Much of this game's charm comes from the enemies we fight in the Clockworks. To some extent, each Monster Family requires specific tactics or play styles to beat them, and that adds flavor to each family from the player's perspective. This makes the game fun and interesting to play.
A well-rounded Monster Family is the Gremlin Family. They have a frontline bruiser in the Thwacker, support in the Mender, ranged fire from the Scorcher, fodder in the Knocker, and additional support fire from the Demo. Fighting them feels like battling a well-prepared team. You have to beat your way past the thwackers or knockers to find a way to undo the Mender, all the while being kept on your toes by the scorchers and demos.
I'd like to talk about the Beast Family and the Slime Family, which I feel have a little less "flavor" than the other families. Fighting them lacks the same multi-dimensional feel found with the other families that adds layers to your strategy and makes battling them interesting. Besides trying to enhance variety in the Clockworks, both families are the game's only source of piercing damage outside of spikes, so from a practical standpoint it is useful to add some powah and credibility to piercing damage.
While reading this, I ask you to differentiate between conceptual merit and balance merit. In other words, something might not seem appropriately balanced and ready for immediate in-game implementation, but the concept or direction of the idea is sound. I have also tried to ensure that everything makes thematic sense, but as in every fantasy video game, logical consistency is not as important as how the game plays. It's amazing the things that make no sense in games that players never notice or miss at all (simply a sword that deals more damage than a BOMB or gun is logically inconceivable)!
Beast Family
Perhaps the Beast Family's greatest issue is that it has as much variety as a West Virginian family (or Virginian, for those readers from West Virginia) - it only has TWO members, the Wolvers and the Chromalisks, albeit the Wolvers are divided into Alpha Wolvers and regular Wolvers. When you think of the Beast family, you probably only really consider the Wolvers. The Wolvers are more common and have come to define the family as a highly mobile unit that synergizes with itself through mutual buffs (+Attack Damage). The Chromalisks are perhaps one of the least noticeable creatures in the game. I don't even have a strategy come to mind when I think of them, probably because they are rather harmless and very simple. In fact, the entire Beast family is relatively harmless because they have such long pre-strike indicators.
I'd like to preserve the Wolver as the staple unit of the Beast Family and enhance synergy with this primary unit. To this end, I suggest adding a massive unit to the family with a stun effect to slow surrounding Knights, making it easier for the Wolvers to strike their prey, like a wolf hunting a wounded deer. I suggest adding a support unit that will create terrain obstacles to reduce mobility potential for Knights without compromising Wolver mobility. Finally, I suggest giving some status-related effects to the Chromalisk to give it a little more uniqueness and increase its presence on the battlefield.
Massive Unit
Mammoth, Tortoise, or dragon. I like Mammoth.
Very high health
Special Effect:
It gallops towards knights at a similar pace to a Dreadnaught. As it runs, the ground in a small ring around it is shaken, dealing no damage but stunning any Spiral Knights on it. This is not an attack, so the gallop itself does not deal any damage on contact with a knight; however, status-wise, it functions like a moving Stagger Storm, with a smaller radius and strong stun.
It will have 2 attacks.
First Attack:
It rears on his hind legs/raises its claw and strikes down in front of it, dealing Lumber-like damage and knockback. The pre-strike indicator will be two to three times as long as a Lumber's strike. It's range is on par with a normal Wolver attack. Inflicts heavy stun.
Second Attack:
If a target is in front of it, within about the range of a Zombie's breath attack, the Mammoth/Dragon may unleash a breath attack that deals decent damage and its status effect on any Spiral targets in front of it. Its pre-strike indicator is something around two Lumber's attacks.
Purpose of this unit:
This unit should make it harder to evade the predacious Wolver pack with its stun presence. It will add some oomph to the Beast Family (it is the only family without a massive unit besides Gremlin). Tactics for fighting it include striking from behind to avoid its attacks and keeping your distance while it is charging at you, so you aren't stunned. Afterwards, you might consider staying near the Mammoth to prevent it from activating its gallop again, if that is troubling you. By itself, it should be less threatening than even a lone Lumber. With a mass of Wolvers around you, it, and the Wolvers, become formidable obstacles.
Support Unit
Shaman - small beastial fellow with rabbit-like features, accoutered appropriately in shamanic wear.
Three special abilities, no attacks (like a Gremlin Mender)
Tier 1 - A patch of land shimmers in color for three seconds; afterwards, the land is converted to a trap terrain, such as brambles.
The Shaman may only alter two areas of terrain at a time, but he can cancel the effect of one area and choose a new area whenever his programming dictates it. A neutral status effect Shaman will produce brambles, as an example. Other status effects have different possibilities for their implementation. You might choose a shock-themed Shaman to create brambles with blue sparks weaving along them. You might simply choose to create electricity coursing over a patch of land. You might make it like the lava squares but only a different color. The area of the terrain change increases with tier.
Tier 2 - Increases the attack speed of nearby Wolvers
Similar to the Alpha Wolver empowering nearby Wolvers with damage, the Shaman will increase their attack speed. The attack speed refers only to the duration of the pre-strike indicator, and it should reduce it by 30-40%.
Tier 3 - Creates a ring of wards around the Shaman
A thin, traversable ring surrounds the Shaman, consisting of trap terrain. A Knight either needs range or must shield his way through the trap terrain to harm the Shaman. The Shaman will not move inside the ring but will continue to use his abilities. The width of the rings circumference should be one tile thick, like a tile of fire from FSC. The diameter of the protective circle is around the same length as the healing circle summoned by the Gremlin Menders. If a Knight does not activate his shield on contact, the wards deal damage and inflict the status corresponding to the Shaman.
All of the Shaman's spells are immediately nullified when the Shaman is killed.
Purpose of the unit:
The Shaman provides a unique support unit to the Beast family, conforming to the Beast Family's emphasis on mobility and its pack of Wolvers. The Shaman cuts down on the amount of traversible terrain for the Knight without hindering its allies. The relentless nature of the Wolvers becomes even more difficult to deal with. For a Spiral Knight, the Shaman could become tantamount to a Gremlin Mender in kill priority.
Chromalisk changes
Maintain Chromalisk's camouflage up until it begins its attack animation. Its pre-strike indicator will still display, but the Chromalisk will remain camouflaged until its tongue or goo leave its mouth. Increase its movement speed by 50%. Finally, grant the Chromalisk the ability to "don" whatever status effect you strike it with. If you hit it with fire, it suffers the status effect and afterwards becomes fire-themed, becoming immune to that effect and granting its attacks the same status effect. Give the Chromalisk Max! resistance to all status effects.
New Purpose of the Chromalisk:
The Chromalisk is first and foremost an ambush unit. He adds that element of surprise, he is the uncalculated-for twist in your plans. Secondly, he requires care when firing your status effects around. If you have a staple form of CC, you may find it suddenly unreliable as the Chromalisk adapts to it. I actually considered that every time the Chromalisk was knocked onto its back, it would change its resistance type to the weapon that dealt the damage, unless it were normal damage.
Beast Family's New Functionality
Most of the damage from the Beast Family will still stem from its Wolver pack. Only now, there are a few support struts you might consider knocking down before attempting to rout the pack. The pack itself is more deadly than ever, with powerful demobilizing abilities like terrain altercations, quicker attacks, and AoE stuns from its massive unit. The family presents a unique tactical choice for the player, as eliminating its core unit, the Wolver, is best done with a sword or perhaps a bomb, but its troublesome support units might be more accessible via the range of a gun for staying outside of the Mammoth's stun or shooting over the protecting wards of the Shaman. A gunslinger's dilemma, conversely, is trying to stay alive long enough to kill the supporting units while he is being hunted by empowered, ferocious Wolvers.
Status effects will have to be chosen carefully when Chromalisks are around in large numbers, and, above all, players will need to focus on intelligent use of the terrain to not get caught in the lion's den - or Wolver's den, as it were.
Slime Family
The Slime Family is already in a pretty good state. It has a much healthier number of units than the Beast Family to add variety. It's still a second world country, though, and could use some enrichment. It has no easy answer to being kited. These monsters aren't that threatening unless there are a large number of turrets, a giant slime, or some other race around. I suggest adding one ranged unit to the family that will keep up with its aggressive cubic brothers and sort of encompass both the role of support fire and support unit.
Ever notice that the Status-Slimes like Oilers and Ice Cubes have trouble powering themselves up without help from ANOTHER family? While it's cool to see cross-family synergy, the Slime Family really is too regal to allow itself to be subordinated to other races!
Support-Ranged-General-Everything-Fire unit
Slime Warlock - This is a cute little slime blob with an equally sized pointy wizard hat on top of its spherical surface.
Tier 1 - Fires ranged, status effect orbicular missiles
These orbs will, upon contact with a status-themed slime, impart that status effect onto it if applicable (ie. fire to oilers, but no effect on Quicksilvers)
Tier 2 - Teleports behind the Spiral Knight
The blob-lock will dissipate into the floor and reform somewhere behind the Spiral Knight. It will then proceed to attack the Knight.
Tier 3 - Witch's melting
When the Blob-lock dies, it shudders for two seconds before melting into the floor, creating a temporary tainted patch of the corresponding status effect on a small area of the floor. Slimes that can react to this status effect will do so when they cross over this residual slime. Knights who walk over this patch will suffer no damage but will have to pass a status check every second. If they fail, they become afflicted with that status. The default status-effect, if the Warlock has no status-theme, is stun, curse, or no-effect. Up to someone else to figure that out.
Slime Family New Functionality
CC becomes very important for controlling the dogged pursuit of waves of slimes. Simply running while charging your weapon should not be such an easy solution anymore, as the new blob-locks teleport to cut off your retreat and punish you for killing them without forethought of how you will avoid their slimy, status-ridden grave. You may be best off taking out all status-reactive Slimes first before taking on anything else. Or maybe you want to get rid of the blob-locks so your retreat is secured; or to prevent haphazard missiles from activating any status Slimes.
Also, the toxigels should be activated by poison, such that they spew waves of poison rapidly in an area around them, poisoning any nearby Knights.
Well, that's it. Let me know what you guys think, and thank you for reading!
The slimes melting upon death, only to inflict a status could be too punishing for sword users, but a joke using guns.
Rather than a patch, it coudl release small delayed blobs, like the explosiive jellies. Said bobs would be pushed by monster/knights wich will ensure chaos for everyone on a tight battle.