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Spiral Knights: Friendship is Magic

14 replies [Last post]
Thu, 06/30/2011 - 05:33
Glowshadow
Legacy Username

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. :)

Fri, 07/01/2011 - 02:59
#1
ABlackGuy
Legacy Username
OP

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

Fri, 07/01/2011 - 04:17
#2
zcstover
Legacy Username
+

this sounds amazing!

P.S. there are more wands like the Wrench Wand such as the Snarble series

Fri, 07/01/2011 - 09:57
#3
zeddidragon
Legacy Username
I would hate to see players

I would hate to see players get their hands on an infinite source of healing, no matter how slow and weak, but I agree otherwise.

Fri, 07/01/2011 - 09:58
#4
zcstover
Legacy Username
true

healing i would LOVE but it just doesn't fit the game.. maybe there could be temporary healing, it would give you 4 yellow bars of health that, if not in battle, go away after time

Fri, 07/01/2011 - 12:46
#5
Koffin-Kat's picture
Koffin-Kat
Healing sounds like an

Healing sounds like an interesting 'feature', but it would kinda ruin the "no different classes" concept.

The temporary healing that ZCStover mentioned sounds good, though.

Fri, 07/01/2011 - 14:08
#6
CDBonga
Legacy Username
What if...

What if in order to use the healing ability, you had to charge the wand with heat?

That way the healers would be severely limited in how much they can heal.

Just an idea. ^_^

Fri, 07/01/2011 - 14:40
#7
Madadder's picture
Madadder
the devs themselves said they

the devs themselves said they arent putting in healing stuff

it would make FSC a breeze

Fri, 07/01/2011 - 18:07
#8
zcstover
Legacy Username
i still like my idea!

temporary health wands would be mostly like a protective spell, with higher level/stars more yellow bars would be given or the yellow bars would have more defense

Fri, 07/01/2011 - 20:17
#9
Jellyhead
Legacy Username
The trouble with heals

The only way you can legitimize healing in this game is if it requires either the healer or heal target to be doing damage to a mob, like some kind of life siphon with an incredibly low efficiency, alternatively the healer could sacrifice some of their own health to give to other players, this would encourage healer class to wear high health bonus items and sit out of the fray. Of course the healer class would feel sad about losing so much health and only getting the same amount back as other party members so perhaps a healer gear set bonus for increased returns from hearts on the ground or health potions would balance out that aspect of things.

There is absolutely no way however that any free heal no matter how weak it may be is acceptable; OOO relies on people actually dying and either using health or energy to rez otherwise how can they make money from the energy market - if the healing is free (even if super slow or bad) people will just sit about for like 20 minutes healing really slowly until they're on full hp all the time. Really though there shouldn't be a healing mechanic at all, the other ideas are nice though.

Fri, 07/01/2011 - 20:46
#10
zcstover
Legacy Username
my concept isn't as much

my concept isn't as much healing as a shield, it would act as a shield anyways, and the shield would constantly degenerate, like the actual shield's regeneration, and would really quickly disappear completely, if there would be a wand like this, it would most likely give very few bars of health or have to be charged to be activated.

what i'm trying to say is that the spell wouldn't heal people so they couldn't sit around healing each other until at max health after every fight, but they could give each other a small health bonus before and during a fight, keeping each other alive but not allowing for health regain out of battle.

Sat, 07/02/2011 - 00:34
#11
Storm-Crow's picture
Storm-Crow
Hm.. Fun, but realistically speaking...

If the devs are going to let us do stuff like healing and debuffing I'm sure they'll do it through the trinkets. Making the trinkets, source of the magic channeling. That would make them more sought after, encouraging people to buy trinket slots. They wouldn't want to give the players magical abilities that easily. Really nice idea though.. If they are going to make more magical wands, they'd probably have a charge attack that fires an elemental bolt that causes a status effect. Like a fire wand, that set off an exploding fireball that set the enemies on fire. Same for volt, cryo, shadow (curse), normal (stun)..

Sat, 07/02/2011 - 12:33
#12
Blaze991
Legacy Username
Magic makes it all complete!

This would make Spiral Knights 20% cooler in 10 seconds flat. Give me a brohoof man! :D

Sat, 07/02/2011 - 20:46
#13
bushwhacker
Legacy Username
Actually sounds interesting,

Actually sounds interesting, if anyone has played Phantasy Star Online, which is in some ways similar to SK, they'll know about wands/staves.

The way they work is that they have a limited number of charges that can be used for fireballs or healing, and once the charges are out, they'd have to switch weapons (or with some classes, they could recharge).

If it worked like that, it could have a limited number of charges per floor, it'd be like the one-use items except you'd bring them every floor.

Sat, 07/02/2011 - 23:17
#14
Twiddle's picture
Twiddle
As for wands that provide

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.

After thinking about it for a while, I think healing could work if it was cast from heat (collected on the current level), crowns, or energy. If you don't have enough heat, crowns, or energy to pay the bill then you can't heal. That way you don't get infinite healing and you incur a penalty for using it outside of battle.

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