#Shield Spawners

1 messages · Page 1 of 1 (latest)

random mirage
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Maybe a little vague but it's hard to come up with ideas, but can shield spawners with no actual intent behind them be removed? Currently i feel as though they serve no purpose except to stall time which isnt really "fun." And when I say shield spawners with no intent, I mean random elite spawners with a couple shields for fun. The shield spawners like that one f2 zenith room with like a shield of 20 is actually a really cool and creative idea, and utilizies shield spawners. But those random elite spawners or even normal spawners with shields that seem to be everywhere across starpoint? Please reevaluate/remove/change the shields on those as right now it just feels like they r just time wasters.

Current ideas/solutions I could come up with:

  • Breaking a spawner shield could activate a mechanism. (Spawn mobs, hazard, anything)
  • Shielded spawners could send out attacks like spells until they are broken. (Like maybe the spawner could shoot like fireballs or missiles at you giving incentive to break it as well as a reason for it to be shielded)
  • Cut down on the shielded spawners... any of them that feel pointless could just go.
distant pewter
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me resisting the urge to say "adapt"

wispy helm
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me resisting the urge to say "overcome"

azure badge
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shield spawners just make me forced to run skysplitter in all my builds that may go into star point / zenith so i dont have to deal with breaking them one by one

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and skysplitter is slow pick since the effi nerf..

shrewd mountain
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Shields partially exist as a countermeasure against spawner rushing for dangerous elite spawners and also to provide designers the chance to slow down combat pace and avoid the problem of efficiency creep of r3 pickaxes, I don't think you can simply say that every shield that isn't used as a major gimmick should be removed

azure badge
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Shields partially exist as a countermeasure against spawner rushing for dangerous elite spawner
what does that mean

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Do you have any examples in mind

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surely such example would not be a zenith room which cannot be named

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unlike a poi

random mirage
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and i think spawner rushing for a dangerous elite spawner will either kill you/put you in a bad situation (unless they intend to continue spawner rushing)

shrewd mountain
random mirage
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there is no difference in engagement with enemy though?

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kill mobs -> break spawner are 2 different parts to an encounter

azure badge
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I dont get what you mean?

shrewd mountain
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if your point is to not kill anything*

random mirage
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o its just more anti-spawner rush tech

azure badge
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What im understanding is that breaking a mob's spawner before killing the mob itself is spawner rushing which is certainly not what you're actually saying

random mirage
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man why make every1 suffer when u can just make anti-lootrun everywhere

lone badge
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I think the anti-spawner rusher shielded spawners would make more sense on normal spawners than just placed on every elite spawner since those elites are only going to spawn once anyways, even with the shields. I agree with OP that they don't really feel like they serve any purpose the way they're currently designed.

Elites are already threats with long respawn times to balance that, adding shields to them changes nothing about gameplay. Adding shields to normal spawners however would make an otherwise simple plain encounter become a bit more danger when you have to factor in a potential second or third spawn while breaking the spawner, and would more effectively bring about the countermeasure point

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Unless the point is to make elite spawners harder to break so normal spawners nearby have a chance to spawn again, which is counterable by breaking those spawners first, and isn't as affective as just putting shields on those spawners instead

stark grove
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shield spawner is cool at that one 30 shield spawner zenith room

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other place it just feels tedious

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and more like "more gameplay time" same as some recent major updates

shrewd mountain
lone badge
random mirage
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i think more normal mobs is much more preferable then sitting at an elite spawner for a spawner rusher

stark grove
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also skyspiltter exit for spawner rusher tbh

keen lance
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being stuck in range of normal mobs while mining may make you spend some abilities to kill them, but having to be in range of elite trying to break the shield does more to change how someone approaches the situation if their approach is not already to pull, kill, and mine

random mirage
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i mean either way i think there are better ways to counter spawner rushers specifically then ways that ruin everyones experience

keen lance
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I don't think it's ruined my cz experience beyond making me play a bit more defensively, which is what it's trying to do

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If done with the kill then mine approach, it's a couple seconds at most, less on splitter

random mirage
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it feels so tedious though

keen lance
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It makes the "dive in and disable" playstyle riskier, but that's kind of what it's built to do

random mirage
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at least personally and i feel like many agree

shrewd mountain
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In the hypothetical (extreme) scenario where you want to break every spawner and kill none of the enemies it has impact because you're staying in one location for longer (where coincidentally mobs are also staying)
It's not their only or even main point though, and I don't think it's something to overly fixate on, even if it doesn't achieve it well.

I'm not arguing that all shields are well placed and shouldn't be changed, I just don't agree with the idea that they're all pointless if they don't serve as a major gimmick. It can be a useful design tool to be able to slightly slow down the player's pace or force them to take a breather between combat encounters, similar to how an empty space or hallway devoid of spawners would, but without needing that additional physical space.

worldly flume
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what if you made killing all the mobs a spawner with a shield spawned break the spawner shield automatically

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because realisitcally adding spawner shields, and as a result, skysplitter, doesn't solve your goal of making spawner rushers take longer

azure badge
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I think an empty space or hallway feels much better to play than "stand mostly still redoing the task you just did"

celest raptor
random mirage
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i dont think pointing out skysplitter will have the effect u guys think, they will just nerf it

distant pewter
celest raptor
distant pewter
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what could go wrong?

random mirage
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ok but like i dont think i would want spawners to be unbreakable constantly

ember ruin
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I never minded Elite Spawners having Shield tbh. But actually looking back, I still do like how some of the spawners that have multiple Shields are Elite ones. Makes them feel all the more important or makes then feel more dangerous, which is a cool way to convey how dangerous a situation feels in gameplay. I do agree tho with OP that they can definitely do something more like Buffing enemies around them so that it encourages you to not spawner rush while also giving a sense of urgency of a threat with how much longer it takes to mine.

celest raptor
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Maybe a spawner that detects it's own mobs and if those aren't dead

astral granite
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#suggestions-voting message

I think this idea would be cool as a compromise between speed and restraint for full on spawner rushing 👉 👈 😳

celest raptor
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Just don't add chronology

hexed vessel
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maybe the real reason for spawner shields are to prevent sapper procs withering

distant pewter
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no more healing

hexed vessel
small crag
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the low count shields should go away when you kill the mob for the spawner

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like, it feels like it exists to increase playtime which makes no sense. There are no mobs I am avoiding, the shields arent high enough for a second spawn to happen, and I cant be spawner rushing since the mobs are dead.

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Just make the shield go down when mobs die near it and make a second type of shield that doesnt do that and only use those for the giga shields, like that zenith room.

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Easy.

hexed vessel
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what if... breaking a shield layer has x% chance to instantly spawn new wave of mobs 🗿

small crag
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I dont think spawning more mobs on break should be the mechanic of the shields

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since that already exists

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as the red particles

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it was also stated their entire purpose is to hinder spawner rushing

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but all it does to a regular player is increase playtime which is pepega

hexed vessel
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well I guess shielded spawners bring more depth to the game but shouldn't be used excessively

small crag
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depth? what depth?

hexed vessel
celest raptor
small crag
astral granite
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We should give bercilak sapper 1 back

Surely nothing bad will happen

bitter jungle
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On a chestplate?

fresh mountain
astral granite
bitter jungle
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Doom

shell terrace
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yeah

astral granite
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Saccharine sample too

bitter jungle
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Honestly not as doom now that I think about it

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Could be some interesting item options

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But sapper is just withering

small crag
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aspects on armor that apply to eruption pickaxes you're holding would be crazy

torpid flame
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shrapnel 3 chestplate withering

small crag
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imagine eruption of every aspect at once

hexed vessel
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what if eruption would proc shrapnel 🥺

wispy helm
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I think spawner shields add depth to content

small crag
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What is the depth it adds?

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I’m very curious as to what that depth actually is

hexed vessel
small crag
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normal spawner: approach, kill mobs, break spawner, move on. shielded spawner: approach, kill mobs, break spawner but slightly longer, move on.
??

hexed vessel
small crag
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okay so exclusively when there is exactly 1 spawner and its only the shielded or all the spawners are shielded?

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can you tell me where in the game there are no eruption spawners in the area at all and they're all shielded?

small crag
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you can just break the spawners that arent shielded to get eruption.

hexed vessel
small crag
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so where is this depth actually seen where eruption disable matters?

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you mean the one that has 1 spawner?

hexed vessel
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2 spawners with a chest

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both having one shield layer

small crag
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i dont think the depth added to that is worth anything considering you just kill the mobs in seconds anyway.

hexed vessel
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still more dynamic than just having normal spawners

fresh mountain
wispy helm
azure badge
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Do people actually see a special spawner and try to plan out strategy, logistics, and dealing with the aftermath of the battle

fresh mountain
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isnt it the same strategy but you use skysplitter instead of your normal pick

small crag
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or the same strat and you just break the spawner more than once

wispy helm
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Depends on the room and difficulty of the content

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Mostly just a bit of forethought rather than advanced military tactics

small crag
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bro doesnt exit the poi, go to his planning room, and then go back

wispy helm
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Indeed

celest raptor
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but if you are actually an aeroblast user maybe then they will respawn

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please buff wind

wispy helm
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not everything iscz

fresh mountain
deep jasper
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idk i thought the main point of shields was just to help provide more avenues for pickaxe balancing because it fucking sucks

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Efficiency when squared scaling 🥹🥹🥹

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shield spawner feedback when it is low(high)key a pickaxe balancing feedback

random mirage
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is this supposed to be a joke

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i think it is ok nvm

naive spoke
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imo trapped elite spawners do what I feel like shielded spawners are trying to do

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idgaf about shielded spawners, but I'm more prone to prepare an interaction because I recognize a trapped elite spawner within the area

leaden pumice
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At one point I decide just ignore that shield spawner in rampart cause mine it is time waste + wrothless, the most problem I found on shield spawner and large amount other spawner is I have no reason to mine it

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If break shield can't increase spawner break count in poi, I would perfer just skip it, same as those doing different thing, most of time I can just kill mob and leave that area + mine no shield spawner

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So I don't think it serve prevent spawner rush when nothing stop u ignore it, which is why that cz room is great use of shield

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This is also why I think drilling is such a bad enchant cause limit use, and it kind of break the point of shield if goal is make u pay effort to it