Hello again!
Not sure if anyone remembers, but I've been working on redesigns on all of the armor lines to try to make them more than just recolors of one another. I've been slowly plugging away at it in my free-time and thought I'd stop by here to get your opinions on my latest batch.
Vitasuit Line
The Vitasuit has always been an odd set of armor that's just all over the place and whose three variations don't even craft into one another. So, why not fix it up, streamline its alchemy path, and add some branches?
http://pixelhat.tumblr.com/image/37317955233
Before anyone says anything, these two designs were major inspirations for my own, so there are a lot of similarities.
http://malakym.deviantart.com/art/Doodle-Silkwing-Silks-330298254
http://caicaibia.deviantart.com/art/Beryl-Greaver-Set-330546143
The main line is still the Vitasuit, Vitasuit Plus, and Vitasuit Deluxe with an added Vitahelm. It would start at 3* and work it's way up to 5*, with the Silkwing and Greaver branches at 4*.
I'm still thinking of proper names and stats for the individual pieces, but here's what I have so far.
Menders Silk Robe and Cap
Increases all status resistances medium and health increase low per piece
Normal and Elemental defense
Could possibly take the Robe's ribbon asset and reuse it for accessories.
Vitasuit and Vitahelm
Increases health medium and all status resistances low
Normal and Pierce defense
Greaver Cape and Cowl -
Increases chances of inflicting status effects low/medium
and/or
Increases strength of status effects inflicted by the player
Normal and Shadow defense.
If possible, I would have the effects apply to the entire party since by themselves the effects aren't all that great, but may work great for a team. I still have a few of my own ideas on what to do with for their stats and such, but brings in more of my own ideas that would take far too long to explain.
Anyways, what do you guys think? Is it a good idea to do something like this to the Vitasuit? It's not as though anyone uses it in its current state, so I personally don't see why not, but someone may have a differing opinion on the matter. Also, are the Silkwing and Greaver branches an alright idea for the Vitasuit?
~~~~~ EDIT 1~~~~~
I'm going to try to turn this into a sort of master post for my armor redesigns and get rid of my older thread that I started a while back (soon as I can find the blasted thing...).
I'll be adding more armors as I get them done from here and hopefully some weapon designs as well.
NOTE:
Most, if not all, of my redesigns from this point on will be working from the idea of truly working your armor up from the start of the game, all the way from the newbie 1* to the powerful 5*. You'll actually see your armor evolve in a sort of way, as your Knight adds and reinforces it with each Alchemy. No longer will the armors just be recolors of one another, but actually be a slight reflection about themselves! Each one will be a bit unique in its design, though I will be trying my best to keep all of the various color schemes of the current armors so as not to make them too different.
With this redesign, I also plan on changing the way the armors branch into one another. All along a single armor's alchemy path will be branches that ultimately lead to completely different armors. The further down the line the more similar the branches are to one another until you get that one armor that you really want and worked for and crafted all your own.
My main goal with this is to bring use to armors that don't ever really get used because honestly, there's a lot of them. At the same time, I want to try and change up the way that the armors are made so that in the future there's more possibility for unique armor to be made. And by being just a bit different, hopefully there can be more new ideas/features that can be implemented.
Now something that has been brought up is the potential to ragecraft a whole set of awesome UV armor with the low cost of 1* crafting. I took that into account, but forgot to add it into the OP. So here goes.
This idea comes in two parts.
1. What I was hoping is that you never get the chance to craft the 1* armor. There is no recipe for them whatsoever. You need to buy the basic armor from the vendors all the time should you want to start crafting your way up from scratch again. Unspoken rule or not, it seems wrong to me to create textures and models for all this rather random 0* and 1* equipment and then make them utterly pointless. Every single mission in the Rescue Camp can be done with just a standard Proto set and any 0* variants you can buy in the area, so why break the entire 1* tier just because of the rage crafting problem? So, I decided to turn them into something useful and at the same time eliminate the rage crating problem for the low level armor. It also adds use back to the poor vendors who rarely see any Knights any more. Poor Strangers are probably getting lonely...
However, I'm not getting rid of making your own armor from thin-air and getting UVs either...
2. Bring in a second set of recipes into the game. Every single recipe that's currently in the game gets duplicated, but this duplicate lets you craft the item without needing the equipment before it. Any 5* item you want to make doesn't need the 4* item before it, any 4* doesn't need the 3*, and so on. "But that's horribly unbalanced!" I hear you cry, but this ease of access comes at a cost. Since you're crafting something advanced from literally nothing but material scraps, the amount of the materials needed to craft the item is GREATLY increased. The Energy cost may, hell even should, be higher for these recipes, but I think for that ease of just crafting straight off to 5* armor, a lot players would jump at that chance.
Now, for further balancing on these recipes and to help bring back the whole recipe hunting trade back to the Clockworks and the Auction House, these can only be found in the Clockworks being sold by Basil. No free handouts at the easy-mode Hall of Heroes. If you want these recipes, you're going to have to work to find them. Also, their price either needs to be far greater than the usual recipes OR they need to be like a ticket, where it's only good for one craft. If the one craft method is applied, Basil would need to carry more of the recipes, depending on which Tier you're buying on. He'll have more of the lower end ones, but only about one or two of the 5* recipes.
With this second part, the aim is to give new purpose to Clockworks runs, bring back the recipes market into the Auction House, make a viable materials sink, and still make it possible to ragecraft, but only so much.
Now let's get into it, shall we?
Wolver/Plate Line
http://pixelhat.tumblr.com/post/37394529020/spiral-knights-wolver-and-pl...
1* Fencing Jacket
2* Coat of Arms
Wolver Line = Sword buffs & Offense
3* Wolver Pelt
4* Wolver Coat / Dusker Coat
5* High Alpha Coat (Skolver) / Lone Wolver Coat (Ashtail)
- Attack speed increase medium
- Normal & Piercing / Elemental defense
5* Vog Cub Coat / Snarbolax Coat
- Attack power increase medium
- Normal & Elemental / Shadow defense
Plate Line = Shield Buffs & Defense
3* Basic Plate Mail
4* Spiral Plate Mail / Boosted Plate Mail
5* Almirian Guardian Mail / Ironmight Plate Mail
- Shield recharge rate increase medium
- Normal & Shadow / Piercing defense
- Stun defense medium
5* Ancient Plate Mail / Volcanic Plate Mail
- Shield health increase medium
- Normal & Piercing / Elemental
- Stun defense medium
Personally, I feel that the weapon specialized lines provide too much defensive capabilities for being gear tuned for offense. Because of that it outshines the gear that's supposed to be made for defense. While a lot of players would still go for the offensive armor, making it so that the defensive and support armors can at least stand on near equal footing is a good first step. Remove or nerf the status resistances on the offensive armors and maybe even nerf their overall defense as well. Make it more of a true trade for offense/defense.
Thoughts?
EDIT: Is that first link your own image?