Water.
Yes, water.
There's water in FSC, and we need water as an element.
Also it would be something that would cancel shock. And the quicksilver helm/armour line (and all fire things) shall have a weakness to it.
Water stuff should be weak to ice (freeze water, it becomes ice.)
We also need some kinda puzzle that to solve it, we throw water through an ice trap (to freeze it) to hit some kind of switch that can't be hit by anything else.
Is a good idea, ze?
We need a new element
Another water theme, or perhaps boss-ish place could perhaps be a corrupted sprite forest?
If not a boss zone Sprite Forest could easily be a regular nature zone filled with ponds and such. :)
It'd slow Knights longer than Stun, but slow them less. Shock spasm damage could be heavily increased with this new status (It shouldn't cancel Shock; water conducts electricity! Painful!), and Freeze duration increased when afflicted with it while waterlogged, removing the latter. As a tradeoff, enemies hit with melee weapons while waterlogged would lose their Fire status if they were on fire, and the Knight in question catching fire cancels both statuses.
There were fish-like equips during the Beta, so I've heard, and those could be the Water-resisting/dealing items. I think a water Bomb would work pretty well; functioning as a blast bomb, dealing somewhat weak Elemental damage, removing Fire from any players or knights, and inflicting Water on both enemies and allies.
no, it cancels shock on other stuff
@Draycos
http://media.spiralknights.com/wiki-images/e/e8/Classyduds.png
I think that blue armor in this picture may be that Fish armor you're talking about.
@Draycos (again)
Wouldn't this status be called Drench/Drenched?
@Hova
Lol I like the silversix in that beta pic
Yeah, that blue armor.
@Duke Sounds way better than waterlogged. =/ I'm preeeetty silly sometimes.
"no, it cancels shock on other stuff" Elaborate, that made no more sense than it did before. Confused, I am.
it cancels shock... on... erm.... err.... actualy no why did i even say cancels in the first place ur right
I brainstormed a water status before; what about preventing attacking?
Additionally the sprite waterglobs could be the visual, on the head or something.
Maybe when what you're wearing gets "wet", you have decreased defense so you take more damage, I really dunno what Water would hinder on you besides increased damage from Shock and Freeze...
If it had some sort of mild benefit that isn't necessarily worth the trade-off of being hit with the status for it. How about a drenched player who touches a stunned player could unstun them, as if they were shaking off cold water to wake them up; if sleep ever comes back it could work the same for it. Water would increase damage from freeze and shock and reduce resist to them, but null fire with 3 seconds or so of the counter being taken off with it (depends on the strength of the fire and or water). Perhaps it could generate a bit of steam as well, proving hazardous? I'm not talking haze bombesque in size, but a little puff or too would be humorous and potentially challenging. Maybe being in water could decrease your movement speed but you wouldn't have to shield through it as you would a spike trap or anything of the sort. Water resist could decrease this slowdown, and some enemies could gain a damage/defense boost or decrease from being in the water, depending on the type.
I get this image in my head of players walking on a stone bridge over a lake with water-themed gun puppies sprouting up on lilypads. :P
I was thinking of boss levels and your character slowly descends into a lake to fight a boss. Mayhaps an electric eel (Shock+Water)
Ten thousand times no to water levels; I think it's fair to say that they're the most reviled stage theme in gaming history. Slowing Knights down over large portions of a dungeon is not fun.
I'm intrigued by the idea of a status effect with the primary action of altering other status effects - the current ailments don't really interact at all. Making a player temporarily more resistant to Fire at the cost of greatly increased Shock vulnerability is an interesting idea but I doubt we'll see its implementation - status ailments are, across the board, just that - ailments. There is no tactical advantage to any other status effect.
The water globes from FSC appearing elsewhere would be interesting and useful, but it's not necessary for consistency for them to appear outside of the Citadel - after all, Beast Bells don't occur natively anywhere other than the Wildwoods, and those colour-coded gates only appear in the Factory.
...increases damage from Shock while in effect (also guarantees being afflicted by Shock if the attack has potential to while in effect).
...reduces damage from Fire while in effect (also gives a reduced chance of being afflicted by Fire if the attack has potential to while in effect).
...is cancelled by Freeze, but doubles the length of Freeze.
...cancels Sleep.
...slightly reduces movement and attack speed while in effect.
A couple of ideas I think would go with this effect. May post some more later on.
You do realize that if you add another element or enemy type it would mess up the gate construction table. Every crystal has 4 things it helps make and 2 it discourage adding anything would destroy that. Water does not work as an element. It works as a catalyzer for some and a dampener for others. You say it will slow down people but stun already does that. It is useless and should not be implemented.
1. Who ever said that it had to be released alone? One word. Sleep.
2. Yes, because a new status type cannot affect other statuses. Ever. Nope. Just because it's different and it works differently doesn't mean it's a bad idea. Every status does something that makes it unique; Freeze, immobility, Stun, inactivity, Fire, damage, Shock, damage and inactivity, Poison, blocked healing. Water's case would be working differently depending on other statuses in play.
3. Stun is short and slows players greatly. Water could be long and slow players on a smaller scale. Shock already does something like this in comparison to Fire, in a sense.
I noted my suggestion of it inhibiting the ability to attack because of it being a "weaker but longer stun" right now.
To evaluate, we can first just review on the sort of action-limiting status effects we already have.
Freeze - Disables movement and turning
Shock - Impedes movement and breaks charging
Stun - Impedes movement and attack speed
Fire - Breaks charging
Sleep - Disables all actions
Curse - Narrows forms of offense
Poison - Disables healing
We already have 4 statuses that have to do with 'slowing' or limiting the player's movement. Even if one isn't mentionably evident, that's still half of the current statuses.
Two notable mechanics missing in the current array is simply disabling attacking entirely, and disabling of the shield. The latter, were it implemented, may not make as much of a difference to some, but the former could be an interesting fit.
It could have the same durations as Stun or so, and be a mix of the need to cease fire/fall back that is present in Curse and Poison.
Keep in mind that this doesn't have to be a prominent status; we need more sub-statuses anyway.
I think OOO backed themselves into a corner making Ice its own element, rather than water. This is why I don't think we'll ever see Water emerge as a theme. Classically speaking: most RPG's with elements either have 4 or 6 elements.
Fire
Air/Wind (Shock, in SK)
Water (Ice, in SK)
Earth (Poison?, in SK)
Shadow
Light/Holy
-----------------
While there are 'holy' armors of sorts already, there are no holy or light-type enemies. Light/Holy is the only new element I can ever see happening. They'd probably be the ones to use Sleep too, at least if I were doing it.
It should cancel curse.
Why? Well, it does in FSC (Try it for yourself)
I want water levels. Water could be entered but would slow your character down.
Watchet Waterfall. (This doesn't roll of the tongue, but Watchet means light blue so....)
Lobster lake
Dripping depths...
Alright I can't design level names.
/cry