Adjusted Items
Royal Jelly Shield
- Adjustments: Added a shield bump bonus. Enemies are launched backward upon shield break.
- Notes: I feel like the shield bump bonus and launch on break on Jelly shields is self-explanatory.
Royal Jelly / Ice Queen Sets
- Adjustments: Taking damage now has a chance to drop hearts nearby.
- Notes: A fun reference to the Royal Slime bosses shooting out Royal Minis that heal them.
Tortodrone Shields
- Adjustments: Shield Bash is now invulnerable and features a bigger impact area on the final slam (stronger stun?). Damage remains doubled, as it is currently.
Aegis/Cobalt Line
- Adjustments: Now provides only Normal defense (buffed, of course). Added a bonus to Shield Regeneration speed (Medium) and Shielding Movement Speed (Low on each armor piece, Medium on the shield).
- Notes: This is the "John Spiral Knights" set, so it needs to be an all-purpose, useful, beginner-friendly staple. Each armor part should probably have a Medium buff to ensure the entire set grants "Maximum!" Shield Regeneration.
Heater Shield
- Adjustments: Shield Bash now inflicts Fire/Burn.
Omega Shell
- Adjustments: Added Thorns damage (enemies take a small amount of damage when hitting the shield).
Turbillion
- Adjustments: Fix the charge attack to deal damage properly. Even better, make it work like a moving Vortex Bomb (without the final explosion) that sucks enemies in, deals damage, and carries them away.
Wild Hunting Blade
- Adjustments: Change (some of?) the damage to Piercing. Fix the attack combo so it chains into itself properly. Make the charge attack more consistent (one option is to change the Cutter charge attack to an "instantaneous thousand cuts" style, where you do one dramatic motion, regain movement, and a ton of hits trigger very quickly).
- Notes: I'm in the camp of keeping the Beast damage bonus even after changing it to Piercing.
Antigua (All Paths)
- Adjustments: The charge attack is now only the last big hit (the bird).
- Notes: The main problem with the current charge attack is that it takes way too long.
Black Kat Set
- Adjustments: Remove status weaknesses/resistances (except maybe some of the Curse weakness).
- New Negative Effect: Taking damage has a very low chance of inflicting a weak Curse on the player.
- Notes: This might be controversial, but I think the Black Kat set is too prominent, and its weaknesses can be removed too reliably given the huge bonuses it grants. This change does three things: 1) Promotes more interaction with Curse, which is missing in the game. 2) Makes the set truer to what it is based on, which is thematically pleasing. 3) Gives the set a clear weakness that cannot be entirely removed with UVs, while maintaining its high risk/reward identity. (It's worth noting that Curse should probably receive some tweaks so it isn't just a "wait until you can play again" mechanic, but making the self-inflicted Curse brief could be enough here).
Snarbolax Set
- Adjustments: Changed Shadow defense to Piercing. Removed Freeze defense and added a weakness to Stun. The damage bonus is now generic and becomes inactive when below 25% max HP (or maybe 50% of base HP, to prevent picking up Vitapods from hurting your damage).
- Visual Adjustment: The armor changes to the colors of a vulnerable Snarbolax when under the HP threshold.
- Bonus Idea: Dashing could leave a trail of spikes like the Snarbolax's attack (dash idea credit: Phycermorph's video "Future Ideas for Spiral Knights").
- Notes: I am a firm believer that the sets you get from the Sanctuary Alchemy Machine should be good against their respective Shadow Lairs. To begin with, a Snarbolax-themed armor with Shadow and Ice defense makes no sense to me. It also doesn’t feel like the premium set it should be, so this helps distinguish it from the rest of the Wolver sets.