I Believe that for enemies, there should be bars to determine how much life they have. That way players can determine what amount of force to put on that enemy. When a player would hit an enemy, a bar of life would come up slightly decreased. The more you hit the enemy, the more the life would go down. Or perhaps you can use the auto target. When a player points to an enemy, the bar comes up. Get the picture? This bar for enemies will help players determine how much dmg they need to impact.
Ideas For Spiral Knights
You seem to be new here.
If you post a topic in the wrong forum section, abandon all hope of an actual response, you're just gonna get people like me, saying: "this belongs in the ______ forums" (in this case, suggestions)
Also, with something like a suggestion or bug, you generally should use the search function to see if this has been suggested already.
That being said, I think this would be really nice for bosses
Health bars have been discussed here and defeated because the players are expected to intuitively estimate remaining health based on experience.
Sup, welcome to the forums, friend. :3
Sadly, I must give this a -1
It will just make the game easier, and I like not knowing.
I'd like to see something like this on a piece of armor. What if jelly mail let you see how much health things had left?
Better to put it on something that isn't jelly though... jelly isn't very fitting. It'd be a nice bonus for sure, and it'd make for a unique helmet or armor piece.
It would be pretty nice to see Health bars on the normal bosses, like a bar across the top or something. It would look so nice seeing it vanish as one blitzes Vana to death.
Of course, there'd have to be an option to toggle this on and off.
That's what the visuals are for, or not for the bosses that don't really need them.
Razwog => Too easy to warrant a health indicator. Anyway, it helps to ease newbies into fights against bosses without health bars (I think).
Snarbolax => Once again, too easy; if you do it correctly. To be truthful, it doesn't really change his tactics based on what % of life he's got left. Then again, he(she?) is more about damage avoidance and attack opportunity. If you remember to keep hitting the bell when he(she?) is in range, you should be fine.
Royal Jelly => Once his crown falls off and he starts spazzing out, then you've got him to 50%.
Roarmulus Twins => The easiest of them all. Check their page for what I mean.
Lord Vanaduke => He is just complicated as hell... at least initially. Whenever he does the mask phase, you know you've done something. And when the mask, finally, is destroyed, you know he's on his last legs.
Shadow Lairs => Basically same stuff.
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But as for common enemies, do you really want to know how many hits it takes with a Troika to get to the splintery center of a Lumber? I'm pretty sure in an actual battle it'd be less "Hmmm, what would kill a lumber faster? Charged or un-charged strikes?" and more "Kill it! Kill it! Kill it!". Your mileage may vary of course.
More visual indicators would look cool (scars on wolvers, broken parts on cosntructs,etc), not only to roughly meassure enemy health but as eye candy.
I'd like that, but may be resource-heavy. If there was a cheap way to do it everyone would be happy.
A health bar may look a little generic, but I'm sure they could think of something to indicate how much health enemies have. I agree, that would be helpful.
One does not simply post a memer-combatant meme without an opponent.
Go look at the suggestions forums, this has been posted many times.
I doubt it will be implemented, since normal monsters are just there for whacking the crap out of.