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Some proposed weapon changes and additions

4 replies [Last post]
Tue, 01/06/2026 - 08:59
Duorouge
  • All "normal damage with damage bonus vs. enemy type" weapons should no longer be normal only - the cold iron carver becomes elemental, the wild hunting blade becomes piercing, heavy deconstructor becomes elemental, etc
  • A non-piercing flourish would be very nice; i could see the flamberge being elemental, or a new shadow one being added.
  • the faust and gran faust's charge attack is so bad I wouldn't use them without a downside, but they also have the downside of removing you from the fight for 40 to 60 seconds, which just kind of sucks really bad. I think the duration should be massively reduced - no more than 20, ideally even lower. On top of making it so the charge attack can actually reliably hit things.
  • I also have some personal gripes with the warmaster rocket hammer's charge attack being really unsafe and not having quite the necessary reward to make it worth using, but the hammer is also really really good so I don't know if it actually needs any adjustments. Though I think personally i would reduce the dash distance before the second hit, or make it aimable mid-charge (like some people propose for the antigua)
  • Everyone knows tortofists need buffs, but they really do need buffs. They're such cool weapons and yet they just don't work properly.
  • Piercing variant of the Dark Retribution - its crazy that the only "consistent aoe damage that lasts multiple seconds" is the ash of agni and the dark retribution, both of which are suboptimal choices against FSC. However i say i want piercing because piercing weapons are just in a weird spot.
  • If the deconstructor doesnt become elemental, then just an elemental burst bomb, like the dark briar barrage. but for elemental.
  • An elemental kiting gun with poison infliction; the only weapon we have that can inflict poison and do elemental damage is the poison haze bomb, and lets be real, that doesn't count as "doing elemental damage". This would be useful against the ever-present lumber + silkwing setup that appears so often
  • as a relevant aside, eternal orbs are so much easier to farm than any other orb type. Being able to get lower rarity orbs for crafting somewhat reliably would be nice. I saw a recommendation for arcade-only tokens that could be traded in for things like orbs of alchemy and i wholeheartedly agree
  • your health is really low in spiral knights, and all the armor that gives you a bunch of HP sucks really badly, and there's also a bunch of armor that doesn't have anything really going for it that also lacks any sort of health bonus - such as the Almirian Crusader Armor, which grants a perfectly normal amount of defense, resists a status that barely matters, has a weakness to a status that does, and no other effects. Armors such as these should innately grant higher health than, say, the Kat Eye Raiment, which has more optimized defenses on top of two separate useful abilities. Also it would be nice to be able to see silver health more often than "basically never".
  • I don't really want to see many nerfs, but I do think the brandish line and autogun line should be weakened slightly. Not a lot- just slightly. Mostly I think the charge attack for the blitz needle maybe shouldn't oneshot elite trojans on 4-player at depth 27, that's a bit silly. I'm fine for massively crippling them, just not outright deleting them.
  • the Sealed Sword has a totally unique charge attack with a totally unique ability - a random status from five possible results. I think its a shame that this is locked to the 3* version and never seen again once it gets upgraded; a third sealed sword line that deals normal damage and keeps this charge attack instead of getting the sword beam could be super cool. I can imagine it getting more and more sealed as it gets upgraded, with the 4* version adding a lot more seals and the 5* version being so swamped with seals and locks and chains you can't even see the sword under them anymore.

v1.2 patch notes: added armor HP suggestions
v1.3 patch notes: added sealed sword suggestion

Tue, 01/06/2026 - 15:40
#1
Grandish's picture
Grandish
In defense of Irontech Destroyer.

I don't think Irontech Destroyer needs elemental damage, normal damage is fine too. I do think though, that Heavy Deconstructor should deal elemental damage, as the only other enemies that use Deconstructor bombs are Gremlins and Mecha Knights, both of which deal elemental damage.
ITD in my opinion just needs a movement speed buff and a detonation time buff, that's it.

I think you might have mistaken the two of them.

Tue, 01/06/2026 - 16:14
#2
Duorouge
...I did, in fact, just

...I did, in fact, just mistake the two. oops! yes, I was talking about the heavy deconstructor. irontech can stick with normal.

Mon, 01/12/2026 - 11:06
#3
Duorouge
update bump

OP updated with a new idea; see v1.3 notes at the bottom.

Thu, 01/29/2026 - 13:51
#4
Jcyrano's picture
Jcyrano
No thanks

All "normal damage with damage bonus vs. enemy type" weapons should no longer be normal only - the cold iron carver becomes elemental, the wild hunting blade becomes piercing, heavy deconstructor becomes elemental, etc
A non-piercing flourish would be very nice; i could see the flamberge being elemental, or a new shadow one being added.

No thanks, because, the Normal damage weapons are meant to be bad against everything, are meant to be standard against everything and better against a particular thing, yes the Strong Damage in some cases outclass the bonus the Normal weapon has against a particular family, but those weapons are not designed for someone who mindlessly farm vanaduke 24/7 and gets every weapon out of boredom to never use them because they are not meta. Those are to the leveling player, the ones that doesn't have 4 weapon slots. Also Why would you nerf the weapons, rendering them useless agaisnt 2/3 of the enemy families? That is a huge Nerf...
I'll add something perhaps could help(You tell me) with the Heavy Deconstructor issue. what if becomes a reskin of the Irontech Destroyer, But! we add to the ID damage bonus vs. Constructed? That way is no longer the middle child between Nitronome and BaB, Now the Heavy Deconstructor is to the Irontech Destroyer as the Scissor Blades are to the Leviathan Blade. You want general high damage and stun against everthing BaB, You want speed Bombing Nitronome, You want to blast everything in general with a dash of stun but the boss of this run are the Roamulus Twins: Irontech Destroyer/the new (Not Really) cute reskin Heavy Deconstructor, now with more Windup keys! (Not eally, it's the same amount as ever, just almost no one made it before). In fact put the reskin recipe on the Operation Crimson Hammer anvil next to the Seerus mask. There You have Some prestige added to the reskin, You either have the HD from before, or you did the OCH and made the HD instead of the ID, virtually the same Bomb, yet different.

Piercing variant of the Dark Retribution - its crazy that the only "consistent aoe damage that lasts multiple seconds" is the ash of agni and the dark retribution, both of which are suboptimal choices against FSC. However i say i want piercing because piercing weapons are just in a weird spot.

If the deconstructor doesnt become elemental, then just an elemental burst bomb, like the dark briar barrage. but for elemental.

No thanks, because the Identity of the DR is that is the Shadow Bomb that spins... and the DBB is the piercing bomb that explodes... same goes to the DBB going elemental.
The Valiance is a good example of power-creeped, it's an amazing gun, but now the Arcana, the Umbra Driver and the Rift locker render it Useless... lets fix the Shards bombs... there You have an elemental bomb, and yes remove the normal damage Shard bomb, the Bombs need to be different from eachother according on what type of damage they are doing... otherwise there is NO identity.
There is a caveat, the Firecracker, the Coldsnap and the Static Flash... are 1* normal damage Bombs with Status other than Stun, and that's because is a Nice way to teach a player about different status on charge attack weapons. A 9* Coldsnap is a bad Idea (there I said it).

An elemental kiting gun with poison infliction; the only weapon we have that can inflict poison and do elemental damage is the poison haze bomb, and lets be real, that doesn't count as "doing elemental damage". This would be useful against the ever-present lumber + silkwing setup that appears so often

Use a maskeraith or a vial or get a Venom Veiler or an Obsidian Carabine... use and Arcana, a Nova Driver, set the Lumber on fire.

On the rest I have little to no notes...
Thanks!

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