Inspired by this topic, different enough to deserve its own: http://forums.spiralknights.com/en/node/112148
Example for Wild Hunting Blade:
- Remove bonus against beasts.
- When you attack a beast, you receive a damage boost as if you'd picked up a damage up orb. It lasts as long as a damage orb would.
- The damage boost helps with any target you hit, but you only get the boost when attacking beasts.
- CIV would be the same.
- Sun shards, Salt bomb, Deconstructor would receive speed boosts against their specialized families.
- The other shard bombs would receive damage boosts when hitting their respective families:
-- Gremlins for Dark Matter
-- Beasts for Splinter
-- Undead for Crystal
-- Construct for Shard Bomb. This is helpful because constructs mingle with the other families to the greatest extent.
- The antiguas would get movement speed boost.
- For specialized family armours, wearing the helmet would give attack speed boosts while the armour would give defence boosts when attacking respective families.
Would the boost disappear if you change weapons? I'm leaning towards yes.
Antiguas would benefit more by an ASI Bonus instead of just Walking faster. if you render it to the 3 possible orb Drops, then it would be the damage orb that has the besst effect here. Remember that Antiguas are the gun-equivalent to the cutter series, which you already decided to give damage boost.
I really appreciate your idea and this would make the Family bonuses interesting again.
Just one Thing about Amor... since Amor in its origin is meant to defend, it should give defensive things. For Logical purpose I suggest as Amor boost the Speed orb (because Amor is where the feets are attached) and as helmet boost the defense orb.
Amor effects should actually Trigger when your knight's health gets attacked (shielding doesn't Count). Why you ask? Becaue it is an *Amor* and no Kind of Body-weapon-needle-belt-thingy.
Additional Suggestion:
Please add an ASI orb into the game.