Posted in parts as replies below: 2a) numbers and blast bombs, 2b) shard, vortex and orb bombs, 3) damage variants, 4a) filament and bounce bombs, 4b) demolition charge and visibility, 5a) new players and gear, 5b) scope, background and sources. Split because of the forum's character limit, not because they're separate proposals.
All reference values are for 5★ weapons at heat level 10, in stratum 6, with no UVs or gear bonuses, taken from the Spiral Knights wiki. The proposed figures are examples to illustrate the idea, not final values; fine-tuning is up to the developers.
Diagram of today vs proposed: diagram illustration
1. THE PROBLEM, MEASURED
Bombs are the only weapon class that only has a charge attack. Every use means charging, placing and waiting for the fuse, and the bomber has no shield up the whole time. The numbers show the result:
- Nitronome — Attack: Charge (only attack); Damage (stratum 6): 217–230; Notes: ~4 tile radius, ~2 s detonation
- Leviathan Blade — Attack: Hits 1 and 2; Damage (stratum 6): 193–203; Notes: Three-hit combo
- Leviathan Blade — Attack: Hit 3; Damage (stratum 6): 241–258
- Leviathan Blade — Attack: Charge; Damage (stratum 6): 355–386; Notes: Up to 3 hits on stationary enemies
- Valiance — Attack: Basic shot; Damage (stratum 6): 108; Notes: 3 shots per clip
- Valiance — Attack: Charge; Damage (stratum 6): 286–313
- Deadly Crystal Bomb — Attack: Core / shard (vs. neutral); Damage (stratum 6): 70–75 / 95–99; Notes: Full detonation ~5 s
A full Nitronome charge, the classic damage bomb, does the same as a single sword swing or two pistol shots. Shard bombs need to land two shards to beat the Nitronome, and they take more than twice as long. The exception is the Dark Retribution, which has the highest damage per second of any bomb against large or stationary targets, where several orbs hit them repeatedly. On top of that, ASI barely affects bombs: it only speeds up the placing animation and doesn't touch the fuse.
This proposal isn't about raising numbers on top of the current mechanic. It's about changing how the weapon works.
On timing: Grey Havens has said on these forums that rebalancing is coming and that it may be run more like an event, and the back-end modernization has been shipping through 2026. This proposal is written for that window. Its core (sections 3 and 4) is a change to how one weapon class behaves, and it's meant to be usable as one piece of a rebalancing pass rather than as a standalone patch.
2. THE PROPOSAL
Bombs start working like a handgun. A tap places an instant bomb with a small radius and a short fuse, and you can place several in a row (three for most types) before a reload. Holding the button charges the bomb like today, but releasing it halfway no longer wastes it: the bomb comes out with a radius, damage and fuse proportional to the charge built up.
The other factor is how slow charging is. Each level of charge time reduction only removes part of the base time, and the game has a cap that prevents instant charges, so even with maximum reduction most charges still take quite a while. There are few exceptions, like the Catalyzer, whose charge is the fastest in the game (~1.3 s), or the Dark Retribution and the shard bombs, which share one of the fastest charge times among bombs. For a weapon whose only attack is the charge, that wait is paid on every single use. The burst doesn't depend on that wait.
3. MECHANICS
Instant burst. Several bombs placed in a row; the number depends on the bomb type (list below). Each instant bomb has:
- Radius: 1–2 tiles. For bombs whose charge radius is already small, never more than ~2/3 of their own charge radius.
- Fuse: ~0.6 s.
- Knockback: light.
- Damage: 90% of what the full charge does today.
Bombs per burst:
- Blast (Blast Bomb line, Spike Shower / Dark Briar Barrage), Deconstructor, haze bombs — Bombs per burst: 3
- Big Angry Bomb, Irontech, vortex bombs — Bombs per burst: 2
- Dark Reprisal, Dark Reprisal Mk II, Dark Retribution — Bombs per burst: 4
- Crystal and shard bombs — Bombs per burst: 5
Heavy bombs and vortexes, which control a lot with each bomb, place fewer; bombs that split their damage into small pieces (orbs, crystals) place more. Each type's reload is adjusted to its number of bombs. Unique and event variants follow the family they're based on.
Reload. After placing the last bomb of the burst, the knight's hand is left empty: the bomb is no longer shown in hand. The reload is a quick animation where the knight pulls another one out of an "imaginary pocket" and the bomb appears in hand again, just like the shake that reloads handguns. That way it's clear at a glance when the bomber is reloading. During the reload the knight moves at full speed but can't charge, so burst and charge are mutually exclusive modes. For the Nitronome:
- Full cycle (three bombs plus reload): ~3.5 s with no ASI.
- Each level of ASI: ~3.6% shorter, the same as a handgun clip.
- At maximum ASI: ~2.8 s.
Proportional charge. A press too short for the game to register as a hold is a tap and places the instant bomb. Past that point, the bomb can be released at any moment during the charge, and radius, damage and fuse grow in a straight line between the instant values and the full charge values. The full charge keeps today's radius and gets more damage. While charging, the knight is still slowed down like today; that slowdown is part of the price of charging.
Interruptions. Taking a hit cuts the charge in half, like today, but with the new system that means releasing a smaller bomb instead of losing it. Shock still stops the charge dead. The instant bomb has no charge to lose.
Stats. ASI governs the reload and the fuse of instant bombs. CTR governs the charge. That gives each stat its own role for the bomber.
(Continues in part 2 of 5, in the next reply.)
4. THE NUMBERS AND WHY
Proposed values for the Nitronome (stratum 6):
These are the anchors against the other two weapon classes:
The full charge (~370) is anchored to the Leviathan Blade's charge. It doesn't compete with the burst in damage per second, it competes in area: a 1 tile instant bomb covers 1/16 of the area of a 4 tile charge, and a 2 tile one covers 1/4. That difference protects the charge's niche without forcing it to win on damage.
This is the "90% line" every family follows:
The percentages apply the same way at every stratum and star level, since each weapon's damage table already scales on its own.
5. BY FAMILY
Blast (such as the Blast Bomb line, Big Angry Bomb, Irontech, Spike Shower / Dark Briar Barrage)
They follow the table in section 4. The instant bomb has light knockback that doesn't push enemies too far, which also cuts down on the shoves that throw off the party today. Each line keeps its current differences in fuse, knockback and damage.
Deconstructor
The instant bomb and the half charge place the bomb like the other blast bombs. The full charge throws it instead of producing the big explosion. That's what the Gremlin Demo already does, and its bombs look like the Deconstructor. The throw:
The Deconstructor becomes the only bomb that trades area for range. This is compatible with the existing suggestion to move the line up to 5★ and make it elemental; the shadow and piercing variants are in section 6.
Haze bombs (such as Shivermist, Venom Veiler, Voltaic Tempest, Ash of Agni, Stagger Storm, Torpor Tantrum)
The game already gives different chances per attack type: the Storm Driver, for example, has a much higher chance of shock on its charge than on its basic shot. Haze bombs would use the game's own scale (slight, fair, good) separately for the instant bomb and the charge.
Their damage follows the 90% line from section 4, for both the instant bomb and the charge. The rule applies to the bomb's own damage, its initial explosion, not to status ticks, which follow each status's normal rules. That own damage is low today (damage bonuses only affect the small initial explosion, less than half the radius), so the rule keeps things consistent without turning haze bombs into damage weapons.
Today the initial blast of every haze bomb is elemental. The proposed change:
The Shivermist would lose its elemental edge against undead and constructs, although the freeze would keep working the same.
(Continues in part 2b, in the next reply.)