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Gameplay Idea: Weapon Charging Levels

17 replies [Last post]
Sat, 05/23/2015 - 22:48
Sky-Roseshade

So I've had this thought for a while. When our 5* weapons reaches level 10, what else can we do with it? As if heating 5* weapons are hard enough, I'm thinking that there should be a new system that upgrades our 5* weapons beyond heating, that revolves around the Weapon Charging mechanic. You know, where you charge your sword/gun/bomb. This time, we should be able to charge up our weapons' meters multiple times for new, stronger charge attacks.

Charging the Meter
Knights can charge their weapons up to a maximum of four times, with charging each additional meter taking up 25% longer in time. After charging up the first meter, the more energy generated into the additional meters, the more powerful the charge attack will become. With each additional meter charged, the knight's attack will gain new effects. When four charges are met, the knight's charge attack changes into something new, and completely more powerful, or even OP.

Making your Weapon More Powerful

However, in order to unlock the second, third, and fourth Weapon Charge Attack meters, you'll have to continue heating your 5* weapon beyond level 10, up to a maximum of level 40. That'll be a hell ton of Rads.

When you're about to reach level 15, 25, and 35, the Radiant Heat Crystal cost will be reduced, but an energy cost is added, being 50 energy at level 15, 100 energy at level 25, and 200 energy at level 35. When you reach these levels, you'll be able to charge your weapon half into the next highest attained Weapon Charge Attack Meter.

When you're about to reach level 20, 30, and 40, there will be no Radiant Heat Crystal cost. Instead, a Heat Catalyst, Advanced Heat Catalyst, or Ultimate Heat Catalyst is needed. When you reach level 20, 30, or 40, your knight has gained the ability to fully charge another Weapon Charge Attack meter!

The effort put into powering your 5* weapons will be a little bit less harder than growing your Battle Sprites. Hopefully, with this new Charge system, it will encourage OOO to make attaining Rads more easy.

Advanced Charge Attacks
What are these new charge attacks when you reach level 40? Well, it's up to your imagination.

For example:

Final Flourish - The knight will randomly flash around the battlefield, becoming invulnerable as they strike random targets. (For example, Fiora's Blade Waltz)

Barbarous Thorn Blade - After swinging, three replicas of Snarbolax will appear to assist the knight, each having a lifebar. They will continue to aid until they die or the knight summons them once again.

Leviathan - The knight shoves their sword into the ground, producing a large explosion of energy, inflicting status effects at random to every in the area.

Divine Avenger - Calling upon the power of Owlites, the knight creates an area that heals fellow knights and allies slowly, and random Owlites will swoop down to attack enemies in the area.

Gran Faust - Summons three Phantoms to assist the knight for a duration. They will continually emit short bursts that curses nearby enemies.

Argent Peacemaker - The knight continually fires mini-raptors that swarms and homes onto enemies until the knight moves.

Polaris - Fires a ball of electric energy, that conjures a raging lightning storm around it, that induces Shock and keeps disrupting enemies in repeating pulses.

Graviton Vortex - Conjures the power of the Void(like in the Unknown Passage) that creates rips in space that damages enemies and sucks them in. Each rip in space acts like a fast Vortex bomb, and has a chance to instakill monsters.

Shivermist Buster - Creates a swirling snowstorm that knocks around monsters, constantly damaging, freezing them and rendering them unable to attack and move.

Grim Repeater - Creates an indestructible turret that infinitely fires charge attacks until expiration.

Mixmaster - Creates a giant Creep Cake the size of the Royal Jelly to assist the knights. Fellow knights and yourself can choose to attack the Creep Cake directly, reducing its HP and healing fellow knights. Collateral damage does not apply.

Sun, 05/24/2015 - 04:32
#1
Blandaxt's picture
Blandaxt
well

I also was thinking the same thing as you where weapons would gain Additional effects after reaching level 10 in heat. I say where on the same track when it comes to creating something more for weapons, but mines was not limited to 5 star. i wanted all weapons who reached a level 10 in heat to gain an additional effect. while if that weapon was upgraded, it would lpse this effect, but gain it again when it's upgraded version has reached level 10.

I have also thought of creating special effects for all weapons/ gear in the game to increase game complexity so that the game would have more interesting playabilit. Mixi and match different puzzle pieces of gear to get a unique combination. This idea did not go very well with the forumers.

I also had an idea of creating ultimate charge attacks base on heat meter you gain on the current level, or consequent levels yo. Would do. This also did not go well with the forumers. This idea is more in line with what you are suggesting, but i tried my best to never go over the over powered line simply because it's game breaking cause it erases the challenge in the game by using some mario power star to charge through no challenge.

So i feel base on my previous tries to create something extra for weapons/ gear in the game That has been heated to level 10, you should review my threads and try to improve on your idea cause from my experience op is never a good thing in a community base game that depends on the challenges they give you for their intake of revenue. Also, if you don't feel like doing the thread lookup yourself, i am more then happy to look em up for you and post them in this thread for you to view them.

On another note, why can we not follow another forumer, private message them, or block that firumer in the forums. This forum website really needs an update.

Sun, 05/24/2015 - 07:27
#2
Sky-Roseshade
I wouldn't consider my idea

I wouldn't consider my idea OP because charging the weapon by multiple levels requires much time. As it said, charging additional meters would take 25% more time to charge.

And it's also coming to the time where knights with 5* stuff are forced to take more defensive stats instead of just something like Chaos Set when monsters are swarming you and your group. Sure, the rewards of charging is OP, but you're going to have to stay safe if you want to charge for like thirty seconds at most. Perhaps there could be a slowing debuff that stacks the more meters the knight has charged up. It's like a high risk, high reward mechanism that is optional, and most likely needed as knights begin to explore more areas with more monsters than they can handle in one fight.

And with easier things like FSC, it's more efficient to run it normally, instead of putting time into charging.

Sun, 05/24/2015 - 07:33
#3
Sky-Roseshade
Plus, why I limited it to 5*

Plus, why I limited it to 5* is because I don't think charging in earlier, more easier levels would make teammates' experiences that challenging. Their 4* items and below are going to be upgraded anyways, so what's the point?

Also, limiting it to 5* weapons would encourage younger players to keep playing the game, when they're in about it for the gameplay and fun, and not getting shinies and weapons and playing costume.

Sun, 05/24/2015 - 11:56
#4
Blandaxt's picture
Blandaxt
well..

You don't ever limit a gamplay mechanic to only 5 star because gameplay needs to be fluid and not suddenly get a change when you obtain a ranking or star level. Here is a question, why are the pets not limited only to 5 star players? Or why is the shield bash not limited to only 5 star players? Why is the dash or even the ability to charge our weapons not limited to 5 star players?

My answer for this is because gameplay has to be fluid from begining to end so that players can get as much experience they need so that when they reach 5 star, the game's mechanic won't suddenly shift for the better or worse. Anyway, if your really not interested in my suggestion and only interested in defending your idea, then that is fine. I will just carry on.

Remember it's always okay to disagree, just not okay to think your always right.

Sun, 05/24/2015 - 19:51
#5
Hexzyle's picture
Hexzyle

You somehow managed to put Pay to Win, 6 Star Weapons, Pets, and Healing all in the same suggestion. I think that's a new record.

Sun, 05/24/2015 - 22:40
#6
Qwez's picture
Qwez

So... your suggestion is that we pay and grind for an extra, extra, eeeeeexxxtrrraah! healthy dose of Dynasty Warriors.
If OOO makes "Spiral Warriors" this would fit right in. But otherwise... it's a little way-too-extremely far from the style of combat that SK has.

Mon, 05/25/2015 - 10:28
#7
Sky-Roseshade
handy...

The final charge attacks doesn't have to be as listed, but I put up the ideas I had. I wanted these charge attacks to let the knight have a feeling of relief as they're swarmed with enemies. Some even are risks that your knight would have to take in accounting for. I never intended for Spiral Knights to be like other games, so if OOO takes up to this idea, it's up to them as to what the attacks are. Many of what is suggested in the idea is variable, and open for adjustments or complete redesigning, keeping the idea of enhanced charge attacks in mind.

And you don't have to pay. I don't know how grinding is that hard. Running Vana missions 2 times a day can easily end up in at least 98,000 crowns at the end of the week. That's why this is designed for 5* players(and occasionally the 4.85* players who take Swiftstrike). Vana runs take thirty minutes. 1000 energy a week. No sweat. How hard is paying up to 150 energy for upgrading a weapon? Paying to win are for the more impatient, from what I can observe. Just grinding at least two FSC runs a day can result in great rewards. It is a matter of how you manage energy. Then again, I'm just now taking econ classes so who am I to talk. Really, grinding for 14000 crowns a day would only take 4.1% of your day. One hour. If you have expenses to pay, such as weapon/trinket slots, or guild expenses, then you were spending money in the first place, most likely. If you already have the ability to not even call them "expenses," then good on you! :D

As for the healing, who would not appreciate it? OOO can decide if it is put in or not. I intended for it to be like those super-slow heart spawners in FSC. They heal, but not so much as to affect gameplay and survivability in a major way. Like hell, there is already the Seraphynx for the taking.

And I don't see OOO planning to make T4 and 6* weapons anytime soon. So you might as well. As I said, leveling your weapons above 10 heat levels is purely optional. More skilled players would have no problems without it. If this seems like the Battle Sprite system, then okay. If that is a problem with crystal salt bombers, then -1 Appreciation ability point for them.

This system may not be for younger(as in age) players, but older players(around fifteen and up) should have no problem with such things.

That one Morton girl sure had a yellow brick path down this thread.

Plus, make Radiants more common smh. That was a main encouragement for this idea anyways.

Added: I wouldn't intentionally make an idea that proposes P2P. If this /is/ P2P, it would be a choice you can take, not something you /have/ to have. Then again, efforts into this system wouldn't take money anyways.

Mon, 05/25/2015 - 12:55
#8
Trats-Romra's picture
Trats-Romra
@Hexyle

You made me laugh for a moment.

Mon, 05/25/2015 - 12:59
#9
Sky-Roseshade
Should I Press Further On

Need I remind you, that Spiral Knights is a grind-to-win type of game, where story and quest rewards isn't a major part of the game. (But I like the recent additions to the Missions tab, where there's actually a story. GJ, OOO)

So yeah, Spiral Knights is a game, designed to make you grind for money, to upgrade your knight, using real money to upgrade your knight faster, or buy microtransaction-only merchandise.

And since 5* knights are at the literal end where they can only grind to buy accessories, additional gear, upgrade GHs, upgrading additional pets, I wanted to add something that solely contributes to the /power/ and /ability/ of the knight, especially as there are beginning to be missions that explore the numerical power of the Swarm, and the probability that there may be levels deeper than Depth 29, /into the core,/ where things /will/ be harder.

Mon, 05/25/2015 - 14:03
#10
Trats-Romra's picture
Trats-Romra
@Sky-Roseshade

Hey, calm down. I just said that Hexyle made me laugh for a moment. It's a bit funny how you mixed a lot of things without intention. A lot of players suggested 6* weapons and healing. Pets are related to catalysts. Again, I just found funny how you mixed up these things without intention.

Well, about the suggestion... I think it have problems:
First: It's spammable on LD. You go to safe zone, charge up, go back and unleash the charge. I suppose you can charge on the safe zone on LD.
Second: It's spammable on Arcade. After finishing your first enemies encounter, you walk and charge your weapon to the next encounter. Unleash. Finish with what wasn't defeated. Repeat.
Third: It's brutal on Arenas or anything related. Charge up, go on the party button, unleash the charge and the first wave is done. Or if you have four members on the party
Fourth: Healing based on Creep Cake is explorable. Charge up, unleash, eat the cake, repeat. (I know, it's just your suggestion, but we are giving you idea of what happen if everything goes accordingly your suggestion. What we have now is your idea, not the OOO's idea. So we review what exist now)

You can say that you aren't specifying numbers. But when you say very powerful, I suppose something a lot efficient. If not, why you need a fourth charge meter if it not makes a good contribution. Charge time isn't a problem also. People can wait for a super powerful attack.

What I suggest is, so it's not become just about pointing out problems:
Make the suggestion less vague:
-Try to give a idea to people how much power it would do. You can compare it with other weapons to give a idea of power or
utility.
-Try to make the Creep Cake less explorable. For example, make it create a 2 seconds healing aura when destroyed by other enemies. Reduce it's size and health. It wouldn't fit everywhere and would take too much screen.

Resuming: Keep calm, take people's arguments, review your suggestion and correct it
Remember that the idea should make the game more fun, not just more easier.

Mon, 05/25/2015 - 14:19
#11
Sky-Roseshade
@Trats-Romra

Oh no ^.^ I was thinking on this thread for a while and added more. Nothing related to your response

Mon, 05/25/2015 - 14:31
#12
Sky-Roseshade
@Trats-Romra

And the charge attacks I suggested, again, should I say, is up to OOO to decide. I just put it out there, and it doesn't have to be in the game. And I made it like Catalysts because I dunno. Had to be some gimmick to leveling weapons for enhanced attacks.

And in terms of LD, again, OOO would make the decisions. I am only thinking for the Clockworks and further levels.

I just liked the idea of having a king Creep Cake to provide assists and healing. Mixmaster is a rarity anyways. The size of the creep cake can be smaller. I don't know.

And in terms of pets being spammed in Clockworks, I planned on it just respawning existing pets.

I see the problem with party buttons, and how it is spammable in upper, easier depths. But how to fix that? Perhaps just lowering charge attacks to the power of something like the Argent Peacemaker charge attack I mentioned earlier.

Or, OOO could make it so that charge attacks and effects would scale with the depth and difficulty of the level/situation, like how weapon damage scales with Tier level.

Mon, 05/25/2015 - 14:38
#13
Trats-Romra's picture
Trats-Romra

Ah, ok. It's a relief.

Mon, 05/25/2015 - 14:41
#14
Sky-Roseshade
But yeah, one problem with

But yeah, one problem with this is that; is it making things easier, or is it a new part of gameplay?

Tue, 05/26/2015 - 16:56
#15
Trats-Romra's picture
Trats-Romra

Thinking on something to make something more practical is okay. The problem is giving ways to the player pass the game like a breeze or explore it on his/her favour. Players always try to make the most of every single weapon and choose what is more practical. So when thinking on a idea, it's needed to think if the idea just make everything easy, or it's a practical tool that helps, but no eliminate the challenge. Players like challenge.

EDIT: Corrected a thing. Weapons should just be practical, not eliminate the challenge.

Tue, 05/26/2015 - 10:26
#16
Supnaplamqw's picture
Supnaplamqw
I'm sorry but no -1

The weapons are too powerful and are game breaking in a game that already desperately needs enemy updates.I'm not fond of getting a 'free pass' through the game just through grinding,and its very obvious the way you intend it to be is very exploitable on OOO's part.I appreciate having more to heating,but keep it to less drastic improvements within the original 10 levels

Tue, 05/26/2015 - 12:13
#17
Fangel's picture
Fangel
Well...

RIP PvP.

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