesn't matter as much in 4P Elite due to how bloated enemy health becomes but Iron Slug was a very dependable weapon even in the release game for its normals alone.
>>2483800
here's your sacred firefly pathfinder armor bro
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>>2484285
Trying to find a Gran Faust (I've seen most of the other boss recipes somehow) and a Graviton Bomb as a lower priority. I'll probably just make an Obsidian Crusher and save myself the hassle of finding the Graviton Vortex recipe.
I'm just amazed I've seen neither
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Speaking of Gran Faust, tell me how you think this sounds for a buff, two options
>Curse is cut from 40s to 20s, this is changed regardless
>Buff 1: While cursed, it locks all weapons but the GF every single time. In exchange, you get an ASI Med and CTR Med buff that "empowers" your Gran Faust and lets you attack faster/spam charges to reapply curse. Basically a berserker mode where you get Cursed into only being able to use the Faust, but the Faustian bargain (wow, thematic) is that your get a VERY powerful sword
>Buff 2: First option is too hard to code, Gran Faust curse ONLY locks the Gran Faust and none of your other weapons, this is consistent every time. Being cursed stops you from using your Gran Faust, which sucks, but is way less of a deal since you can just switch to something else and keep swinging
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>>2487229
In addition to those curse stuff, I’d want inflicting curse absolutely worth it and make the damage of the Gran Faust not be fucking outclassed by a katana lmao. Give me the big nuclear dick damage for it
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>>2487518
I was considering adding Dmg Med to the first one too, I just don't know if it'd be complete overkill. It should be strong but it shouldn't be so strong it completely outclasses the Acheron, although at the same time it only being active when Curse is active (which is RNG) as well as ONLY being able to use the GF might justify tossing a damage increase into the mix.
But I've been thinking it over and I really think the first option, if it's not too difficult to code, is the way to go. It's called the "Faust" so making it a Faustian bargain where you can't use any of your other weapons in exchange for it temporarily being the most powerful shadow weapon in the game feels like a fair trade.
You could go even more extreme, keep curse at 40s and the Faust buff only lasts 20s so you have 20 seconds to absolutely obliterate things and then the remaining 20s of curse you're stuck using an unbuffed Faust as a penalty, at that point I'd maybe give it ASI Med, CTR Med, Damage VH so it hits like an actual truck for those 20s.
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Holy fuck I was just trying to get charge time reduction low. First time I've ever gotten a very high UV.
It's a shame it's just for Shivermist though. Would go crazy on DBB or Voltedge.
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>>2486267
>Undead VH
could be decent for swarm tunnels i guess, still worse than an ASI Low
>>2489017
now THIS is a stupidly good roll
>>2487616
>shouldn't be so strong it completely outclasses the Acheron
Never going to happen. GF could have banstick levels of damage and Acheron would still be better, courtesy of actually being able to apply its damage safely in more situations.
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>>2490208
>still worse than an ASI
Yeah I'm half tempted to reroll it but then again it's not like it's a meta weapon
Is ASI Low really enough for a sealed sword? My Divine Avenger has ASI low on it, I was thinking I'd want at least ASI high to get noticeable animation speed up
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>>2490344
It’s not a meta weapon but there’s always satisfaction in making the most out of anything you pick, unless it’s some unfulfilled garbage like tortoguns or shard catalyzers
>is ASI Low enough
Nah, especially not GF where it benefits from safe combo finishers for the low curse chance on top of the typical heavy sword flinching/knockback utility. With a low UV, you can hit max from SSB and a trinket though.
I like to shoot for at least ASI+3 on everything I use, which almost always means SSB unless I’m running trinket slots. You might not want to go all the way to the maximum if you want some leeway with charge offsets though, since the time you have to hold, move, and release the button and still complete the combo is directly proportional to when the preceding swing would naturally return to neutral and lose its combo window.
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>>2490678
I still kinda wish they'd introduce a 4* and maybe even a 5* Swiftstrike Buckler, it'd still be a fragile shield compared to something like a BTS/CoA but I'd love to have a 5* variant that offers enough bulk to take a hit with no bleed through
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>>2490855
Just add shield creep, fivehead
When are we going to get a gunner/bomber shield to fill the same niche as BTS, anyways? I've always thought it kinda sucked that most shields just exist as a brick and the only two that actually have meaningful bonuses are the SSB that has fuckall defense and the BTS that's only good if you're using swords (but, in my opinion, that's good enough to basically obsolete the rest of the plain shields if you are sword focus)
While we're at it, it might be cool to get a swiftstrike clone that offers movespeed increase instead of attack speed, it'd have to be a low increase rather than med/high but it'd still probably be worthwhile
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>>2490804
This would be big even with modest stat changes because bump push force is tied to shield rarity. The fact that a 3-star shield can't push Trojans is both convenient and dangerous...
Most of the generic shields should have their defenses or health improved significantly, too.
>>2490855
It's only one of the strongest shields because it's one of two with offensive boosts and everything else is just a different flavor of sponge. Or a tortoshield, which is somehow even worse despite being unique because they're saddled with fucking Movement Speed Down for some reason.
In an environment where different options are separated only by how good they are at their job, you effectively only have the best option and the rest aren't real. In SK's case, there are five shields: BTS, SSB, Omega Shell, whatever other shield matches dmg/status for the level, and then tortoshields if you really want a bash that's only bad instead of awful and still mostly useful for breaking long swathes of blocks. Honorary mention to Scarlet Shield's piddly +2 hp.
>>2490969
It'd be nice if a lot of the existing shields got auxiliary bonuses, even if they were just modest spillover defenses and resistances. Bashing in general is horrible both mechanically and numerically, so that's free real estate for development as well. I've always thought it silly there were no special bonuses associated with armor, like Quicksilver only giving Shock resistance instead of a weakness while converting Shock into a buff instead.
Movement speed is a strong and elusively unavailable stat; guarantee a lot of people would swap from their ASI brick to an MSI brick if given the chance.
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Alright lads, gonna prepare in advance by trying to get a perfect Skelly shield
What are the best UVs for this thing, I do not give a flying fuck whether it's a good shield or not, I just want to hardcore minmax it
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>>2492561
Normal or Shadow defense so it handles fiends/undead better; always match the damage types the shield already has. Status res would theoretically be nice too, but you can't get status UVs on shields unless it's still possible as crafting UVs rather than Punch; not sure on that front. Off-type defenses are worthless for shields unless you want to hold down the block button in T1/T2 which are so easy it's unlikely to matter anyway.
>>2492813
Bomb > Sword > Gun.
The Obsidian Crusher's the most likely to be useful. Obsidian Edge is a Brandish, so it's good even if it's slightly worse than Acheron in most situations. Obsidian Carbine's the best Antigua but it's still an Antigua and very overshadowedby its peers and even normal guns besides.
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>>2493013
Okay, so I'm gonna aim for maximum shock resistance from the Skelly shield craft, and then normal and shadow damage for the other two from Punch, thanks
Also both questions were me, thanks for the bomb suggestion
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Oh, fashion question since I'm already here for two other questions
How difficult will it be to get a Dusky or Grey Flak jacket; I know this is based on what boxes show up when, but I'm not sure how rare these colors are
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>>2491596
If you want another shield concept I've been thinking over, I spitballed two concepts for gunner shields
>lightweight shield that is half a tier lower in shield strength compared to normal shields, so the 5* variant is a bit better than a normal 4* shield but weaker than a normal 5*, but it allows you to fire guns while the shield is raised. Guns that require an animation commitment like the Tundrus/Needle line drop your shield while firing, but you can run around with Antiguas/Alchemers/Blasters and still tank a hit while firing
>bulky shield with MSI down like a tortoshield, slightly less defensive bulk but only by a smidge
>instead of doing a shield bash, pressing the shield bash key plants the shield in the ground and locks you in place. While your shield is locked in place, you stabilize any gun you're using on top of it and gain a buff to attack speed, reload speed, and maybe damage. The shield continues to provide defense, but has a decently lengthy animation where you pull it out of the ground and are left vulnerable as a penalty
another alternative for it that might be a nightmare to code but would allow for a lot of skill expression would be something like "guard points" where you get the shield while you're planting it into the ground, it doesn't act as a shield while you're firing, but if an enemy charges/leaps towards you and you time your movement just right you get a burst of shield as you're pulling out of the ground that'd block the attack.
I think it'd be cool to add a bomber shield too but I'm not sure what you give them, probably just a flat boring +med damage like BTS. You could do CTR but most bombers already have CTR from their gear and don't need more. You could also do movespeed, but EVERYONE would use an MSI shield and not just bombers. Maybe a 5* shield line that removes the movespeed penalty from charged attacks would be good for bombers - having full movespeed on Vortex bombs would be really good.
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Three more days, I wonder if I can lock in hard enough to farm a Grasping Aura and maybe escape crown poverty for a bit
Everything costs so much, not even just cosmetics but it's like 6-7 FSC runs just to afford to craft new gear
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>>2468433
I just did that myself. Had a genuine WTF moment and came back here to check out if there was a thread.
The huge sprawling graveyard and pure silence caught me off-guard and thoroughly had me quaking in my boots as one might say.
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>>2495167
Apocrea initially debuted during Halloween. It's such a cool event, it's nothing like anything else in the game.
>>2493722
>lightweight shield that is half a tier lower in shield strength compared to normal shields, so the 5* variant is a bit better than a normal 4* shield but weaker than a normal 5*, but it allows you to fire guns while the shield is raised. Guns that require an animation commitment like the Tundrus/Needle line drop your shield while firing, but you can run around with Antiguas/Alchemers/Blasters and still tank a hit while firing
It's a cool concept but I really don't think guns should be even safer than they already are. Guns as a whole are already pretty overpowered due to how safe they are to use.
>>2495427
Speaking of matching defences, my boring idea for new shields is that it would be nice if they added a few more niche specialized defensive shields similar to Dragon Scale for endgame content that doesn't have any shield with matching defenses. A shield with piercing, freeze and stun resist would be nice for Ice Queen Palace.
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Out of curiosity, is the Fang of Vog decent
Doesn't have to be good, I'm just curious if it's worth the Almerian seals since it looks fun and I want to get a another 5* elemental sword without using eternals for it
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Speaking of Cutter, I'm curious how we rebalance a lot of the faster weapons
They're safer, like using a Cutter/Spur/Antigua is the "safe" choice since you have good mobility and very little windup/recovery (long anim lock charges aside) but in exchange you damage is so low it feels like they're hardly worth using. Sure, the Dread Venom Striker is safer than a Combuster, but not by THAT much and the Combuster does so much more damage it's not even funny. Add in how safe the ranged charge on the Combuster is compared to the DVS and you start to see the problem. And while I think there's room to rein in Brandishes, I actually think that a lot of non-Brandish weapons are simply underpowered and that a slightly less powerful Brandish is about the baseline for where weapons should be
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>>2496973
I honestly wouldn't call anything safe without an obscene amount of ASI, but in particular the Fast Melees are less safe than just a charged Brandish because their hitboxes are usually smaller than their knockback, and despite being faster, their attack strings are still longer with 5 swings max, letting that gremlin clonk your ass before you finish.
Things like the Wild Hunting Blade would benefit a LOT from knockback doing more to keep enemies in the full string, or hitstun starting earlier. I honestly don't see much use out of anything I've already dropped unless GH isn't afraid to let them be GOOD.
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>>2497010
I'm really hopeful for a big weapon rebalance pass, it's low hanging fruit alongside the forge stuff. They already tweaked the Catalyzer damage a bit (although who knows if that was enough to make them competitive) so it's not like they can't/won't mess with weapon balance.
Rebalance all (or almost all) of the swords and that's a huge patch for minimal real effort. Do the same with guns and bombs a month or two later and you have half a year of big patches basically for free that'll get people to come back and get invested because the game is changing in a meaningful way.
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>>2496516
Yes. It's not a meta weapon but it's usable. Longer range, split normal/ele Calibur with a stronger charge that burns you and wants you using fire res or remedies.
>>2497019
>catalyzers
It didn't. They changed a negative tag to a positive. Catalyzers are still the worst gun type in the game.
I agree that boosting underperforming equipment would be good. The question is whether they'll ever be able to admit they fucked up with shard bombs or pvp-focused changes like the Flourish 1st hit range nerf.
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>>2497429
>pvp-focused changes
I hate to say it but this shouldn't really be a pay to win PvP game. Nobody really plays PvP and a lot of it is getting absolutely fucking shredded by the guy with an ASI Max Flourish who simply deletes you from existence, I think PvP would be a lot better with pre-set loadouts. You pick Striker, you get something like a Rigadoon+Sentenza and that's it. You pick Guardian, you get a Sudaruska and a Callahan. Preset weapon loadouts for each class and they don't take into account your UVs, so everyone is on a level playing field.
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>reintroduce Starlight Cradle
>add 2 new armor sets with sleep resistance that are supposed to counter Starlight Cradle
>give them a massive stun weakness despite the fact that Starlight Cradle is teeming with Lumbers.
Why did they do that
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>>2498932
Yeah Lumbers are easy to dodge but the armors stats are still dumb. Why would you make an armor for one specific set of levels and then make it bad against the second most common enemy in that level set.
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>>2499149
You want a scarab killing weapon and a grave buster
A Vortex bomb can do both, or you can run a Blitz Needle with charges for popping graves relatively safely (you'll want some ASI to avoid getting fucked in the anim lock though)
Blitz/Warhammer/Brandish to deal with Lost Souls
That's about it, just wander around the map popping graves and try not to leave too many scarabs alive since they become a problem if they get littered around the map
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>>2499919
>>2499938
>Graviton Charge costs 8416 crowns to craft (100 energy costs 3708 crowns, 200 energy buys 3 orbs, 3* items cost 1k crowns to craft)
>It took 126240 crowns to get a single UV.
What are you even doing. A punch roll costs 20k, you just wasted over 100k for no reason. Stop wasting your time and money.
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>>2500905
It's actually always sold by Basil in the lobby of certain missions. But as your comment proves, a lot of people don't know that and treat it as a clockwork terminal recipe.
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It's the last day of Apocrea. I just want to point out that it's the best radiant farm in the game for anybody that hasn't figured that out yet.
It completely skips the parts of tier 3 that don't drop radiants and lets you do depth 26-28 arenas and clockwork tunnels
If you get The Grasping Plateau, then just find the elevator as soon as possible. It's never very far away from your spawn point. Restart the mission after depth 28.
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>>2503413
>mission tunnels so they can never have danger rooms
>elevator can be in the middle of nowhere in one of the map corners and take minutes to get to without a party
>slow intro stages where nothing happens
Getting an arena is a happy accident while doing Apocrea and it's certainly a 'good' way to get rads but it still doesn't hold a candle to degenerate FSC grinding or arena looping. Game would be in a much better state if we could expect that kind of payout regardless of what level set we were playing.
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>finally get all the materials to make the obsidian carbine
>forget i need a heat level 10 blackhawk to make it
>realise i don't even have the recipe to make the blackhawk and need to grind that too or buy it from someone (needing me to grind currency)
>realise to even make the blackhawk i need to get the antigua which needs me to grind jelly gems to buy it from brinks
fuuuuuuuuck my life, why am i such a tard to not realise all of this earlier?
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>>2505936
You can make it at any time of the year via the Mysterious Alchemy machine, this is basically a non-issue. Just grind out some Jelly after the event ends, grab your Antigua, and check the AH every once in a while to see if there's a reasonable Blackhawk recipe up for grabs (or do terminal speedruns)
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>>2506673
it really depends
Glacius/Voltedge/Shivermist are straight up bad for group play because those cc's will remove knockback and bodyblock you often times.
It's way better to use Combuster, Ash of Agni (dont use AoA in vanaduke tho) etc
On Flame! status effect scales with depth and it comes to a point where Ash of Agni can shred arenas if the mobs arent immune to fire.
Also the alchemers are great weapons if you weapon switch
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I've been playing around with a Cata a bit and it's kinda fun watching the screen shake and enemies getting flung into narnia
I'd probably give it two buffs - change the mag from 3 to 6 so you can stack orbs way more comfortably, and give the small orbs a bit of damage
Not a lot, something like 15-25 damage per orb against neutral enemies. Just enough to let them finish off low HP enemies without having to use a charge.
If we were getting into rework territory I'd also make them a bit Pulsar like - if they're on the mob for a while, they grow in size and do increased damage when detonated. So there's some benefit to stacking a ton or even stacking on a different enemy while you wait for your orbs to stockpile energy.
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Random question, what's a fun weapon I should prioritize building after I'm done building my Obsidian stuff
I'm exclusively talking fun value, obviously something like Arcana would be really good but it isn't anything special functionally speaking
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>>2508452
>
Also don't forget Winter Grave it can be a life saver against the treasure mimic boss.
For me the ideal loadout would be:
Acheron/Combuster(or Voltedge)
Arcana/Blitz/Winter Grave
Shivermist Buster/DBB/ Vortex of your choice
The fourth weapon slot imo is optional and should only be used for heating weapons.
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>>2506253
I think optimally grinding crows to buy elite orbs would be quickier than trying to grind for elites
atm energy is 3.7k cr, so a pack of 3 elite orbs would be around 15k cr, wich is like 3 to 4 jelly runs if you arent ready for vanaduke, or two vanaduke runs.
another thing you could do is getting a bunch of those 1* stun guns and doing heating runs of the first floor from Sewer Stash (3 stun guns, 1 shadow dmg wep like acheron/shadow driver to clear the level), pic related if you're quick enough you can clear the floor in less than 4 minutes and the income from dropping the forge boxes should be about 40kcr / hour if you do it quick enough
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The Catalyzer is genuinely hilarious, I stacked a good 27 orbs (3 jellies bottlenecked in RJ) and detonated it and the MASSIVE detonation obliterated both bottlenecked lumbers too
This thing may not be meta but FUCK is it hilarious to watch shit FLY across the screen at lightspeed because the knockback on this thing is insane, I'd never bring it in a party because it feels like a nightmare version of the Pulsar where anything it fails to kill will absolutely skullfuck your party member across the map but fuck me if it isn't a funny weapon
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Out of curiosity, is there ever any situation where the "full normal" shields like Grand Tortoise, Ancient Plate Shield, etc. is a legitimately optimal option? Full normal weapons I can see on occasion if you're dealing with a huge variety of enemies and it's easier than swapping weapons, but I legitimately cannot see any situation where losing out on an entire defense type is worth a little bit of extra normal defense. Even Omega Shell's extra shield health doesn't feel worth the resistance loss.
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>>2513198
They're good for Unknown Passage and Dreams and Nightmares. A lot of the enemies there do exclusively normal damage, including Void Turrets and Void Souls, which are some of the biggest threats. Void Gels are the only enemies that don't do at least partial normal damage.
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If we're talking cosmetics, can I get some accessory suggestions? I really like the basic flak jacket, but a lot of accessories just look weird on it to me; the only one I saw that really "works" on it is the Wayward Compass, but there was only one available in the auction house a while back and I saw it when I was too low on crowns to bid.
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>>2517195
Winter Grave is probably hands down the best shadow gun, I'm sure someone will say Grim Repeater is good too and I don't doubt it but the utility Winter Grave brings is massive and it's supremely useful for cheesing a bunch of enemies as well as two bosses (Jelly and Roarmulus)
It's one of those guns that probably everyone who uses guns should own, and maybe even good enough to find its way into a sword/bomb player's arsenal too
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Came back and still got my old character with vog cub set, divine avenger, obsidian edge and a lvl10 strike needle. I'm slowly crafting my way to a chaos set while I farm crowns to change the cringy ass name I picked 10 years ago since I heard that's the meta now but thinking about it using a DA without ASI sounds like ass. I'd feel like I'd have to get a combuster/voltedge to really make use of the CTR in the chaos set
What do you guys think? Is the chaos set really that good?
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>>2517663
It depends, for general purpose chaos/bk is the best
but if you're going to focus on pure gunning or bombing, their respective sets usually will usually outperform chaos without having the drawbacks of the status effects maluses
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>>2518458
You can get CTR Maximum for bombs with Volcanic Demo from set bonus + heat 10 bomb
2 5* damage trinkets and pet trait can give you max dmg too.
It's a nice bridge until you get CTR UV's in your bombs, so you can swap a piece of the Volcanic for Bombastic and use your pet trait for swift step
No risks, big fire res
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>>2518566
I don't think so, no
Your ideal is to not be getting hit rather than trying to hide behind a shield, if your timing is off at any point and you take a hit your big shield isn't going to save you from getting obliterated by whatever status you're now suffering from
This is why most people run Swiftstrike, for the most part it's good to try to avoid tanking hits with your shield although there are always exceptions and BTS's sword damage med is there if you want to use a real shield.
But also if you're stacking speed why slow yourself down? The goal is to grab as much movespeed as you can since being able to move faster almost always makes dodging easier. Just look at how easy it is to play with a speed buff and imagine having that all the time.
If anything I'd like to run Black Kat, two Somnambulist trinkets and Swift Steps II for MSI +6. Obviously you're missing out on the damage/CTR/ASI trinkets but GOTTA GO FAST
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Okay alternative statement/question: if I really want to use one of the Tortoshields as my actual shield rather than just as a costume, is there a "best" thing to use with them
Preferably something that takes advantage of their shield bash somehow
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Devilites are so fucking stupid
Genuinely the entire Fiend family needs an overhaul to not be literal cancer to fight
Devilites are cancer, Gorgos are turbocancer, Greavers are turbocancer, Silkwings are obnoxious (but not as bad as Menders), I can't think of a single good fiend. Trojans are the least offensive but they aren't fun to fight either since their entire gimmick boils down to whether the AI is going to give you the nice cleave so you can blitz them in the back or if you're going to have to sit there while they decide to do nothing
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>>2520706
Lmao git gud. Just get a Dark Briar Barrage or a mobile piercing gun like Gilded Griffin or Riftlocker and Devilites and Gorgos immediately stop being a problem.
I genuinely don't understand what problem you guys have with Devilites. At least Gorgos have annoying hitboxes, Devilites are such simple enemies to understand. Just don't approach them head on.
>>2521448
The Collector temporarily gets a giant defense nerf after it does its explosion attack. It normally has really high defense, so don't bother attacking it until it goes into the middle and explodes.
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>>2522922
>but then I was mauled by 10 wolvers
Yet another great use case for Dark Briar Barrage. Go make one.
If you have Maskeraith then you can just hide using shadow cloak while the boss is attacking.
I can help you with the mission if you want.
>>2522946
Overtimers are another matter. Overtimers are the enemies that people hype regular Devilites up to be. I think they're fine though, they only spawn in a couple areas and you can prevent them from spawning if you're quick. They almost exclusively spawn via Pit Bosses, so any area with Overtimers also has harmless Yesmen to compensate.
I agree that those Devilish Drudgery rooms with spikes in a square shape with a bunch of Overtimers are some of the hardest rooms in the game outside of endgame content.
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>>2523015
I appreciate the offer and advice, but I frankly feel obligated to do story missions solo outside of things like Vanaduke runs; thanks again for the suggestions though, I'll put that on my priority list for what to grind out since I wanted the thing anyways
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Random take, the biggest thing I want for "new items" is for Gunner and Bomber to get a Barbarous Thorn Shield equivalent, doesn't matter what the specific stat is as long as it's "legitimately solid shield but only shines if you're focusing on one weapon type"
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>>2526135
The last few rank missions are all quite hard, pretty much danger mission level.
Which part did you find the hardest? The room with the 2 Almirian Shadow Guards and Crusaders or the final wave of Herex's minions?
Good luck with Dreams and Nightmares if you haven't done it already, it's a really cool mission.
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>>2526389
Both were about as hard, the former because my blitz wasn't enough to oneshot the guards with charge attacks and the latter because there were simply too many enemies and my only way to crowd control was a DA charge. I had literally no way to handle the gremlin healers other than jumping into the mob pile and attacking until I died. In hindsight I could've brought an obsidian blade but 90% of the enemies prior to the boss are resistant to shadow damage so I didn't see it coming.
This is also the first time I've seen crusaders and I don't know if it's due to high ping but I struggle hitting them with normal attacks without getting hit. I'm fully expecting to get my ass kicked again but since it's the last mission I might as well use the sparks.
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>>2528824
I've honestly never seen anyone mald in chat, idk if GMs punish people for it or what
People do mald sometimes if you're dogshit at the game and actively getting them killed but generally when that happens they just leave the party which is hardly the end of the world
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You know, I never actually "grinded Vanaduke" until now, I see why it's the biggest grind spot now
Hoping the devs "fix" this by making other spots that are as good to grind as Vana while letting Vana runs stay as good as they are, variety is important
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>>2532667
Excellent, I still have some reasons to grind Vana specifically (want more token items) but nice to see I might have more reasons to grind other things soon too
Might be nice seeing T3 versions of the other boss lairs (not Shadow lairs, legitimately just talking having upgraded versions of the normal boss areas added to T3 of the arcade)
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>>2526389
>>2528431
I completed Dreams and Nightmares and to be honest it's the least amount of fun I ever had in the game. I don't know who came up with void souls but they're hard to see, hard to react to due to ping and the constant black square glitchy visuals made them nearly impossible to see when the screen is full of enemies. And the enemies barely drop anything so they're not even satisfying to kill.
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>>2532910
despite that mission difficulty it's the best way to farm radiant crystals
i'd recommend bringing stuff that inflicts on fire debuffs since the dmg scales with floors
ash of agni and vortex bombs go hard there
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>>2533054
>'d recommend bringing stuff that inflicts on fire debuffs since the dmg scales with floors
Yeah I think my lack of safe/reliable AoE damage is souring my experience in these floors. I don't have any bombs so I will start building one on the side, perhaps a vortex for the utility though DBB looks tempting too
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File: Hell room.png (2.4 MB)
>>2528431
>the former because my blitz wasn't enough to oneshot the guards with charge attacks
There's your problem. Why on earth are you trying to use the slow blitz charge that leaves you vulnerable in a room full of Crusaders and Souls. Blitz is incredibly strong in most places but you need to recognize when it's too risky to use. A lot of endgame content is much easier if you play it safe.
Anyway I think by far the hardest part of Shadowplay is the section immediately before that room with the wheel launchers, souls and alternating fire grates & spikes. You're supposed to use water to put out fire so that you can safely advance, but it's very hard not to get hit by souls while doing so. It gets a lot easier once you destroy the wheels, but getting to that point is difficult.
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You know, it surprised me how sword variety is actually a lot more limited than I originally thought
If you want a pierce sword, you're getting a flourish
Shadow sword is literally just Acheron/Bootleg Acheron or Faust
Elemental is a bit better with Brandishes, Avenger, Rocket Hammer and Vog
Normal is technically everything + Troikas, Calibers, whatever the Turbillion is and the Amputator so it's also good on variety
If we start getting new weapons again I'd love a Troika-like with piercing damage or anything else far from the Flourish playstyle
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>try selling overflow weapons on the MB, some even have UVs
>they all sell for like 751
>vendor will buy them for 750
So there's literally no reason not to heat these 2*s to 10 for forge boxes and then vendor them, is there?
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>>2535081
Well the other problem here is that normal is objectively not a good damage type and there's no good way to fix it.
If you buff the damage normal does, you reach the point where the only weapons worth using are normal damage because they just universally fuck everything. But right now they're just not worth using because there's no reason not to have a piercing, shadow and elemental weapon to specialize your damage and kill things efficiently. And it's hard to find a good comparison but if you compare I guess a Leviathan blade vs a Fang of Vog, against neutral enemies you're not doing noticeably less damage so why bother with the normal damage weapon? You'd need to do some weird balance where weapons do a lot less damage to neutral enemies so that piercing weapons are only good against enemies weak to piercing and so on and normal weapons are just universally strong against everything while still being weaker than specialized weapons against their enemy type. It's not really an easy balance question.
The alternative though and the one I'd take since it's easier is just to add damage variants to existing archetypes. Add a piercing cutter, add a shadow Troika, I'd actually be tempted to change the existing ones. The Wild Hunting Blade SHOULD be pierce, that way it would actually be a really good anti-beast blade instead of a mediocre one. The Triglav is a freeze weapon, so give it shadow damage like a Permafroster/Winter Grave. Add a new Spur line that does elemental damage. For the Amputator, I'd give it poison. It's a bit of a stretch for pure thematic reasoning, but the Amputator is supposed to stop things from healing so that'd do it. It'd sorta still be an inferior Obsidian Edge but that's an event-limited weapon so it is what it is. If we nerfed Brandishes heavily by making them pure damage instead of split normal, that'd probably indirectly "fix" the Amputator as a normal damage Brandish.
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>>2535354
You misunderstood what I was saying a bit, I was saying normal has enough variety in swords and that we need a bigger variety of piercing and shadow swords since piercing literally only has one gameplay style and shadow only has two
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>>2535354
Actually, to add on to this;
I think we should give the Calibur the Blaster treatment - give it a piercing, shadow and elemental line.
>>2535364
Sure, but the problem is that there's really not much reason to be using a normal damage sword. You should be using an Acheron if the enemy is weak to shadow, a Combuster/Voltedge if the enemy is weak to elemental (or I guess a DA/Hammer/Vog if you want), and a Barbarous Thorn Blade if they're weak to pierce. It's not very optimal to be using a Troika, Calibur or Spur line sword to begin with, because normal weapons are out of balance/meta. So yeah, you have this diversity and you can use it if you REALLY want to shake things up for yourself and actually have a fresh playstyle, but you're not being *rewarded* for it. The easier band-aid solution I see is just to add damage variants to all these normal swords so you can enjoy your Turbillion or your Sudaruska style weapon but with effective damage that makes it a competitive weapon on top of being different.
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>>2535380
The issue with calibur is that it's charge attack mostly sucks, circular knockback is annoying
if you gave it 20 different variations peoples would still flock to brandish lines because the charge attack knockback is op since it makes mobs ride the dmg wave
there's a few exceptions to the normal dmg argument, Iron Slug deals normal damage and it's a insane weapon that outperforms it's piercing/shadow dmg counterpart
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Finally got my first lvl10 5*, if a combuster is a 10/10 how does it scale? Will people hate me because of the knockback? Once I have nothing to spend money on I want to reroll ASI on it since I like the design
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>>2537728
Oh yeah forgot to say congrats on the DA, it's technically considered "worse" than Combuster but it's impossible to not be worse than the best weapon in the game, DA is still extremely good and you won't regret your pick
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I'm getting worried by the number of unironic trannies just discussing tranny shit in chat all day
any time I pop into haven it's shit like "yah I'm cooking DIY HRT in my bathtub" and I keep seeing that retarded "trans rights" guild because it's not enough to have a normal tranny guild I guess
really hoping the game gets popular again and we get an influx of normies before it becomes some niche troon hangout
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>>2537728
it's a solid 9 comparatively, maybe a 9.5. it has the same Line Attack idea that makes brandishes good without a status to contribute, but that just means it's also not eating away at the damage. you're essentially carrying an Iron Slug on a stick.
when you're rerolling i'd also say settle for a CTR too. both attack types are good when boosted for their respective speed, so no reason to turn your nose at that.
people probably won't care about the knockback if they already don't complain about slugs.
i like gran faust's aesthetic because its charge attack actually has consequences for you, so the gaudy outline-sword actually has some extra ethereal weight to it. DA not having a gimmick to its attack is kinda lackluster.
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Okay I want opinions on this weapon idea, I know it won't be added obviously but just curious if it sounds fun
-Piercing Damage sword
-combo is two attacks of Sudaruska/Triglav's CA but less damage and knockback
-CA is even slower but has a vortex on the impact the entire time it's stuck in the ground and hits like 5 times
Basically, Sudaruska/Triglav but so slow and strong the standard versions seem like a "nimble" sword in comparison
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File: 19150640.png (2.1 MB)
Good evening, Fellas.
I'm one of the faggots that oversees our board's football/soccer/divegrass team.
Since it's a new season, we're renewing our Roster, so I wanted to see if you faggots wanted to be part of it.
>What's this?
It's AI vs AI football played in Pro Evolution Soccer, almost every board from 4chan has a team, and /vm/ is no exception.
>Okay, what to do?
Since we want/need new players, I want you guys to decide if you wanna be part of this, and if so, which character/meme you want to send as a representative so it gets polled with all other suggestions. If chosen, your suggestion will be part of our 23 player team.
Here's our team's wiki page and current roster:
https://implyingrigged.info/wiki//vm/
https://implyingrigged.info/wiki//vm/#Roster
If you guys have any question, don't be shy and ask away, I'm gonna stay around.
We also have a thread if you wanna make any other general questions >>2539755
Thank you all in advance and see you again.
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>>2539034
I do think they look really cool with the eye and the seal effect particles.
>>2539775
>when you're rerolling i'd also say settle for a CTR too.
I don't have the money to be picky so either would be good, I'll try to get max ASI so I can compare it with max CTR
>>2540616
Sounds cool but I don't know how the visuals could convey it being a piercing weapon. Maybe if it had a bunch of spikes?
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>>2542641
Fun answer to this one actually: make it a cool as hell pickaxe/drill blade for the model, and throw crystals everywhere for the particle effects
The people wearing the cyclops cap and mining hat as their costume would have a field day
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I know what this game really needs weaponwise
Bring back the green Sealed Sword effect on a piercing damage Sealed Sword upgrade line, preferably either keeping the AoE slam from the base weapon or having a two blade forking charge attack
It's good not just because more piercing variety but because the only green sword is the Dread Venom Striker, which is so shit it might as well not exist
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>>2544862
>green sword
That said I do sorta think we're missing a normal damage sealed sword line that keeps the sealed sword's random status effect on charge attacks. Having a normal damage sword that does good damage and has the ability to inflict everything but curse would be cool, even if the drawback of not getting to choose what status effect you inflict kinda sucks.
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>>2545441
I'd welcome a third Sudaruska-styled weapon too, albeit maybe blue or red instead of green
I know it sounds kind of dumb but green just feels like a way better "pierce" color for most options since yellow was already taken by elemental damage
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I have a bunch of UV tickets from farming forge boxes and I don't even know what I want to spend them on
Like how many weapons actually need/benefit from UVs? I was considering rolling UVs on my Blaster line, but does ASI even make that much of a difference on a Blaster? CTR is kinda pointless since the charge isn't that worth using, damage bonuses are kinda whatever compared to having universal damage (and pointless if you run Kat)
Obviously there's value in having an ASI/CTR Brandish but after you have your built Acheron/Combuster what do I even want to roll UVs on
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>>2545589
Yeah, ASI helps Blasters out a little bit. It's not as pronounced as on other weapons, but it still adds up.
If you want to simulate how it feels, you can mess around with sprite perks and Ancient Plate to move your ASI grade around.
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Okay on second thought, I figured out the exact balance update this game really needs before anything else: 80% of the game's shields need some sort of offensive buff. We talk about X or Y weapon being bad or outclassed, but realistically speaking the only shields that are regularly used as a "meta" pick is Swiftstrike and sometimes BTS across all four damage types.
And I don't just mean stats, I wanna see GH get real crazy with them: do something like giving Crest of Almire a chance for every hit from any weapon to inflict weak/moderate fire, make Tortoshields emit a damage pulse with a chance to shock when blocking, shit like that. And of the shields that DON'T get offensive buffs (plate shields come to mind for what should be considered), make them have so much shield health that it's ridiculous.
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>>2551709
I don't know how you'd code it but you know when an enemy is attacking you and you shield bump it and that causes the attack to miss? I'd love a parrying shield that gives you a speed + attack buff for a few seconds after that, or even code it so if you raise your shield and then an attack hits the shield within half a second it registers as a perfect block and your shield takes reduced damage from the hit + grants the spd/atk buff. Something that rewards active gameplay where you're timing your shielding instead of pre-emptively shielding and holding your shield up until you get hit
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>>2551709
>for shields that don't get offensive buffs like plate shields
If you want a really cool idea, they should function like Gremlin Thwacker shields. If you aren't currently shielding, they protect your back and anything that hits you from behind instead damages your shield
Your shield bar does of course deplete and can break (unlike Thwackers) at which point you'll start taking damage but it offers something like a 135 degree rear cone of protection which means if you're doing something like running FSC and a Slag Walker jumps into you from behind while you're hitting a bunch of them, he deflects off your shield and you just keep swinging away like nothing happened
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Any suggestions for fun things to do on the side while I'm grinding FSC to afford the mass building of Graviton Charges
I will not stop building them until I have a High/VH CTR reduction one for a godtier Obsidian Crusher, I need ridiculous amounts of tentacle swarming
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What helmet goes well with the almerian crusader armor? What armor goes well with the helmet?
I just got both and I like the look of the armor, but not with the helmet
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This has got to be the most overhyped item of all time. Blitz needle runs circles around this, and I brought it to a snarby Shadow lair last night and it was such dead weight. AoA made it look useless. I just don't get it.
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