Weapon types, Classes.... What are your guesses?

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Chacasaurus
Legacy Username

Do you think Three Rings will ever put classes into this game? For example, the description for the Magic Hood is "An enchanting hood for knights who dabble in divination and contemplate conjuring."
This suggests this might be starter armor for possible upcoming mage classes. More indicators are the fact that some Gremlins use magic. (though this could be disputed because some would say they are monsters)

About weapon types, do you think Spiral Knights will always stick to just swords, guns and bombs? For example, the Spiral Warden is always seen lugging around a greatsword. It would be really awesome being a greatsword-wielding character, or something like a crossbow user, etc.

Post your ideas, speculations, suggestions, and anything else related to the subject here.

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Tomhobb
I don't think the game needs

I don't think the game needs classes. At most these might indicate new weapon-types (similar descriptions make reference to "favouring" bombs/guns/swords etc).

I'd rather they don't represent magic in the game (at least not too heavily), as it spoils the "sci-fi" vibe going on with the mechanical devices, laser guns, the huge cog world, etc.

Pyronic
Legacy Username
basically, just more of everything.

I would like to see "class" abilities stay within the realm of playstyle and weapons choices and not some choice you make when you start the game. More items like the Wrench wand with (better) ranged charge attacks, ranged elemental charge attacks functioning as "spells" maybe.
though there are things i'd like to see in the game like
More
weapon types: lances, axes, bow/crossbow perhaps imagined as a kind of heavy launcher/support weapon type with aoe/status attacks.
armor types: maybe a heavy and light armors that offer more/less protection at the cost of movespeed and maybe an improved or worsened shield.

I'd also like to see a type of bomb placeable without charging like a bomberman style cross shaped explosion with a normal spherical blast(with greated AoE and damage) when charged, or a heavy bomb that takes longer to charge/detonate after placed with huge aoe.

oh and more stages/monster types etc.

Evolution
Legacy Username
Classes are often linked to

Classes are often linked to player progression in a specific direction. Progression that is usually irreversible, thus limiting your freedom to play as you like. In return though you usually get offered a wide range of options regarding how to progress in that certain class. Options that have a great impact on the game. So from my point of view I think there won't be classes for Spiral Knights. Else they would have been seen much earlier in the preview events, seeing as how they would have been a key element in the game.

Weapons, I've heard rumors that more weapon types are coming in at some point. A Shotgun and a Spear type if I'm correct?

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Dogrock
Those rumors stem from the

Those rumors stem from the unused icons in the Resource folder. The Devs have not made any comment on it.

Chacasaurus
Legacy Username
There's a Spiral Knights

There's a Spiral Knights folder?

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Dogrock
Derp

The game's install folder. If you used the web installer then the game appears in C:\Users\*User Name*\AppData\LocalLow\spiral. If you used the installer, where ever you told the game to install. For Windows that is.

Shango
Legacy Username
I'd rather they don't
I'd rather they don't represent magic in the game (at least not too heavily), as it spoils the "sci-fi" vibe going on with the mechanical devices, laser guns, the huge cog world, etc.
- Defunc7

I'm totally fine with it myself. After all:

Any sufficiently advanced technology is indistinguishable from magic.
- Arthur C. Clarke
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Tomhobb
Arthur Clarke

"Any sufficiently advanced technology is indistinguishable from magic."

Yea, but a sci-fi MMO is significantly distinct from yet another Elf/Dwarf/Goblin/Wizard MMO.

Are Star Trek "phasers" the same as a Lightning bolt spell? No, they're zap science. Nor do you need to be "special wizardborn" to shoot a gun. If you're also significantly advanced, then you know it's not magic, you don't have to be in awe of it, etc... it's a different attitude, where the tool isn't some inborn/secret power.

I think Spiral Knights is light-hearted enough that it can have some elements without spoiling the overall atmosphere, but it needs to avoid being overwhelmed. It's currently one of the few sci-fi mmos I've seen that don't just reskin "sword/axe" as "laser sword/axe", "healing magic" to "healing nanobots", "space wizards" and still stick to the melee-centric game-design (just hitting each other 'til one falls over), but actually accounts for guns, bombs, etc.

Cromendi
Well.... We use enchanted

Well.... We use enchanted weapons and alchemical weapon/machinery, hope we get something that allows spelling casting.

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Sarcusa
Well we can buy wrench wands

Well we can buy wrench wands just like those menders and do a psuedo magic missile XP Though it's absolutely crap, that's what we have guns and winmillions for... Oh and it doesn't heal. (Healing would be OP unless it required charging by attacking enemies or some kind of restriction) Magic would be cool since I'm all for mages but what kind of use would it have? Bombs kind of does a lot of the supporting in the game (status effect clouds, area effect, knockback, even a gravity bomb) and it can't be for damage dealing, that's kind of what guns and crystal bombs do. (And hopefully normal bombs, they're so crap =_=;)

Blackhawke
Legacy Username
If anything..

there should be equips that are meant for support. to clarify:

there's only weapons and other attacking things atm. but what if there's like.. a huge syringe as a weapon someone can wield, and you can only use them on players to heal them? basically equips meant not for support in the killing of the monsters, but supporting the players doing the monster killing.

i think that'll be fair with the gremlins having their own healers, no? :D

Cromendi
I was thinking some sort

I was thinking some sort passive spells that you caste on yourself, like a fire ball that revolves around you or a spell that creates a temporary "freeze trail" when you walk.

SLthePyro
Legacy Username
New weapon types, eh?

I was thinking some sort passive spells that you caste on yourself, like a fire ball that revolves around you or a spell that creates a temporary "freeze trail" when you walk.

I could not help but think of Vanaduke.

I don't think classes are really necessary, however I'm all for new weapon types. I wouldn't mind a flaming shotgun. :P

Cromendi
@SLthePyro Lol, yeah. Guess

@SLthePyro

Lol, yeah. Guess where I got that freeze trail idea from?

GallantPyro
Legacy Username
I just wanna pick up and play.

Classes would create more balancing issues. Having classes would cause people to want skills, specialized items, etc. I think it's a little too much. Plus, if you decide you want to change classes, you'll just realize it's too late. You've already used your energy. Too much for me to think about.

--Rael

Shroom
Legacy Username
Healing abilities are

Healing abilities are completely out of the question. A dev already said the game has been designed specifically without healing. Adding healing in would essentially ruin everything.

Any melee weapon (even a staff that shoots, as one already exists and is considered a sword) could be classified under swords. There's no reason to believe that the lance icon isn't simply for a type of sword that hasn't yet been implemented. There also isn't really anything a fireball spell can do that, say, a Firotech Alchemer cannot.

Evolution
Legacy Username
I would love to be able to

I would love to be able to throw bombs though. Then you can have a better version of the fireball by a thrown Fiery Vaporizer.

Cromendi
@Shroom My idea isn't for

@Shroom

My idea isn't for them to be used as a direct weapon, they'll act like a support of sort.

JazzMess
Legacy Username
Classes? no. New weapon types? yes

I am against classes for Spiral Knights. One of the reasons this game is so cool is because it's different from anything else out there. Adding classes that restrict what you can/can't equip, etc would just dumb the game down imo. More weapons types? for sure. I would love to see Spears, Axes/great hammers, shotguns, snipers, etc.

Seth
Legacy Username
Magic really would spoil the

Magic really would spoil the sci-fi theme of the game, which is something that makes Spiral Knights so charming. We already have Alchemers for creating energy bolts, we also have bombs and vaporizers for AoE-type effects. It's basically the same. The only downside to the 'machine magic' theme they're doing right now is that we're somewhat limited. We can only have 4 weapons at maximum, each one does something very specific, and most people opt for a single sword and a single gun, making it all feel 'the same'. Currently the max of 4 weapons is achievable through the use of 500 CE per month, though there is arguably not quite enough equipment variety to take advantage of it. As for alchemers, it might be interesting to see 'mixed' alchemers that shoot half as many shots before needing a reload, and trade the charge attack for the ability to switch between 2 different types of ammunition. (Or possibly it could have both the ability to change ammunition types, and fire a 'mixed' charge bolt that splits into two different bolt types after the first impact. I dunno, just brainstorming here.)

Honestly, I could see this game going into a sort of Ratchet and Clank direction, where every character is 'the same' but the weapons are so wildly different that you'd be pretty well-defined by your choices. I might suggest new weapons that are less dependent on being statistically different, and more emphasis on them being functionally different. Spears, for example, would actually have more of their own fighting style instead of just being swords which deal Pierce damage, and we'd have more variety with secondary weapons like maybe bomb launchers, or machines you set up (similarly to bombs) that project fields influencing allies and/or enemies inside it. The guy fixing up the robot in Haven Bazaar seems to imply that we may even eventually get to see some manner of minions (aside from the mecha knight item) make it into the game as well.

Of course, the difference between this game and Ratchet and Clank is that Ratchet and Clank utilizes an ammunition system, (and it's single player) so it can afford items with very powerful effects due to them being so limited. (and it being single player) I would like to see some more varied and/or less spam-friendly weaponry, though.

Shroom
Legacy Username
If you think magic would

If you think magic would spoil the theme, then I guess you haven't fought any gremlins yet. In fact, come to think of it, extremely few enemies or stages have even vaguely sci-fi themes to them.

I also get annoyed when I see people say that things they see "imply" that certain features will be added. The guy is fixing a mecha knight, and that somehow implies that minions other than the mecha knight (that is already in the game) will be added? No. It does not. There could be more, but that NPC isn't even hinting at that, so don't go trying pass things off as evidence like this is TF2 and we're on the Steam forums.

JPINFV
Legacy Username
"I am against classes for

"I am against classes for Spiral Knights. One of the reasons this game is so cool is because it's different from anything else out there. Adding classes that restrict what you can/can't equip, etc would just dumb the game down imo. More weapons types? for sure. I would love to see Spears, Axes/great hammers, shotguns, snipers, etc."

What I would like to see, though, is some way to specialize. Be it specifically with equipment or with something else, however I agree with the concept of not locking anything off. That's one of the things I liked about Eve-Online was that you could train anything, but it took additional effort to specialize in terms of time (skills in that game was based off of time, not XP, but time included when you were logged off) and equipment and someone who was specialized could wipe the floor with someone who wasn't, but used the same ships and equipment.

Now, granted, skill systems means grinding, which is something that Three Rings is against as a company, but there are other ways, especially if equipment started to add penalties along side their bonuses.

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Shoebox
Lances and Shotguns have

Lances and Shotguns have icons in the resource folders, so it is assumed they will be the next additions if there are any.

Seth
Legacy Username
Honestly, I forgot all about

Honestly, I forgot all about the healer gremlins and fairies, but that makes a degree of sense considering they're alien to us. Most of the other enemies stay pretty true to the theme though-- The bomb gremlins look like they're straight out of a battlefield and the fire gremlins carry huge fuel tanks on their backs. It makes sense that some of the 'natural' life would wield 'natural' forces like magic, however the Spiral Knights need to use specialized suits of armor and wouldn't even be able to function with a constant energy source. It wouldn't make a degree of sense if we were able to run around in cloth armor conjuring up fireballs.

Angelicdirt
The feel of the game is

The feel of the game is futurepunk, NOT scifi. Too many cogs and gears, not enough hard science and there are gremlins that throw spells. Honestly, not everything with spaceships and robots is strictly scifi. Chrono Trigger, the Phantasy Star series (as a whole), the Firefly series, Cowboys of Moo Mesa... I could go on with the odd examples, but I'm not sure if I have a posting limit.

Wands, rods, or even charges/enchantments through the alchemy, that would throw shots, would satisfy my mage's heart. It could use similar code to the one used for gun and bomb shots/explosions, and I wouldn't even mind if you had to craft a single item for each individual spell/spell tier, just like all the other weapons.

To the developers: the Mage's hood is misleading. If there's no magic, then don't hint at it. Please; I hurt enough irl.

FlashbackJon
Legacy Username
It's not misleading...

...it's alliterative!

For conjuring, though, you're prolly gonna want to talk to the kitty in Moorcroft.

RapBreon
Legacy Username
SHOTGUNS!?

That thought brings me overwhelming amounts of joy.

@Topic Creator, the great sword is a Leviathan blade, I'm pretty sure of that and that's obtainable in-game.

@AngelicDirt, I'mma derail for a moment, but Firefly is Sci-fi, just because they behave and act like cowboys doesn't detract from that, it only gives it a distinct feel. If you notice in the more "developed" parts of the galaxy is very star-warsie, with the big spaceships and laser guns and pulse rifles etc. (Federation). They look backwards because they hang around settling colonies with minial supplies thus regress backwards. It's Sci-fi about as Sci-fi as it can possibly get.

Kaybol
Legacy Username
@AngelicDirt

Wands, rods, or even charges/enchantments through the alchemy, that would throw shots, would satisfy my mage's heart.

The Wrench Wand (2*, craftable, not upgradable) is a wand with a shot for a charge attack. Pity it's not really a viable weapon beyond the first half of T2. The Spur (upgradable up to 4* Winmillion) has a charge attack that throws an energy bolt/disc. There are other swords that have projectile charge attacks, Divine Avenger for instance. There isn't a lot of magic in this game indeed, especially in the hands of knights it's all just energy.

Unfortunately I don't know of any guns that look remotely magicky.

As for alchemy enchantments, perhaps you could view Unique Variants as such...

Hope this helps a bit. :)

Feynt
Legacy Username
I actually wouldn't mind

I actually wouldn't mind learnable skills for weapons so you can be a "fencer" class by merit of having skills that revolve around the flourish line. Not being limited in which skills you can learn, this doesn't limit game play at all, but enhances current game play and encourages people to play more to improve the learnable skill's level.