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Spiral knights steam charts
Spiral knights steam charts












spiral knights steam charts
  1. #Spiral knights steam charts full
  2. #Spiral knights steam charts plus

#Spiral knights steam charts full

The talent tree could have been cool if it was full of new, meaningful augmentations to abilities. The irony of the situation is TTK really didn't change enough to justify the changes. We have a lot less potential for meaningful counter attacks. The chess match between two players is largely gone. PvP works, but it's been dumbed down to the point that no amount of combat style changing makes the game interesting. We've all said this about a thousand times since ability pruning was announced. Most of Players need it, game needs it so people would be happy and could continue to subscribe. No one will make a huge show over you returning back all taken abilities and changing loadout choices, people won't shout out "HAHA, finally confirmed your mistakes? We told ya". It's ok to make mistakes you can always rollback some of the changes, return back interesting and needed abilities and people will only be grateful for that. Game became more boring and less interesting, more monotonous. All of this makes gameplay less interesting, variable and intense since everyone is just clicking small number of abilities in same order without CC tactics and without mobility part of the game (most classes lost their mobility in 7.0.).Īll of these was a mistake. People can't implement different tactics and strategies because they lost needed abilities for that, some classes lost much more abilities than others (for example, deception assassin lost nearly nothing while arsenal mercenary is forced to choose between vital abilities such as stun, reflect, hydraulic override etc). The heat sharing was kinda broke, i agree with that as it was possible to get a 5* item from 0 to 10 in one run, but instead of fixing it, they killed heatsharing by doing 2 things: the whole can of worms called forge and changing the revival system from giving half of your health to ER/spark, the old one being better and more fun, as it had a sense of teamwork, as for example, getting the party wiped didn't meant(most of the time) end of mission, but one could revive by energy and make a mad run to revive the rest of the party, allowing the party to keep going instead of getting back to haven.Ability pruning especially which literally made game less interesting to play. i as i recall, even RJP was somewhat self sustainable, just not that profitable. that without considering the whole heatsharing on level 27 that helped on gear crafting.īefore reaching vanguard, i agree it had a bit of timegate, as it needed to farm royal jelly palace or gloaming wildwoods.

#Spiral knights steam charts plus

considering 10K cost, you pretty much 6K profit for each 100 energy, going to 60K on 10 runs plus 30K from the 30 almirian seal tokens. Sorry, but you're wrong on the 2 vana runs max(unless you're talking pre mission update).īefore the battle sprite update(and the energy rework), after you reach vanguard, vana runs were actually self sustainable: the 100 mist allowed 2 king of ashes runs, which yielded 8K to 10K eah run, going to, with bad luck, 16K crowns minimum for 100 energy. At least you can push through the grind without a wallet IRL. Sure you have grind wall, it's better than a time gate. There was some good and bad but believe me when I say this: it's better now. You really wanna go back to 2 vana per day max? You couldn't play for 8 hours without putting 6$ for the month. What people overlook too is the mist removal.ġ mist per 13.2 mins, totalling 100 max (22h), cost 10 energy PER DEPTH and you can buy an elevator pass for 6$ to have no fee (free crafting for chance at UV) The heat transfer would broke the sprite progression they intended with mats and orbs. The pickups were also shared and dropped. Back in ye olde days, heat could be transfered from one player to another by reviving someone. The heat system was a solution towards sprite leveling.

spiral knights steam charts

It was around 20k players (google SK steam chart, I'm on mobile, will add later). Sk was hyped through TF2 cross achievements for a hat so the surge was from Steam and it's launch. Maybe kongregate had a lot of player with the stand-alone but the steam version amount for a good chunk of SK population and hype. The "hype" people refer was really small. I've been playing SK since 2011 and seen it's ride.














Spiral knights steam charts