Water!

I can't say this idea has not been brought up before, but what if we had some stages with large bodies of water?
How it works: In some stages large bodies of water would spawn at low elevations on the map. Knights that get completely submerged will be immediately inflicted with a status effect called (simply enough) "water". Represented by a small water droplet and by bubbles above the player's head, water lasts for 20 seconds and initially does not do anything, but when the effect wears off the player loses either 4, 8, or 12 bars (each bar being 1/4 of a hit point) of damage depending on tier (tier 3 takes the most damage). The water effect can also be removed/cured by entering air pockets (patches of constantly flowing bubbles never more than a 8-second walk from each other), using a remedy capsule, using a bubble item (which will be discussed below), or leaving the water. On a side note, water will be instantly re-inflicted if the player takes water damage or uses a remedy capsule.
Being submerged does some interesting things to the status effect system. Fire and stun do not work in water at all - fire for obvious reasons, stun because the friction from water is too great for the blow to hit hard enough. However, unlike an ignited player, a stunned player will remain stunned upon getting submerged. Ice, poison, sleep, and curse work fine (if it was real life a frozen enemy should float, but this would be nearly impossible to incorporate into spiral knights), but the real interesting changes occur with shock. Enemies (and players!) will have their shock resistance reduced by the equivalent of a "Very high!" unique variant, will take more damage from shock, will be disrupted by shock more prominently than usual, and will produce large "T"s or "X"s of electricity which WILL shock anyone and anything that gets hit. This can be a blessing and a curse to players that use shock-inflicting weapons.
Enemies defeated while in water will have a chance to drop a bubble. The bubble works similarly to a remedy capsule, except it cures only water and fire (the latter trait not usually being useful in a level with water). When used in water, the bubble item will also protect the player from receiving water again for 10 seconds.
Please comment/add on to this idea and state whether or not it is a good one.

seems like alot of hard work but this is one of those Fun If it was Real suggestions.
so for that.
+1
(its somewhat doable, in Rookie Mission, theres this part where this is a lake. )

Bravo Bravo
Sounds cool! But wonder if we have gear suitable for this kind of missions? Scuba Diving gear? Diving set? Some gear that resists water (meaning increased oxygen supply or something xD)
Let us all drown in a pool party

Good idea! Too bad, gremlins hate water, so they can't make the level for you :(

Gives me an idea, actually, for a new rare mob.
In place of Love Puppy spawns, since those wouldn't really be useful in an environment where you'd have to keep moving, how about make the rare puppy spawn a Bubble Puppy?
It could either have a very slow RoF, or shoot out really small bubbles that only cure the water status for a second. Being a rare spawn, it wouldn't really be game breaking either way. Upon being killed, it would have a guarantee of dropping a bubble.
Other than that, I agree with Valdmir that this is a really neat "What if" suggestion.
~Sev

I think that the water should slow down your movement speed because it does in real life.
WATERGUNS FTW!!!

"stun because the friction from water is too great for the blow to hit hard enough."
Haze Bomb!

"I think that the water should slow down your movement speed because it does in real life."
Stun effect.
Also +1 to this actual, creative idea. Let's start making some cheerful thoughts.
Creativity:
Of course, usually I would of thought that this idea wanted water balloons, but after looking at it, it is actually a good idea or effect to add to the game. It mixes in the game.
Details:
You have successfully made a huge paragraph worth of reading. Thanks to you, the old suggestions is back. Your details describe what it does, how to recover yourself from it, what effect it does, damage, etc...
Now, I do have a question. Ill post more when I find any.
Questions:
Will there be water weapons? Any of them?

I don't mind ice traps that literally kills when you step on it (talking solo here)
But wouldn't it insta kill you when you are shocked in water? Having a very high reduction on elec seem overkill... What about normal elec but add more times to the electrocution? Like 60% upgrade
Also good idea and it makes me wonder...
Water type weapons/armor? :D

I really had not thought of that idea. My concept of water was that it would appear in a few specific level types (I.E a beach) and, to make the effect more dangerous, have there not be any water armor. However, everyone seems to really like this idea, so perhaps there could be water armor that would increase the amount of time between under-water damage ticks...
As for water based weapons, water guns and balloons (which do seem to be mentioned often from what you have all said) would probably not work in water. However, other weapons that gain bonuses in water could be conceivable - a harpoon, maybe?
Finally, about the potential of shock insta-killing in water - it shouldn't be a problem. Shock spasms would still not deal damage if the player was shielding when the spasm occurs, and other players will be able to avoid getting shocked by the overkill spasm by shielding as well. However, it would force players with shock-inflicting weapons (especially voltedges) to be careful lest their weapon backfires in their face.

What if we create a water bomb that could increase the range or power of shiver mist busters and voltaic tempest?
Also
+1

" a water bomb that could increase he range or power of shiver mist busters and voltaic tempest?"
It's called Venom Veiler. Well, rather than buffing the power, it reduces enemies resistance. Different way, same effect.

What happens if i set down a Ash of Agni? will the water render it useless?
Will water freeze if i set down a Shivermist?
Will this finally make bombers a fear inspiring class?

Like the ice we can be destroyed by attacking it, I think something should be added to prevent water status (kinda like the water balloon we get to extinguish fire with).
Or a shock repellent thingy? (or just a water repellent)
And talking about having a trap that you cannot protect against makes me wonder... Sleep traps?
But it's another subject...
Back on topic
I tihnk the damage should be done when you are in "water" status. Like you are drowning... takes down 5-10% per 2 (or 3-4) seconds...? rather than having a full damage when the status is over. I don't think having a full damage when the status is done is a good idea. I'm more with a DoT since you are in water... Or maybe just movement reduce when you are in water then full dmg at the end?
I think the later should do it

Each water tick was not intended to be an instant kill. The intention was that the player would lose a tier-appropriate portion of their health every time the water status effect wore off. Your idea for more constant water damage isn't bad either, though.
On a side note, since spiral knights is a sega game, how about asking Sega if the infamous sonic the hedgehog "drowning tune" could be incorporated for a water status countdown that would instantly kill the player (I.E they have 1 bar of health left)?

On a side note, since spiral knights is a sega game, how about asking Sega if the infamous sonic the hedgehog "drowning tune" could be incorporated for a water status countdown that would instantly kill the player (I.E they have 1 bar of health left)?
Mind = Blown
Would love it.
I'm just discussing with you on what 'could' be better. Either DoT or End Dmg could be a good option, we just have to explore them :)
IDK if having a DoT each ticks is a good idea. Each 2-3 ticks? Or simply add a movement debuff on water status? (plus the "end dmg" rather than movement debuff + DoT + elec (sometimes) would be too much IMO)
It was an idea on a whim, I think the best would be: Movement slowed by a Medium UV (or weak?) whenever you are IN water (not the status, just the trap) and have a end dmg and a water repellent like you explained earlier
I think your movement should be restrained since you are in water... running/walking in 2-3 foot deep does restrain you a bit...

Sonic mechanics in Spiral Knights, you say?
Still working on that long post. Will include my thoughts on damage from water effect.

Here goes:
[Bubble Gun] -> [Water Pistol] -> [Soaker] -> [Deluge]
Yes, I know “Super Soaker” is copyrighted. I didn’t say we had to use those names.
• Single Shot. It shoots water spheres like those found in FSC and in LD furnace maps, at the fire rate of the Callahan/Iron Slug. Bullet speed is slightly faster than pulsar/catalyzer shots. 1 shot clip. Can move while firing.
• Each shot has a 50% chance to do one of the following things. It will either simply burst on impact and deal elemental damage, or encase an enemy in a bubble of water, which induces the "water" effect. (details below) Will not slow movement speed.
• Charge attack: shoots a cone of water, similar to what happens when you pinch the garden hose/champagne bottle to spray all your friends. Doesn’t afflict the “water” status, but does do elemental damage. (Basically, a zombie’s breath attack.) Full channel time is 2 seconds. Player has full range of motion while attack is in progress. 5* charge leaves pools of water on the ground underneath the cone, which will induce the “water” status. Pools last for 5-8 seconds.
[Puddle Generator] -> [Aquifier] -> [Monsoon] -> [Tempest]
• Haze-type bomb. Creates a pool of water within the blast radius.
• Will behave the same as the water found in a level, meaning that players will be affected too.
• Width and duration will increase with star level. 5* Tempest will have the range of a 4* Vaporizer, 4* Monsoon of a 3* Vaporizer, etc.
• 2*’s will have same width.
• 2* is a water balloon. After the fuse time, the balloon bursts.
• 3* looks like a sprinkler, fuse animation is the sprinkler running.
• 4* is a 4-nozzled hose, fuse animation is the hose spraying water over the effect zone.
• 5* bomb looks like a miniature storm cloud. Fuse animation is a large raincloud that creates the effect puddle by raining.
[“Water” status]
• The status acts like a combination of elements from the “fire!” and “shock!” statuses. When a player/monster is “Watered”, they at first have a countdown from 5 seconds. After the countdown runs out, they start taking damage over time once every two seconds until the effect either runs out or is canceled.
• While underwater, movement speed and attack speed are decreased by 50%.
• This effect only occurs while the affected entity is underwater, with the exception of the Bubble Gun line.
• If the effect is used on a player, they can use their shield as an air bubble/oxygen (do knights breathe oxygen?) tank. (details further below).
[Shield-air-tank idea]
• Knights can use their shield as an “air bubble” to hold their breath for a few more seconds while underwater.
• The shield lasts the same amount of seconds as the bars of health it has, rounded up. So in theory:
➢ 1* shields last for 3 seconds
➢ 2*'s last for 4 seconds
➢ 3*'s for 5 seconds
➢ 4*- and 5*'s for 9 seconds
➢ Omega Shell/Stone Tortoise for 10 seconds (this even makes extra sense because some turtles live underwater).
• Shielding does not affect movement speed. (remains at 50% of normal)
• The shield takes damage from this as well. At the end of the 3-10 seconds, the shield breaks.
• Although the shield is taking damage, it does not have the interruption/knockback caused by other status traps and haze bombs.
EDIT: Changed names and added more visual details.

what, do you want me to +1 this again?
even though i like the creativity of the [shield-air-tank idea]

But having water weapons won't be a good idea.... You could clear out fire... In OCH you could clear out fire, and then you can reveal what is up north. In compound 42, you can have an advantage by clearing the fire. There are lots of things

Since when does normal water puts out shadowfire? only enchanted water does that. I did forget to mention though, they would put out normal fires like from red rovers and scorchers. but only water on the ground, not bullets.

though I think that there could be levels with ice on top of the water and you have to navigate on the ice. (make it slippery if you can) if you fall in, you have to go to a ramp that leads out of the water.

there should be a danger mission that uses this. Probally the first level would be under water and you have to get to a shipwreck. The second level would be in the shipwreck but it would be mostly dry except for some areas. It would have a mini boss at the end that would be like a ghost, mabey blackbeards ghost? On the third level, there would be a lot of treasure boxes of course.

I opened this thread, fully expecting garbage written inside and me -infinitying the thread, but... This is actually a well-thought out idea! Kudos to master-of-nature!
+1

Among those past water threads were simpler ideas, though not necessarily better, but my favorite among them was making water the result of flammable oil becoming its own status: when inflicted with 'water' you would leave a trail of water and would remain wet as long as the status is in effect. Anyone who walks in the water becomes wet though not necessarily to the same amount the originally afflicted is at the time. These normal puddles last for 5-10 seconds before evaporating.
If that puddle comes into contact with shock (something afflicted with shock comes into contact) the water becomes electrocuted, inflicting shock to all connected knights who are still wet; the water on the floor acts as a shock surface which may inflict shock if knights attempt to walk through it. If you try to shield through electrocuted water it reacts akin to doing the same to an active shock trap normally seen in shock themed floors. Electrocuted puddles remain for 3-5 seconds before evaporating.
If the puddle comes into contact with poison it spreads the same way as shock, spreading to connected wet knights and creating the poisoned puddles, but unlike shock last longer than the puddle would normally and inflicts a higher degree of poison once the puddle dries. As an added touch maybe the dried poison puddles become like the barricades in the expansion where you need to hit them a few times to break them but you can still attack over them like short walls.
While under the effects of 'water' you are immune to being set on fire, though any attempt to do so which would be successful otherwise evaporates the water. Having the water status deal damage once it runs out seems a little too close to freeze and making it slow the afflicted is cutting too close to stun. Maybe have it slow attack speed but not movement, or completely throw out speed interference and have it lower damage instead. Aiming for something unique here.
Do we have any armor which naturally has shock and poison resistances? If not there can be an alchemy line for the whole water theme where the main line focuses on resistance to water while another just has poison and shock with no resistances for water. For weaponry yes to a Vaporizer and no to a sword, a gun would be a little complex to juggle among using an existing mechanic with this kind of status and trying to pin how balanced the status is by itself compared to in a team. Kind of like with Catalyzers. In parties they do pretty gudd, but otherwise it gets tedious derping around trying to tag stuff only for someone in your party to beat it down in seconds.
Here are a couple links from my sock drawer. Stay away from socks with mustaches and googly eyes. Those things are weird.

THIS IS GOOD!
PUT MUST IN!
NAAAOWWWW
(Insert derailing spam)
+1

The "running out of breath" and "slowed movement speed" things should only happen when you are underwater. Like, fully submerged. Like you're swimming. Only knights don't swim, we just walk along the bottom. Because we're just cool like that. Or maybe because we're just a little bit partially mechanical. :P And just to clarify, if you leave the water the effect wears off without dealing any damage.
So for example, a large water hazard or even an entire underwater level would induce the "underwater" status, while something smaller like a puddle would just induce the "wet" status. (+1 to shipwreck level) My Bubble Gun would induce a hybrid effect, granting immunity to fire and vulnerability to shock while restricting ability to breathe but keeping movement speed normal.

Only knights don't swim, we just walk along the bottom. Because we're just cool like that.
When you don't want to sink, just put them in your inventory.
~Sev

That would be really clever and interesting, but in this game we only have two pieces of armor as opposed to several separate parts.
Maybe an armor set where the helmet lets you breathe underwater longer while the helmet helps you move around in it. Something different from how armor sets have the exact same stats right now except for stuff without a matching helmet/torso like the Seerus masks and Silvermail.

armor set where the helmet lets you breathe underwater longer
Something like this?

Something exactly like that.
In some of the past water threads they linked the same thing.
If an armor set comes out of it there could be two branches starting at 3*, the main line maintaining water and fire resistance while the other has poison and shock resistance. Both helmets elongate breathing underwater and both torsos improve movement speed while underwater, but the secondary line has less efficiency of both but has some small weapon bonuses to compensate. Main line looks like a fish and builds up to be like a shark or whale while the other is like a scuba set that builds up to be the old bulky scuba suit. Make the armor set feel like a set in how it works instead of how it looks.
Fishy so squishy wants a wishy?

The problem was how to stop some big mean mother hubbard from tearing us a structurally superfluous new behind.
The answer is to use a gun.

Well in the new tutorial you walk by a lakeside and it is real nice, so ya water should be in some stages, and not the FSC kind of water

I have been thinking about the shipwreck level I mention earlyer and I think that the ghost should be a actual boss here he is: (sorry if it isn't very organised)
whoever's ghost (any suggestions for names)
his class will be undead
first phase:
like the Snarbolax, he will be invincble until a certian event happens He will stay in a corner and repeatedly shoot slow moving bullets and do a sword combo with a cutter like sword to the other side of the room. he will go to another corner sometimes. this is his attack pattern: 3 bullets then sword combo then change corners then 3 bullets then sword combo then rise water then repeat. sometimes he will raise his arms and water will temporally fill the room by magicly coming out of the floor. there will be some places for air in the corners when water fills the room. he can only be hurt when sumerged in water. damage him enough and you will move on to the next phase.
second phase:
he will do everything he did in the first phase except more often. he will sometimes send a giant bullet. he will now throw bombs at the players that explode instantly when they hit the ground. his attack pattern is: 5 bullets then 1 bomb then sword combo then change corners then 5 bullets then 2 bombs then sword combo then rise water then repeat. damage him enough to move on to the next phase.
third phase:
he will do every thing he did in the first and second phase. he will now summon regular ghosts, regular ghosts will try to kill you with a cutter like sword. like the boss, they can only be damaged while submeged. the boss will only summon them if all are defeated. he will throw big bombs which have a greater blast radious then normal bombs. he will sometimes orbit a random player and look at them. after 5 seconds of doing this, he will do a sword combo on the player he was orbiting. his attack pattern is this: summon ghosts then 8 bullets then 1 big bomb then sword combo then orbit then change corners then 8 bullets then 2 bombs then 1 big bomb then sword combo then rise water then repeat. damage him enough and he will die.
I will start a new fourm for this boss for more info about it. http://forums.spiralknights.com/en/node/71053

This is an excellent idea for water. I might just make a level idea based on it!
Perhaps Water resistance can replace Sleep resistance on Jelly Mail, because the Jelly could act like some kinda scuba suit. Same with the Plate line's sleep weakness, it's kinda hard to swim in heavy plate armor.
@Lug: And what if that don't work?

When I was reading the OP and the part about the air pockets, I thought of that obnoxiously loud alarm noise from the older Sonic games, where the player is about to drown.
I'd like to see this tested, at the very least.

What i would like to suggest regarding water is that it should be first tested in LD and here is how it will work.
Now in water your attack and movement speed is decreased because water is more dense and that only bombs would inflict a status in the water e.g Venom Veiler would poision the water for the opposite team,Votaic Tempest/Electron Vortex would shock any opponent in the water but its magnitude decreases with increase in distance from point of detonation,Shivermist Buster would decrease the temperature of the water thus freezing anyone in the water during random intervals in the water,Ashes of Agni would only do elemental damage and raise the temperature of water which will damage anyone in the water over time.
Duration of said statuses and water temperature:
Now duration of said statuses like shock will only last from 10 to 30 seconds depend upon the strength of shock inflicting bomb which can be increased by continually exploding said status bomb this also goes for poision but it will last longer.Now lets talk temperature of the water it will very hot,hot,normal,cold and very cold,the only status affected by the temp of water will be freeze as hot and very hot water will greatly decrease the effectivness of freeze while the normal temp will have little affect the freeze while cold and very cold water will amplify the freeze status.
Effect of enviorment on water:
If its a fire themed level the water will return to hot after sometime,if its a freeze themed map then the water will return to freeze after sometime and if its none of the above then it will return to normal.
So there we have it hope you guys like it.

"it should be first tested in LD"
Um... shouldn't it be tested in PvE first, and worry about PvP later?

It can be tested in PvE first too no problem with me.

I think it should be tested in PvE first but a underwater LD map sounds cool.

It just doesn't make sense for OOO to put a unique mechanic into LD that's not in the clockworks yet. The only thing that they did that with is the team-colored barriers, which have no place in PvE anyway.

they put snowballs that slow your enemys down in LD but they don't have that in the clockworks.

My only thought... it should do damage quicker. this also would be a way of getting more beasties in the game.
This actually seems well thought out, and in keeping with the Spiral Knights atmosphere.
I certainly wouldn't mind this getting added.