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SK Balancing Part 1: Weapon Buffs

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Mon, 12/22/2025 - 19:39
Spark-Of-Kill

GM Cleaver mentioned they were open to suggestions. These are my suggestions.

===Introduction===

I should start by introducing myself. I'm Spark, and I've been invested in this game for the better part of 14 years by now. (almost all of SK's lifetime. Granted, I hardly started to grasp the mechanics of this game until a couple years after starting but still, I've been around for a while) Spiral Knights is without a doubt my favorite video game of all time. And likewise my most played game by a hilarious and sometimes concerning margin.

I enjoy playing nearly every single part of this game, particularly Prestige Missions, Events and Arcade. I like to switch up my loadouts, refine strategies and mess with different combinations of gear. To put it simply, I play a lot of Spiral Knights. In and outside of the “meta”, in virtually every part of the game. So when it comes to anything off-meta (which is basically everything except for brandishes, autoguns, blasters and vortex bombs) I'm one of the most experienced players out there.

Several months ago I had started working on a very large video project centered around "rebalancing" Spiral Knights. Essentially dissecting every system in game, from exploration, combat, crafting and heating, weapon and armor balancing. Just about every aspect of the game aside from like, the economy and PvP. Two avenues I have the least amount of interest in.

This was going to be such a massive and in-depth video, I wasn't planning for it to be done for at least another year. All the recent activity on Grey Haven's part actually messed with my plans to such an extent where I can't really make that video the way I originally intended it to be. (In the best way possible, the current direction of SK is like a dream come true)

After some internal debate I settled on repurposing part of it into a forum post. (which is a little counterintuitive since one of the main reasons I wanted to present this information in a video format is because reading walls of text is unbearable sometimes. So I apologize in advance. There's seriously a ton of information I plan to unpack) Also its probably better to get these suggestions out there before changes start being made to the gameplay.

Also I hate mentioning this in a forum post because it feels like I'm shilling my channel, but I'm just bringing it up because it's relevant and also because they bring up additional talking points that I won't be getting into today. I have three videos on my YouTube channel where I rank all the weapons between the three main categories from worst performing to best performing:

-Swords

-Handguns

-Bombs

Where I discuss the strengths, weaknesses, game mechanics and overall performance for every weapon in the game. Which also conveys a good idea of how "good" or "bad" certain weapons are. (Which I can't wait to have to redo later down the road) I mention this because these videos point out other related issues that are not directly tied to specific weapons. Such as Gran Faust's problems being tied to how the Curse status is handled, rather than the weapon itself. (the charge attack is still bad, I'll get to that later)

I know it was mentioned that the GMs would be focusing on buffing weapons instead of nerfing the over-performing ones, which is understandable given the current state of the game. But I would be doing a disservice not to bring up just how overtuned and outright unbalanced brandishes and autoguns are. For being two of the most accessible weapon types in the game, (you're outright handed a brandish early on) they become the most dominant weapon types in practically every scenario in the game, and are rarely bested by anything else.

In my Sword Ranking, I stress the performance gap Brandishes have when it comes to inflicting status effects. They're genuinely on a whole different level from every other weapon type in the game. (with the exception of Haze bombs) which is honestly fine for the most part. I personally view brandishes as status weapons more than damage weapons. And instead of diminishing that aspect, I think It would be better to bring other status weapons up to par with brandishes. So you're gonna see a lot of "increased status potency" and "increased status effect chance" for basically every weapon in the game that inflicts a status effect.

Lastly, normal damage is in a spot of inferiority. This topic is broad enough to warrant a whole separate forum post. But the long story short is, using a weapon with elemental effects is almost always better than using a normal damage one regardless of the scenario. The versatility granted by using normal damage is undermined by how monster defenses work and how Arsenal Stations allow you to adjust your loadout right before most levels in the game. The easiest and most straightforward way to fix this would be to give all normal damage weapons an increase in damage, similar to how a non-status weapon outdamages one with a status effect. (ex: Valiance would outdamage the other blasters when dealing normal damage)

Mon, 12/22/2025 - 19:40
#1
Spark-Of-Kill
guns

===Handguns===

Catalyzers:

Honestly the damage is fine for the most part now that Neutralizer has finally been fixed. If anything, I'd say they need a slight adjustment to blend better with the usual "hack and slash" playstyle of SK.

-slightly increased detonation zone
The charge bullet will detonate tags from further away

-larger tag explosions

-Chain tag explosions together
This one's a bit more experimental, but basically tags can detonate other tags, causing a chain reaction when you have multiple tags placed on several different monsters.

Antiguas:

I'm actually very happy with the recent fix to the charge attack. The charge bullet isn't destroyed whenever it grazes a stray leaf in the wind.

-Less bullets on charge
One of the main problems with Antigua charge is the length of time the player is rooted in place. A simple solution to this is to decrease the number of bullets fired before the "bird" projectile. I'd say 3-4 is preferred. A couple other ideas I've heard would be to:
A) allow player movement while firing the charge attack.
B) allow the player to aim/change direction while firing the charge attack.
I could see any of these changes working.

-Charge attack bullets can flinch
Similar idea, the length of the charge attack leaves you vulnerable to being hit, even if you land the entire charge attack on your target. Numerous times I've attacked something and it just continues to walk towards me complete unfazed. Giving the first few bullets the ability to stagger would mitigate this.

Antiguas could also use a slight damage increase, but I'd rather advocate for a different change that focuses more on altering how damage bonuses work. Which is outside the scope of this post so I'll save it for another time.

Tortoguns:

The following section is copy pasted directly from that video script mentioned earlier:

“Alright, I wholeheartedly agree that this weapon type is in need of a drastic buff or rework. I just disagree with most ideas people have when it comes to changing these guns. It's just, to me it seems like a lot of these players are making suggestions without fully understanding how the weapon even works. What its strengths and weaknesses are, where it falls short, and the changes that would actually benefit the weapon type. I promise to you I'm not trying to brag by saying that I've probably used these guns more than any other player. So please at least consider that I know what I'm talking about.

Tortoguns are melee weapons first and foremost. Which might sound odd considering they're part of the handgun class and they're crafted from handguns and they just are handguns. But they function as melee weapons more so than they do as ranged weapons. (But they don't compete with swords)”

(I had a section here introducing the charge attack that I'm cutting out for space and relevancy)

“One of the most common opinions you'll hear is that the hit limit should be removed. And although I do agree that this hinders the weapon. Removing it wouldn't fix any of the core issues. I'd even go as far to say that the hit limit is probably the least of the Tortoguns’ problems.

Alright, I'm going to be going down a list of changes that I feel would be best for the weapon type from most impactful to least impactful.

-3 hit attack chain
Like a blaster for example. You'd be able to attack three times before reloading instead of two.

-Better hit detection/larger hitbox on lunge & bullet
The “lunge” and projectile tend to completely miss in close quarters combat.

-improved crystal placement on charge attack
Long story short, the crystals from the charge attack are typically placed around your target instead of on top of them. Attacking a stationary target, like a gun puppy for example, will cause the entire attack to miss the vast majority of the time.

-larger hitbox/bigger crystals on charge

-increased lifetime of crystals

-remove hit limit

And last but not least, if you’re gonna design a gun to function as a melee weapon, give it the damage of a melee weapon. And I'm not talking about a simple damage increase, give tortoguns split normal damage like how we see with brandishes. This would also give us our first split normal/piercing weapon, which would be cool.”

Blasters:

-Increased size of charge bullet

-Increased damage of charge bullet

Pulsars:

-Increased status effect chance (regular and charged attacks)

-Increased status potency on charge attack

-Increased damage on charge attack

-Increased base charge speed

Autoguns

-Increased status chance (regular and charge attacks)

Magnuses:

-More damage on regular attack

-Slightly increased range on regular attack
Overall, magnus light attack is very underrated and underutilized by the general playerbase. A fast moving projectile that can flinch is super handy, it just needs a little push to be worth using over other guns.

Wands:

There's not too much I'd want to buff about wands to avoid making them superior to craftable Alchemers. But I do feel like there were some missed opportunities when designing this weapon type.

-Different "types" of wands
Currently, all the wands that we have (Owlite and Wanderer's Wands) are what I'm going to call "Alchemer Wands", as in they fire Alchemer bullets. It would be neat if there were variants that used different projectiles, like pulsars for example. (Wildfire is the main one that comes to mind. It would be akin to casting an actual "fireball" spell)

-Add status effects to wands
Volcanic would have Fire, Cool would have Freeze, ect… Obviously not all the color schemes would thematically match their status effects. Like what would Fancy have? I feel like it would be fitting to keep Divine and Prismatic as non-status weapons. And shadow wands could be changed to deal shadow damage instead of elemental. This could also introduce some status variants that we don't have in craftable form. Regal or Heavy could have Stun, Dusky could be Poison. This wouldn't be anything meta changing, wands are already super underwhelming weapons. This would just give some of them a reason to be used.

Mon, 12/22/2025 - 19:47
#2
Spark-Of-Kill
swords

===Swords===

Divine Avenger:

I've been using DA religiously since a recent update that "fixed" the charge attack. And I can say with confidence that the sword was actually nerfed! I understand that this is most likely a temporary fix, since one of the GMs mentioned they were still working on it. But as it currently stands, the blades spawning further away from the player outweighs any benefits granted by it no longer clipping with a nearby wall. (which it still does anyways)

Off topic, but the charge attack clipping was never that big of an issue. You can easily just position yourself to circumvent it. This is a spacing problem over a mechanical problem. I only hope that this issue is reverted or fixed once and for all in a later update.

-Slightly reduced KB on charge projectiles
If I had to pick one thing, I'd say to give the swords a little less knockback. Enough for monsters to "travel with the projectile" but not too much to push them away. (like it kind of does currently)

Gran Faust:

The charge needs either a massive buff or complete rework.
With enough damage, even a gimmick can work. The best example of this is Fang of Vog with its self-inflicted fire. Not only does it deal a stupid amount of damage to warrant using, but the self fire is more than manageable. The same cannot be said about Gran Faust. It has the longest charge speed of any weapon in the game, The damage isn't great, the projectile gets destroyed too easily on terrain (and even monsters like mecha knights and royal minis), It shares the same KB issue as DA but even worse since its one big projectile instead of DA's three smaller ones, and Curse is probably the most uninteresting status effect in the game. (I elaborate on this in my Sword Ranking)

Either buff the attack enough to justify the self-curse (and lengthy charge time) or rework it do act like a regular, more balanced attack
And I'm talking about a massive buff. Like, it should be one-shotting most monsters with the drawbacks it currently has

Caliburs

The main problems Caliburs face is that they're plagued with normal damage, which prevents them from competing with almost every other sword in the game. The easiest “fix” to this would just be to increase the damage of the weapon overall

-Increased range
I feel it would be fitting to give caliburs some additional range over brandishes due to them being visually larger

Celestial Saber

-attack chain can flinch
I'm making a separate section for Saber because this weapon upsets me. Why is the last swing unable to flinch? Spiral Knights' melee combat crutches on being able to interrupt whatever you're attacking. This single handedly makes Saber one of the worst weapons in the entire game.

-Fire status or elemental damage
Either change the Stun to Fire or change the weapons damage type to Elemental (or both) to stay consistent with the other celestial weapons.

I kid you not, nearly every time this sword is brought up between a friend and I, we question why it wasn't made into a Fang of Vog reskin. (I understand that Saber was made before the other celestial weapons, but still. The weapon sucks and could use a rework)

Cutters:

Oh boy where do I even start

-Increased range

-Stagger on “phantom” swings
See above. A melee weapon needs to be able to flinch in order to be usable. There is a point to be made about using the weapon's movement to strafe attacks (see below) but that's a little off topic so I'm just gonna leave it there.

-Vastly increased status chance

-Wild Hunting Blade deals piercing damage
This sword is designed to kill beasts and has yellow swinging effects. It would do no harm to convert the sword's damage type from Normal to Piercing.

-Increased damage

-Increased movement while attacking
A bit more experimental, but I think it could be neat if cutters had more forward momentum with each swing. This would help close the gap whenever monsters are pushed too far back.

-Dread Venom Striker can flinch on charge attack
Currently only Wild Hunting Blade can stagger monsters. DVS charge is nigh unusable in most cases.

Spur:

-Greatly increased damage of projectile

-Increased range of projectile

-Massively increased damage of charge projectile

-Better hit detection/larger hitbox of charge projectile
I go over how awful the charge attack is in my sword ranking. It doesn't even work half of the time.

Troikas:

-Increased status potency

-Greatly increased status chance on charge attack
(especially for Triglav)

Flourishes & Barbarous Thorn Blade:

-Increased base charge speed

-Massively increased status effect chance

Amputator:

-Fixed damage values
I'm convinced that Amputator has incorrect damage values, similarly to how Neutralizer has the wrong numbers for years. When comparing damage dealt against a Fiend Training Bag, Amputator loses to the elemental brandishes (doesn't matter which one). Even if you wanted to give Amputator the advantage by testing a Slime Bag without other damage bonuses (to utilize its natural Slime bonus). It STILL gets out damaged by the other brandishes. I refuse to believe this is intended.

Mon, 12/22/2025 - 19:41
#3
Spark-Of-Kill
bombs

===Bombs===

Irontech Destroyer and Big Angry Bomb:

-Increased status potency

-Greatly increased status effect chance

-Increased damage
both weapons need a pretty considerate increase in damage in order to compete with other bombs (primarily nitronome)

-Removed movement penalty while charging with Irontech Destroyer
I like the idea of making ITD a little faster and keeping BaB slow with a very substantial damage increase (like twice as much or something, it deals a pitiful amount of damage for how slow the attack is, even for a bomb)

Heavy Deconstructor:

-Damage type converted to Elemental
Same thing as Wild Hunting Blade, this bomb is designed to be used against the Construct Family. Please make it deal Elemental damage to differentiate it from being directly inferior to the Master Blast Bomb. A 5-star version would also be massively appreciated

Stagger Storm:

Haze bombs are mostly fine as is. The viability of one has to do more with the status effect than the bomb. Stagger Storm seems to be lacking the most out of the 6.

-Increased stun duration
In my opinion, the stun doesn't last nearly as long as it needs to in order to be useful. Its hard to justify using when it wears off after like 2 seconds.

Shard Bombs:

-Larger crystal explosions

-Greatly reduced KB

-Increased damage

-Improved crystal placements
The crystals will be deleted if it's placed too close to an obstacle or wall. Shields from blocking monsters can also interfere with this.

-Fire status added to Deadly Charcoaler
Thematically it would make sense. And I would like to see more status variants of these weapons. (after they become viable that is)

If I didn't mention something, there either wasn't anything I thought needed to be buffed about the weapon, or it's because I don't have a clear idea on how exactly the weapon should be buffed. I have a plethora of other "experimental" ideas for how weapons/attacks could be redesigned, and thought it would be best to leave most of them out of this post.

Mon, 12/22/2025 - 20:15
#4
Fallen-Feces's picture
Fallen-Feces
winmintrillbillquintillion

I haven't read through all your points yet, but the mention of Spur reminded me of an old idea I had. I think mechanically (not statistically) the normals are fine and just need better damage, but the 5* charge attack is a huge missed opportunity. It's a literal tornado but functionally it's just a piercing projectile. I think Turbillion's charge could be turned into something more akin to a projectile vortex bomb.

Picture this: When you fire the charge attack, it travels a short distance before it eventually slows to a stop. It'll stay in place for a good 5 or something seconds and in that time it'll suck in enemies just like a vortex bomb does. It won't have an explosion at the end but might do some chip damage repeatedly through its duration mainly just to stagger the enemies. This would provide a neat crowd control charge attack less intent on dealing damage on its own but rather just providing a less committal vortex.

We could buff Turbillion's damage to the moon, but really where's the fun in that? At the end of the day it still functions like a generic piercing projectile. If I wanted something like that I'd take an Iron Slug.

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