Forums › English Language Forums › General › Suggestions

Search

Interesting Shields and Armor

10 replies [Last post]
Wed, 09/07/2011 - 13:50
Antistone
Legacy Username

Spiral Knights does a pretty good job of including a variety of weapons with different styles and advantages, but I'm pretty underwhelmed by the armor and shields. A defense boost against a different damage type or status effect is just not terribly exciting, and most of the special abilities on armor and shields are actually enhancements to your weapons, which are all very similar, don't really make sense, and have a number of gameplay problems (locks people in to a single weapon type, very hard to balance without making them either mandatory or trap options, just look at how disproportionately popular the wolver line is, etc.)

It's probably not realistic to expect a major overhaul of armor and shields at this point (especially one that takes abilities OUT), but I like imagining interesting abilities, so I decided to waste some time brainstorming ideas for shields and armor with distinctive special abilities (that are actually related to their function). All numbers are ballpark examples and would probably need tweaking to balance (I'm also assuming some items would have lower base stats to compensate for stronger abilities).

Peruse at your leisure.

SHIELDS

Force Wall: This heavy shield is amazingly tough, but it loses health constantly as long as it is raised. Compared to other shields, this can block far more attacks before breaking, but only as long as you put it away when you don't need it.

Second Wind: This shield regenerates health especially quickly, and it won't stay broken for as long as other shields. When you can't find a safe spot to rest for even a few seconds, the Second Wind is your friend.

Tenacious Targe: This little shield just never gives up. If your shield is broken, you never take damage from the attack that broke it. Even after the Tenacious Targe is broken, raising it will still reduce the damage you receive, though it will no longer protect you entirely.

Chronobuster: Raising this shield sends ripple effects backwards through time, instantly healing damage you received in the moments just before you raised it (even damage that should have killed you). Effectively, the Chronobuster will still protect you from attacks if you're a tad late in raising it.

Shadow Shield: The Shadow Shield builds up a lingering charge while raised that will continue to protect you for a short time after you lower it, giving you protection at the beginning of the following combo or sprint. This lingering protection lasts longer the longer the shield was raised, but hits against it still reduce your shield's health as normal.

Tortoise Shell: This versatile shield can be used even while you are attacking (or charging an attack), letting you fend off unexpected attacks or make daring offensives into enemy hordes. However, it reduces your attack/charge speed while raised, and the shield takes double damage from each attack it blocks while you are attacking or charging.

Eagle's Emblem: This striking shield allows you to move nearly as fast while it is raised as you can normally, so you can still run away or dodge attacks while using the shield as a backup in case you misstep.

Serpent's Ward: The Serpent's Ward elminates recoil from blocking attacks, so that you won't be knocked back or stalled when hit. This allows you to counter-attack more quickly, and also to move much faster through spikes or other hazards while blocking.

Bull's Bulwark: This hefty shield is more effective at knocking enemies away when you first raise it, and establishes a light repulsion field as long as you continue blocking, pushing nearby enemies away from you. This helps to escape from mobs, and lets you more easily corral enemies for crowd control.

Spider's Lure: This subtle shield has reduced knockback and pulls nearby enemies closer to you while it is raised, generally leaving enemies in the perfect position for counter-attack after you block them.

Beacon's Bubble: This powerful shield not only protects you, but also creates smaller protective bubbles around nearby allies, allowing you to protect other knights who are not ready to shield. With the Beacon's Bubble, you can rescue allies that have over-extended or whose shields are broken.

Emberburst Shield: This superheated shield has a chance to set enemies on fire whenever they contact it, either by bumping against it or striking it with a melee attack. Alternate versions inflict other status effects.

ARMOR SETS

Titan's Togs: You can stand tall in these giant's clothes; each piece of the set provides +1 max health per tier more than other armors, and also increases the health bonus received from vitapods by 50% (wearing both pieces doubles the effect of vitapods). Knights typically heal several times their max health during a clockwork run, and vitapods don't increase your current health when picked up, so this doesn't actually help that much over the long haul; however, it greatly increases the damage you can survive in a single battle, protecting you from the occasional blunder or lag spike. They're also great for boss fights.

Armor of Regrowth: Each piece of this symbiotic armor amplifies all healing your receive by 25% (stacks to 50%), whether from hearts or health capsules. The complement to the Titan's Togs, this armor helps you survive the long-term war of attrition, but leaves you more vulnerable to a sudden spike in damage.

Guardian Plate: The helmet of this set ensures you take only half a bar of damage from any attack while you are at full health, making it easier to heal if you spend most of your time near full health. The armor negates fatal damage and leaves you with half a bar remaining if you had at least one full bar before being hit, giving you a second chance to escape or heal when a knight wearing different armor would already be dead.

Wishing Mail: The helmet of this set projects a powerful force field that completely negates a single hit, but takes a long time to recharge (perhaps 1 minute; recharges instantly on party button or elevator). The armor allows you to slowly regenerate health - but only up to the amount you had just before the last time you took damage (for example, if you have 10 life and get hurt, you can regenerate to 10; if you're hit again when you've only gotten up to 8, you continue regenerating, but now only up to 8). You are instantly healed up to the current regeneration cap when you press a party button or ride an elevator. Thus, the helmet counteracts the first hit you take, and the armor counteracts the last hit you take. Good if you're only hit occasionally, bad if you get hit many times rapidly.

Giant Slayer Armor: This armor set protects you against powerful blows, with a defense that scales to the amount of damage you take from a single hit. Great if you hate lumbers and trojans.

Horde Breaker Armor: The helmet of this set provides increased defense while you are attacking, recovering from an attack, or charging an attack, while the armor allows you to resist interruption and knockback. Both make it less risky to try to finish a combo or charged attack when you're not quite certain of the distance or there's another enemy nearby.

Duelist's Coat: The Cap provides increased defense against enemies damaged with your last attack (within a few seconds); the Coat has increased defense when you are attacked from the front. Both protect you against the counter-attacks of your target, making it easier to finish off a single enemy, but leave you vulnerable to flanking.

Sniper's Studs: This armor set provides greater protection the farther away you are from an attacker, making distant turrets and other ranged enemies less of a threat.

Rogue's Robes: Each piece of this set provides greatly improved defense and status resistance against traps and environmental hazards. With the full set equipped, you can't completely ignore traps, but you'd probably willingly run through them if it gave you a tactical advantage (maybe 80-90% resistance).

Ambusher's Armor: This shadowy set reduces the maximum distance and angle at which enemies can "see" and track you, making it easier to sneak up on enemies or to get away from enemies that are chasing you.

Harrier's Hauberk: This armor set increases your movement speed, and provides increased defense while you are moving. Great for dodging attacks, flanking enemies, and other delicate maneuvering.

Wed, 09/07/2011 - 14:02
#1
Madadder's picture
Madadder
ok i only read the shields

ok i only read the shields thus far and i am liking the new mechanics all except the chronobuster's healing u need to change that

one other thing http://wiki.spiralknights.com/Heater_Shield

Wed, 09/07/2011 - 14:17
#2
Antistone
Legacy Username
Name Changed

Didn't notice they'd already made the "Heater Shield" pun; edited name to avoid confusion.

What's wrong with the Chronobuster? Bayonetta used the same general idea and it seemed to work great.

Wed, 09/07/2011 - 16:11
#3
Kurapika's picture
Kurapika
:D

+1, I love the ideas here!

(Time well spent imo)

Wed, 09/07/2011 - 16:28
#4
Madadder's picture
Madadder
the thing is that the devs

the thing is that the devs themselves said they won't add a healing mechanic in any form thats all

armor
titan armor seems OP with the health boost

regrowth i believe there is another thread about this im iffy on the whole amplifying health gain from hearts and capsules

guardian's first effect seems fair but we already do survive one fatal blow from monsters

wishing mail has the healing issue again

giant slayer seems like specialty armor not so good for everyday use

other than the name horde breaker seems decent

about the duelist armor what happens when u attack multiple enemies?

sniper studs seems useless since either u will be in an enclosed space with the targets or u can easily dodge the enemy projectiles

the thing with rogue armor and ambusher is that the devs would need to program the conditions for these armors to go into effect that's not really cost effective. how about for each condition on you, rogue armor gives an armor boost? ambusher i just cant see happening (especially in PvP)

harrier seems ok though how would it do when the movement from using a weapon like a flourish?

Wed, 09/07/2011 - 17:01
#5
Antistone
Legacy Username
Responses

I'm not sure exactly what the devs have said about healing (do you have a link or quote?). There are many good reasons not to have traditional RPG spammable healing in Spiral Knights (starting with the fact that it isn't even a great idea in most traditional RPGs), but Chronobuster and Wishing Mail don't really do "healing" so much as "retroactive damage prevention"; you can only use them to heal your single most recent injury (and under very limited conditions), not to top off your health at the end of every single battle. None of the numerous good reasons I can think of for the healing ban are applicable to them. It's possible there's some other reason I'm not thinking of, but I don't *think* the devs would have any objections to them on the grounds of healing.

Guardian Plate: "guardian's first effect seems fair but we already do survive one fatal blow from monsters"

Huh? I'm reasonably certain that's not true; perhaps we're miscommunicating. As an example, if you have 2 bars of health left and you get hit with an attack that normally deals 3 bars of damage, the Guardian Plate would reduce the damage to 1.5, so that you had half a bar of health left afterwards. If the game DOES already do that, I'd appreciate a link to some evidence.

Duelist Cap: The way I envisioned it (and as currently worded), if you hit multiple enemies with a single attack, it protects you from all of them (for a short time, or until your next attack). So yes, bombers would get protection from a lot of enemies, but it might not last long enough to charge up another bomb (timing subject to balancing based on playtests, of course). Every time you make a new attack, the protection from your previous attack goes away, whether you hit anything with the new attack or not.

Rogue's Robes: I haven't personally seen the code for Spiral Knights, but I would be shocked if "reduce damage taken, but only against traps" were even CLOSE to the hardest thing on this list to program.

Ambusher's Armor: Again, enemies clearly already have "sight" restrictions, giving them different numbers in this special case is probably not especially hard to program (though it might be tough to balance). If they ever add a PvP mode where your armor actually matters, the obvious extension would be to make the wearer invisible to opposing players more than a certain distance away, which might be more complicated but still doesn't strike me as unrealistic (many games have similar mechanics).

Certainly all of these ideas on this list would take some amount of time and effort to implement, though.

Wed, 09/07/2011 - 17:28
#6
Madadder's picture
Madadder
i dont have any links for

i dont have any links for this i but several people have said they won't add any mechanic the heal, even to regenerate

as for the surviving a fatal blow i cant prove it with anything but my own testimony. going into FSC without shadow protection, the enemies do roughly 6-10 bars of damage several times i have had less than that and survived one strike against those very enemies without shadow projection. in fact i scour the area for hearts just to survive one more hit (there is however a limit i think you need 3 bars or more to survive with 1/2-1 bar otherwise u die)

its not so much the programming that being hard its the time and manpower that could otherwise be used for more important things. i think the defense buff for every condition is easier to implement both time and programming wise, then to denote special circumstances for the armor to work the way you envision

u havent heard of Lockout? thats the pvp where are matters. i thought u meant something else if its just monster's aggro then i dont really mind but i despise stealth mechanics in games

Wed, 09/07/2011 - 20:01
#7
crzymn4723
Legacy Username
what about...

what if there was an armor that allowed you to cloke until you take damage or attack. when you come out of cloke your next attack is automatically a crit.

second wind what if instead it got you up imeadiatly after you died and gave you a 3 second boost where you could run through surrounding enimies and get away (only once per level resets on party buttons)

and armor that damages enimies that are near you automatically

and a shield that when broken it sends a shock wave healing nearby allies and pushing back enimies

Wed, 09/07/2011 - 21:20
#8
Madadder's picture
Madadder
there are no crits crzymn and

there are no crits crzymn and no healing we were discussing that

i like how second wind is envisioned the first time

damaging other enemies for just having the armor set is OP now damage when a shield break might be viable

Wed, 09/07/2011 - 22:08
#9
Antistone
Legacy Username
Philosophical Tangent

A free revive once per party button is crazy powerful. Maybe you mean when the shield breaks, rather than when you die?

Philosophically, I'm against items that make you WANT to do things that are normally bad, like get your shield broken or get afflicted with status effects. Things that mitigate a bad effect are nice (e.g. Tenacious Targe), but things that would encourage you to do it deliberately are counter-intuitive and difficult to balance.

A (very weak) damaging aura would probably be balancable, but again, I believe your armor should generally PROTECT you, not buff your attack. In my opinion, encouraging players to sacrifice defense for extra attack power usually produces bad results. In fact, the Emberburst Shield probably wasn't the best choice of examples; a shield that causes stun or freeze might be a better design choice (though not necessarily most useful to me as a player).

Arguing about what's easy or hard to implement is fairly silly, at least if none of us have actually worked on the game. If the devs actually like any of these ideas, they can worry about how hard they are.

Thu, 09/08/2011 - 02:10
#10
Evilnut's picture
Evilnut
Spike Shield

It's a makeshift shield made from salvaged spike traps. When shield is deployed, it will periodically extend its spikes, just like a spike trap does. Enemies hitting you in melee range during that time will receive slight piercing damage and slight knock back, just like when you walk onto a spike trap.

Because of its makeshift craftsmanship, it's has slightly lower health, and is so heavy and unwieldy that when deployed, you move slower.

Higher tier versions could have more frequent spike deployment.

Powered by Drupal, an open source content management system