As in, if everything functioned as was intended, what would this be like?
The big thing
The player doesn't typically have access to all or even many of the gameplay elements, which means that a random matchup of players would force all of the possible deviations of gear to by necessity work with themselves and others within a close range.
If I join your party, I don't know what you're using. I know what we're fighting, so I bring some weapons that seem effective. Maybe you're using shard bombs, maybe you chose magma driver, or maybe you've got a leviathan blade. For the game to work well, these variations would for the most part have to work themselves out. If I come bringing ash of agni and you've got shivermist, it has not worked out... but nevermind, because I probably have another haze bomb to spam or something else to attack with.
Towards the endgame this changes, as players can craft whatever they need to survive and should craft whatever they need... but does that mean they should have to? I would say not, under most circumstances.
We have these armor styles:
Defensive = grey feather/royal jelly/skelly/plate
Class = boosts one set of weapons; trades some defense
Glass Cannon = chaos/black kat cowl
Specialized = various bonuses; highly situational
Defensive Armor
First of all, what should the defensive sets even do? This is a mystery to me. If they simply defend as is implied, then they're bound to be on par with class armor... that is, they just make you less offensively powerful and more defensive. But how does this help your team? You can't protect everyone, and defending yourself over attacking the enemy makes your team weaker on the whole. If I can spam more shivermist busters and voltaic tempests as a bomber or kill those pesky turrets faster with my ASI, then my team is far better off. But if I'm sitting pretty with my defense armor on firing half as many shots so that I can tank a few more, then my team is going to have to pick up the slack. You can play the stats game to rig things more in your favor, but that's hardly using them as was intended, and more turning them into class armor.
So in order for the defensive armors to be viable strategic pieces of gear, they would have to do something to help the team be more defensive, rather than just the individual. Am I correct in saying this?
Class Armor
The class armor makes you into a soldier that focuses in on that one weapon type. If I craft gunner armor.. I'm gonna bring mostly guns. The same goes for bombs and swords. So when I'm using these, my team effort would likely become something related to that weapon type, limiting me when I go to use other weapon types, but for the most part not completely restricting me. Which means that if I were to craft skolver or vog rather than seerus or volcanic demo, then my usefulness is going to tank during the Vanaduke fight. If you say this thread is 100% about FSC then you're being that guy and you need to stop. If you say it to be smart with me because "no one likes Fehzor" and you want to derail my thread then I'm going to find you and beat you up.
For the class armors to be useful and "work", my weapon type would have to be viable in most situations. This kind of checks out, considering that my swords would still be somewhat useful against the slag walkers and guards, and prior to the boss. The same goes for bomber armor, and gunner armor for other situations.
Glass Cannon Armor
When I become a glass cannon, I really just become the ultimate hybrid class, with CTR and damage for all of my weapons. But I also get one shotted pretty easily and I'd better know what I'm doing. So whenever I'm using this well and doing way more than I should be able normally, I'm probably outputting more damage than my team needs me to be, which means that perhaps my team should be using me as the damage dealer?
Specialist
This really seems to me like it's just kind of there to help you optimize your loadouts. Like, if I was fighting a new danger mission, and there was elemental attacks coming from respawning turrets and beasts and slimes everywhere then arcane salamander set would come in and save the day and it'd be crazy and wonderful. Or maybe they help you to overcome certain things, like if I was stuck on the jelly king I could get a virulisk suit and be the greatest jelly king farmer ever and it'd be oh my god so wonderful. But then why go back? Like, if I had skolver and virulisk, why use skolver ever again for slimes, if my virulisk suit was better? And what role is that for my team? Person-wearing-virulisk-suit? Is that a thing? Other odds and ends like armor of the fallen are oddly specific to certain situations.
For these to work, they cannot give straight benefits for specific situations, and must still be worth crafting for a variety of situations. There is no way to balance that.
Actual Playstyles
Nick said here- http://forums.spiralknights.com/en/node/72304
That the play styles represented by the battle sprites are:
Head on combat
Defending against attacks and aiding team mates
Debilitate enemies + hide + deal crippling blows? = Assassin
Given that we're taking a random selection of sprites and saying "THIS SHOULD WORK!", then a group of all supportive players should be about as good as a group of all head on combat or all debilitate enemies type players, or any combination within. So for this to work, they would all have to have the same level of synergy, which is tricky.
If I have a support + offense + assassin, that's going to naturally have a sort of synergy going on there. The support can make the others work well, and the assassin can take care of all the real issues making room to be carried by the others. So 3 supports should be able to overcome things just as well, roughly?
If it wasn't this way, then the following would occur: What class should I play as?
Stagger storm = support others
Brandishes = kill everything
Stagger storm + stagger storm = Waste massive amounts of time
Brandishes + brandishes = pretty good
Stagger storm + brandishes = Best thing
Which is makes it very difficult to not choose the head on kill everything strategy. Instead, two support players with stagger storm should do fairly well. Except instead of stagger storm, think of it as stagger storm + venom veilor + voltaic tempest. This kind of happens, but it's really slow unless you have someone to just brandish them, in which case it's the best.
What do you guys think about this?
Between the right choice of elements, i think the sprites are fairly balanced, and not only benefit the solo player but the team.
The secondary skill of two, and the 3rd shield skill of the kat can be utilized for closing distance safely and making a pick on some key turrets, and the proper choice of first skills are useful for eliminating one tanky enemy. "Kill everything, but kill certain things first"
Vortex bombs should be considered strongly. Vortex + Sword charge, Vortex + Status Bomb, Vortex + gunspam, all reasonable.
If you're lucky enough to have the tentacle groping bomb, then you have the added benefit of poison, making the team and your limited msi safer. The electron vortex has additional crowd control potential, as well as more damage due to clustered enemies taking additional shock ticks from being around other shocked things, in the case of chaining shock vortexes or in tandem with a VT.
As far as defensive armor goes, it might be feasible to mix one piece of defensive armor with another piece of glass cannon or class bonus. Between sprite perks and trinkets, you can have a good mix of defensive and offensive capabilities.