A lot of weapons in this game are not very strong in general, and I think we could use some balance changes to buff weaker weapons so that we have more practical and fun weapons to use in Spiral Knights.
Tortoguns:
-Enemies no longer avoid shards.
Reason: Its really hard to land the tortogun's powerful charge attack and provide area denial, when the enemies just refuse to get hit. Leaving
the user of the gun have to kite the enemies or push them into the gun's charge attack and shards. This will make the charge attack more fun to use.
Catalyzers:
Slight Rework.
-Each bullet orbiting an enemy now do damage to said enemy. Biohazard can proc poison status on those hits. The more orbs on an enemy the more damage they will take per second. Since each orb lasts 20 seconds each orb will hit 20 times!
-Bullet travel speed increased.
Reason: It's really hard to land the Catalyzer's charge attack after setting up a huge explosion especially against fiends and beasts. Having a whole other way to use this weapon will allow to spread out damage to variety of enemies. Bullets traveled way too slow, allowing for teammates to knock your target out of the way of your bullet. Also with the unique effect stacking damage over time. It might be viable against Vanaduke!
Antiguas:
-Each bullet will pierce one enemy.
Reason: Antigua's DPS isn't great, you spend too much time gunning down one enemy when there is a horde for you to fight. Allowing them to pierce one enemy will allow them to deal with hordes slightly faster.
Cutters
-Every third hit will interrupt an enemy's attack.
Reason: This weapon can never really pull of it's combo because it doesn't interrupt until to final move. Allowing it to interrupt sooner will give this weapon to quickly shut down any enemy and pull of that satisfying combo.
Winmillion
Charge Attack Reworked.
-Charge Attack projectile travels a bit slower but travels the same distance and has a small graviton-like sucking ability. The radius of it's suck is about half of that as a graviton vortex.
Reason: The projectile fired from the winmillion is really cool, but it doesn't do much damage, and this weapon also doesn't have a 5*. If you aren't going to give it a 5* give it so more redeeming qualities. The charge attack is extremely underwhelming and does nearly no damage. Your basic combo is going to do way more damage than this weapon's sorry charge attack. Giving the big disc slower travel time and a sucking ability will make it more like a tornado. It is based off of wind right? The big disc will slowly move across the battlefield and suckup any enemy that gets in it's way hitting them multiple times, and potentially blowing them away.
Amputator
-Can do Sleep Strong Status.
Reason: I thought this weapon was going to gain the ability of dealing sleep status when it was released in the starlight cradle update but no, I was disappointed. Its just a weaker Acheron, it has no redeeming qualities. Sleep status kind of fits with this weapons as it is a surgical weapons and people take drugs to help ease the pain or go to sleep while being performed on. Also we don't have a strong sleep weapon yet.
That's all I could think of for now. All other weapons I think are in a good place and are just being outshined by other swords and guns.
These are good ideas.
I'm not very sold on the Catalyzer thing, and would rather any attack from any sources detonated them like the test server once did, keeping the explosions the focal point of the guns.
The Antigua thing is particularly on point and would give it a long-needed element of skill and setup for a decent payoff.