Vivid Knight

Vivid Knight

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SpaceScrew Jun 2, 2021 @ 7:59am
Stop nerfing boss
or please add Maze over 5.
Players are better than developer think.
Of course boss seems overpowered when first met but trust them for while
they'll find answer
Last edited by SpaceScrew; Jun 2, 2021 @ 8:03am
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Showing 1-8 of 8 comments
Vivid_Knight_Official  [developer] Jun 2, 2021 @ 9:36am 
Originally posted by SpaceScrew:
or please add Maze over 5.
Players are better than developer think.
Of course boss seems overpowered when first met but trust them for while
they'll find answer
Hello.
Thank you very much for enjoying Vivid Knight.
We want all of our customers to enjoy the game.
That's why we are willing to listen to your comments about the difficulty of the current dungeon.
But of course, we also want to meet your expectations for "more challenging dungeons". Please keep your expectations in mind.

Thank you for your continued support of Vivid Knight.
Izunyami Jun 2, 2021 @ 7:53pm 
Originally posted by SpaceScrew:
or please add Maze over 5.
Players are better than developer think.
Of course boss seems overpowered when first met but trust them for while
they'll find answer

I guess you're new here, because people were complaining about the bosses for almost a straight week, hence the nerfs.
Coxatris Jun 2, 2021 @ 9:04pm 
Originally posted by Izunyami:
Originally posted by SpaceScrew:
or please add Maze over 5.
Players are better than developer think.
Of course boss seems overpowered when first met but trust them for while
they'll find answer

I guess you're new here, because people were complaining about the bosses for almost a straight week, hence the nerfs.
I looked at their profile and they have cleared Witch's Maze 5. I assume they want more of a challenge, and aren't finding it with this game.

I think the way the devs have been fixing bosses (making them do their specials less) is a good thing. Randomness is a huge part of this game, but losing an hour or more just because a boss randomly did a special 3 times in a row feels bad.
Last edited by Coxatris; Jun 2, 2021 @ 9:05pm
Izunyami Jun 2, 2021 @ 11:58pm 
Originally posted by Coxatris:
Originally posted by Izunyami:

I guess you're new here, because people were complaining about the bosses for almost a straight week, hence the nerfs.
I looked at their profile and they have cleared Witch's Maze 5. I assume they want more of a challenge, and aren't finding it with this game.

I think the way the devs have been fixing bosses (making them do their specials less) is a good thing. Randomness is a huge part of this game, but losing an hour or more just because a boss randomly did a special 3 times in a row feels bad.

I guess they weren't new. I can understand wanting more of a challenge, I'm all for it, but a game should cater to the broader player base rather than any top-percentage players. Especially at lower levels; I would like to see the Devs add new, more difficult levels although.

But yes, I agree, I like the changes they've made. It isn't changing the stats but the rate of RNG-bad luck. As someone who had the magic tree bomb me five times in a row, it does feel bad. I guess you finally had that occur to you too lol.
Cartography Dee Jun 3, 2021 @ 8:27am 
The changes have been done in a good way, though they haven't got around to doing it to every boss yet. Just lost a run to the mushroom boss in wm5 because he dedcided to activate his skill literally 5 turns in a row and my double-action dps decided to actually never activate their own skill. Those instances are quite unfair and it's not really fun to lose runs to those heavy rng cases because it's entirely outside the player's control.
Originally posted by Cartography Dee:
The changes have been done in a good way, though they haven't got around to doing it to every boss yet. Just lost a run to the mushroom boss in wm5 because he dedcided to activate his skill literally 5 turns in a row and my double-action dps decided to actually never activate their own skill. Those instances are quite unfair and it's not really fun to lose runs to those heavy rng cases because it's entirely outside the player's control.
Imagine my loop team build with dancer and my DPS at the frontline and the DPS got slapped by the dragon 2 times in a row which render him useless for 2 turns lmao.
Last edited by Edelweiss Nightingale; Jun 3, 2021 @ 9:53am
Fiesta Bot Jun 3, 2021 @ 11:17am 
Originally posted by Cartography Dee:
The changes have been done in a good way, though they haven't got around to doing it to every boss yet. Just lost a run to the mushroom boss in wm5 because he dedcided to activate his skill literally 5 turns in a row and my double-action dps decided to actually never activate their own skill. Those instances are quite unfair and it's not really fun to lose runs to those heavy rng cases because it's entirely outside the player's control.

What's even more annoying is that the moveset rng is reset on reloading the save (moveset rng is not seed-based) so if you get unlucky you can reload and just hope the boss doesn't get lucky this time. It really shouldn't work that way. In games like Slay the Spire and Monster Train you can reset the fight to try again but the enemy moves are exactly the same each time. Overall I'm very happy with the game especially if it keeps improving patch after patch like this but this is the biggest issue I have with the game right now.
ThorAxiun Jun 3, 2021 @ 11:18am 
Originally posted by Cartography Dee:
The changes have been done in a good way, though they haven't got around to doing it to every boss yet. Just lost a run to the mushroom boss in wm5 because he dedcided to activate his skill literally 5 turns in a row and my double-action dps decided to actually never activate their own skill. Those instances are quite unfair and it's not really fun to lose runs to those heavy rng cases because it's entirely outside the player's control.

Mushroom boss in Witch's Maze just clapped me too.
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