@Vocanus: I didn't read your post. It's too long and I don't care, but I read the subject. The point is having a new interesting sword. There are already some interesting swords, like the Slime Slasher series, which looks like shovels, or the Spur series that launches you forward a lot, for example. I think we should have some more interesting swords.
Life Drain Sword
Since Desouler is just trolling at this point, but this thread is still getting attention, I'm reposting my idea that takes the concept of a sword that is more defensively oriented and makes it work within the structure of this game.
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I could see a sword being added that adds a protective barrier upon you that builds up as you deal damage that caps at some set amount of HP.
This is purely hypothetical, but say in T3, every 4 strikes adds half a pip of protection up to a max of 3 pips. Half the damage you take goes to those protected pips while they exist. So if you take 6 damage, you only take 3 HP damage. If you take 9 damage, you take 6 HP damage, since 3 are absorbed.
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I think Life Steal type effect would be very hard to balance on a permanent item. However, and I've been pushing this as a cool way to handle some other things: it'd be awesome as a temporary power you could get from a box that lasts for the stage you are on or equips in a vitapod-esque slot.
http://forums.spiralknights.com/en/node/32199?page=1#comment-197792
Yes, this is the Suggestions forum, and Khamsin has posted his suggestion on a possible method of going about your suggestion, Desouler.
Additionally, I'd recommend thinking things through again before you criticize others with ToS information. I just read that yesterday, and then I arrived back at this thread.
A necrotic sword that gives you health is redundant since mobs already drop hearts and pills to replenish health. Also, this isn't your typical fantasy RPG where you trade blows with mobs. I don't recall any zelda-like game having anything like a life stealing sword. There's a lot of dodging, shield bumping and positioning, things that take skill to avoid damage. By it's nature it would change the gameplay from having the skill the know when to shield up or run away, to button mash and damage as many enemies as possible. You can button mash right now anyway, but at least there some risk involved. With a regen mechanic you'll know full well that if you get hit a few times you'll be able to regen it back if you keep on attacking. I bet if we did some statistical analysis (how much damage enemies are doing vs how much damage we do vs how much healing we as we get), We'll find the graphs diverge making it impossible to balance in any meaningful way. I'd have to agree that this weapon would either trivialize content or would be pretty useless to use.