It recently occurred to me that while the Spiral Knights exist in a world where magic is possible (as regularly demonstrated by the gremlin menders, and the presence of walking skeletons) it appears that the Spirals have little to no ability to manipulate magic themselves. Now, for all I know, this lack of magical ability might actually be an important aspect of the SK "story" that is (slowly) being revealed. But assuming that this is NOT the case, I would be rather interested to see the addition of more "magical" abilities via the implementation of a fourth weapon type: Wands.
Okay, yes, we currently have a single wand weapon that acts almost identically to a sword, the Wrench Wand. But due to it's obscurity and complete lack of crafting progression, I've never so much as seen one being used in-game. Regardless, the addition of more "sword-wands" is not actually what I'm pushing for here. I'd like to see magical-themed items/weapons that are set apart in some way from the current three weapon types.
Swords deal heavy melee damage. Guns deal less damage from afar, but provide tactical safety. Bombs provide area damage and knockback/status afflictions... So what could wands do? Well, any number of things, really. This is magic we're talking about, after all! The only limits are the developers' imaginations, coding abilities, and, of course, the inherent game balancing requirements. :P
If it were up to me, though? I'd develop wands as a weapon that DIDN'T do direct damage. At all. Wands that inflict short-to-mid-range status affects on enemies (think of the tactical element that might be added to gameplay if you could have a player in a party that runs around waving a wand of sleep at foes), wands that summon temporary barriers/blocks onto the battlefield, or perhaps wands that allow you to grant short-term defensive buffs to your allies. As for wands that provide healing, ala the gremlin menders...? That's not something that I'd seriously consider, unless the healing provided was incredibly slow, and had some sort of ridiculous re-charge timer on it, allowing only a single pip of health to be restored every five to ten minutes.
This isn't really something that I'd expect to see OOO implement in the near future (IF they considered it to be a viable option at all) considering all the other stuff they doubtlessly have on their plates. But these ideas have been boggling around in my brain for a while, and I felt the need to get them out in the open. :)
That was really REALLY cool OP I suggest a wand that healsbut to avoid it being over overpowered you have to charge it and hit an ally (and make sure they dont heal that much) other than that really cool
+1