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Smol list of suggesties

8 replies [Last post]
Wed, 06/03/2026 - 05:05
Dahall's picture
Dahall

Some small list of suggestions that I just felt like making.

  • Auction House: Allow category exclusion filter - to avoid the listing spam in certain categories when perusing the catalogue. Functionally, you could make it work by going to "All" category and right-clicking on the other categories, it will exclude those from "All" instead of switching to them.
  • Bombs: Truly sidelined for more than a decade now (exceptions do not disprove this), bombs can be made a new class of equippables and usable similar to sprite abilities (instant use but with cooldowns). This would require rebalancing them to utility instead of damage. This would also require modifying bomber gear, but I think instead a new grenade-launcher weapon class would reduce the negative impact.
    Concept of the G-Launcher

    EXTRA NOTE: to prevent the bombs from becoming over-prevalent, they can still be left to occupy a weapon slot instead of giving them their own slot. Another solution would be to have them with limited uses per stage. The G-Launcher would be exempt from suffering for these two possible changes, in the first, the G-launcher would be able to slot a bomb into itself so as not to consume two slots just for one weapon, for the second, allow the G-Launcher unlimited uses instead.

  • Colosseum: While this has already received some attention, I was hoping it would be in the form of a wave-survival mode where 1 to 4 players would try to survive an indefinite waves of enemies, with X waves cleared making the players eligible for a Krogmolion reward and then every Y waves after that increasing the rewards. Failure to reach a wave milestone (where the reward increases) will cause a halving of the reward, adding an element of risk to the game mode. The wave balancing can be as so, reach 5th wave to be eligible for rewards, with bonuses every 2 waves after (The difficulty ramps up hard after the first 5 waves. This would serve for those who want a safe but slow grind and those who have to capacity to endure for a quicker reward)
Wed, 06/03/2026 - 07:24
#1
Jcyrano's picture
Jcyrano
I have no idea

what You want to do to bombs... But what if I only play Bombs? Why Should I play what You want and not what I want? Rocket launcher my bleagh! No thank You! Bombs are Bombs If You want to throw a bomb use the Pulsar line, the Bombs with a trigger, or the Brandish, bombs with handles...
Bombs are Bombs, they must not be like other things... Play with bombs, Solely with bombs, learn to play with bombs and then write. Looking forward to see what You learnt and what Changes You can offer once You Have played only Bombs...

Wed, 06/03/2026 - 09:05
#2
Dahall's picture
Dahall
One more...

Just had a terrible bout with snarbo, he kept diving under constantly without coming for a bite, and once he did, he just stop right at the edge of the bell and dove again (just to insult me). Snarbolax should be forced to chase after a specific amount of time, being unable to dive underground until stunned at least once by the bell.

Wed, 06/03/2026 - 11:19
#3
Dahall's picture
Dahall
And another one...

The in-game latency indicator is definitely off. I get a 130ms reading but I tried a brawl match and my opponent would attack the air behind me and it'd still connect. I've had strange performance issues (related to network, not my computer) when getting attacked repeatedly or moving tightly around corners. I suspect there is some packet loss during connection to the server, so it would a good addition to have the ping indicator also show % loss.

Wed, 06/03/2026 - 11:26
#4
Nethorse's picture
Nethorse
bombs

I think it'd just be better to make bombs a complete weapon class with their own basic attacks. I know bombs used to have basic attacks in a very early version of the game, I think similar to how gremlin demos constantly place bombs at their feet, but I think it could be neat if instead of trying to balance out small quick bomb vs big charged bomb, they got basics that complimented the way bombs feel like they want to be based around positioning and timing. Sort of like if Catalyzer could chain explosions, or something.

Making a separately equipable grenade launcher that combines with bombs sounds like a lot of extra work to implement, or like an infernal downpour of new minor variation recipes to flood Basil with.

Wed, 06/03/2026 - 23:59
#5
Sir-Pandabear's picture
Sir-Pandabear

I would prefer bombs to be good rather than remove them. A basic attack would be cool, perhaps Shard bombs new niche could be having more capacity for basic bombs, the Antigua of bombs?

The ability to purebomb is what made SK special to me, and to this day there are extremely few games that can offer this experience.

Thu, 06/04/2026 - 04:04
#6
Dahall's picture
Dahall

What alternative attack is there for something that has only one function - to explode?

The most obvious is the small boom vs. big boom, even if it sounds stupid. Basic attacks would throw a bomb at the cursor's location, and the bomb would explode immediately on contact. Charged attacks would work the same maybe.

Another idea would be to make basic attacks for bombs a kick ability (like in Bomberman™) that pushes a kicked bomb in the direction of the kick. This kick can also deal a low-damage strong interrupt attack.

Thu, 06/04/2026 - 08:13
#7
Nethorse's picture
Nethorse
No alternatives???

We have swords that shoot explosions. I think there are options. As I am not the game designer I won't try to work anything out extensively, but I wholly believe bombs could be given basic attacks that compliment or work around their charge attack-focused playstyle.

Sat, 06/06/2026 - 07:03
#8
Dahall's picture
Dahall
Some more...

- Mute allied effects: Allied effects include weapon projectiles, status effects etc. These are extremely disruptive in the chaos of a big fight. My combat ability drops sharply when I get people who constantly deploy nitroes, pulsars, mists etc. Also, when allies get hit in close proximity, the damage effect and screen shake happens for me as well, I do not know how this has remained in the game for so long, audio cues should be for the player only, allied effects should only have audio cues for the player if they have significance, like with some sprite abilities etc.

- [for multi-monitor setups] If the game cursor is unlocked, allow it to leave the main screen, as it is, I have to alt-tab the game just to be able to take my cursor out of the game screen. The cursor lock is disabled completely when windowed, which makes me wonder how people avoid overshooting their aim out of game window.

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