Lockdown is by far my favourite pass-time in spiral knights, being enticing and exciting and overall giving us an other means of fighting a non ai enemy.
But with any mmo that has progressed from a flaccid PvE only environment to the all out war that is PvP misbalances and miscalculations occur.
I have to say the first few months of lockdown where actually pretty fun, back in the day when i just had an ash tail and a faust i could still play even against higher tier players with full 5* sets.
Unique variants
Then a few updates rolled in and Uv's became a thing suddenly I couldn't land a hit, why ? because someone who was significantly richer bought that asi high GF and can seemingly swing it faster than my light based weapon i.e flourish.
Now i know this has been said countless times over and over but i'll say it once more some uv's are op.
Now I am not going to continue doing a rant on how uv's are bad instead i am going to try to explain how we can balance them for the poorer players.
Firstly keeping on the note of asi ,certain scaling of attack speed on certain weapons like heavy ones i.e gf should scale much lower.
Why so ?
Well gran faust is a high risk - high damage weapon, being if you choose to use it you have to use it well in order to deal damage as you are putting yourself in a vulnerable situation.
Now with asi this high risk to high damage scenario is more like a high damage to relatively small openings for it to be considered risky at all, dealing horrendous amounts of damage with little to no risk at all.
So certain scalings should be lowered to maintain the weapons original purpose.
Support / Defensive classes.
Let's face it a very small portion of the community plays recon / guardian and when they are played only a few players manage to shine. This is caused by the one sided damage over defensive strategies. Recon as a class is quite good overall , some players actually do use it to it's full potential but it's still relatively lacking in many games. Whilst recon serves a high damage high health and the ability to cloak some players refrain from it due to it's lack of mobility and if not used properly can be quite obvious.
Many times you can either predict a recon or simply see it's footsteps, I for one think that recons should be a fear all over the map so i suggest that the footsteps are removed or made less obvious and the mark that you get on your head when recons are nearby has a shorter radius so recons can get closer to their target before they can just dash away. This makes recon an assassin in a way picking off single targets and capturing points and actually keeping your enemies on their toes as the recon description says . Currently the mark is also said to increase damage dealt by ''reducing their defences'' I honestly see no true difference that arises from this.
In all games with PvP there is always the true support class and in our case it is the gaurdian, one of the most neglected classes out there. Guardian can be quite useful don't get me wrong but in certain cases a gaurdian is nothing more than a moving damage bag. the shield useful to protect team-mates is useless in team fights as the shield upon either the gaurdian or the players get hit by one or more gf hits will break. Rather than simply ''buffing'' the shield we could add an extra layer of utility, the gaurdian could truly serve his purpose by actually protecting his allies. We all know that gaurdian aura right ? the one that when we first saw taught it was a cool shield to keep the baddies away ? Well that's the idea in a sense as we take the gaurdian shield and actually make it so players can't walk into the your allies when this shield is up but since the obvious abuse is going to come with a team full of guardians spawn camping i suggest that the shield remains as it is but when a gaurdian shields an ally for say 30 - 15 seconds he/she can activate the gaurdian shield to temporarily block players from entering say 8 - 10 seconds and healing them 1 bar health per second so 8 - 10 health regen. This shield could be broken but the amount of players would not affect how fast it breaks / forms. The stronger gaurdian shield could be activated by yes ... another hot key allocated towards it.
But why change the gaurdian shield at all ? see guardians right now have little utility in team fights as their shield give way very quickly thus giving them the ability to hold off enemy attack allows the team to turn a fight around , capture a point and even make a clean escape making it almost a necessity to have a gaurdian on your team
For striker there isn't much to say as it is the squishy damage dealer we all know and love and doesn't really need any particular changes.
Classes picking.
We all played on a team with all striker, actually that's almost every game so this leads back to the other classes being neglected. What i suggest for both balanced and diversity is that a team would spawn in the class room right off and have about 30 seconds to decide what class they want to pick. Classes would be limited such as 2 guardians 2 recons and 2 strikers or something like that and it would obviously change in 4 v 4's etc. This would give a new element to the fight rather than having 4 strikers fight off you would have a balanced team effort.
Leaving the game.
I'm sick of people that just leave the game for no reason and it really frustrates me too when victory is so close and it's just thrown away. I suggest that when you leave a game you get some form of penalty being a short suspension maybe an hour or 2 for the first few times you leave and increases progressively with increase of leaves. Now i'm not saying any names but certain people tend to leave when they get killed i.e rage quit and this may hence help prevent that along with leaving the game because of the statement i said about class picking, i.e ''I didn't get the class i want so i am going to leave hahahahah'' and so on...
These were a few things that could help balance certain things i found to be irritating in lock-down, feedback is always appreciated and i thank you if you actually read all my text
I'm going to go over the problems you stated, and give other potential fixes and/or modify what you've given.
UVs
UVs are fine where they are. UVs don't make a player better, they just make them faster. A good example of a player who's fast but not exactly the best with their weapons would be Revans. There might be other factors involved, such as connection, but for a player who has weapons that are more-or-less considered "god tier", they aren't exactly a god on the battlefield(Not a bad player, but definitely not a player that will turn the tide of battle by simply being there).
The weapons are only as good as their wielder.
Non-strikers
As a primary recon/guardian, I can speak a bit from experience on this end of the spectrum. The recon footprints are a bother, but they aren't what breaks the class. Removing the footprints would be a step in the right direction, though. The deathmark is what makes this class so beautiful as completely removing all defense from an enemy will reduce that penta-heart skolver down to only a few hits. The range on the deathmark is a little large, however it is fine with the current size. Recons emphasize bombs and guns anyways, so we don't want to reduce range on the cloak too much.
However, it would be nice to have a better visual for the deathmark "pulse", so we know when we will mark enemies better. If you are trying to not be found, you can time your walking so that a striker will run past you before the pulse goes off. Perhaps even speed up the pulses when moving, and slow them down when standing idle.
For guardians, the shield simply breaks too quickly. What it needs are status resistances, and to buff teammate defense (think defense orb) for a few seconds while within the shield range. The defense buff would last for teammates another 8 seconds after leaving the shield range, and all would remain invulnerable while within the shield range. The shield should not act as a defensive wall, as that prevents all sword users from being able to attack a shielded guardian.
Classes
Forcing people to be a certain class would hurt. However, it would be nice to have a class cap of (max players on a team - 1). On a team of 4, only 3 could be strikers, and on a team of 6, only 5 could. This eliminates the ability to have amazing 6v6 recon battles though, which are some of the most fun things I've experienced in lockdown.
Leavers
Don't penalize leavers, but also don't penalize the team that the leaver was on. Either reduce spawntimes for the team that has a leaver, or increase spawntimes for the team with more players. If this seems sort of iffy, add monsters into the game that will fight for the team with less players. Ever wanted to have a gremlin fight with you?