expanding monster families
hey well if anyone hasn't noticed some of the monster families in SK are getting a lot bigger from where they started out, like how the gremlins got two new members and a boss named seerus, and the undead getting howlitzer, almirian crusader, bombies and etc. but i have noticed that the fiend family is pretty small and has not changed at all, not a single new member, also this is spoilers but i don't count arkus as much of a new member, he is i guess a different type of trojan, also the beast family is quite small to very few monsters they got snarby and SL snarby and no new non boss members
but that isn't that bad because i had always wanted to come up with new monsters relating to that family not that i'm asking for my ideas to be excepted by Sega or OOO but it just something to try out i guess
Beast family- i thought of at least two members for this family
Owlite's- yes we have heard a lot about this word, its a academy in SK and a shield alchemy path, but what if it was a monstrous creature in the clockworks? for example it could could maybe have psychic powers like launching projectile blocks at the player, and as a status ailment they can all use their "mystical eyes" to induce sleep on the player, which would be interesting to see the sleep ailment used more in the game
Damage type: elemental and piercing
Dragwing's- they are a dragon-like monster that can breathe fire of various ailments like fire or shock. they can hover over the ground a bit, and are pretty agile being able to dodge bullet shots well, and can perform strong claw swipes and tail whips which the claw swipe will do pure piercing damage while the tail whip will do normal/piercing
Damage type: normal and piercing
Fiend family-like the beast family i thought of two members for them as well
Webwood's- these are spider like monsters that can shot out webs that not only act like the freeze ailment but they can combine the web with another ailment like shock or poison.besides web shooting they can walk pretty fast and their bite attack does normal and shadow damage, and in later tiers they can shot needles out of their mouths that do pure piercing damage
Damage type: normal and shadow (later tiers piercing)
NightHowl's- these are shadowy dog/wolf like creatures that are said to have spawned from the shadows of living wolvers. they are just like their beast counter part but they can divide themselves by making illusions to trick and manipulate SK players or prey. also they are not to be mistaken with SL wolvers because these monsters will take more of a dog like look with taller legs, longer ears ,and a skinny tail, kind of like a rottweiler but with jackel like ears, and they can deliver fats bites filled with nefarious fiendish power, maybe they are the guard dogs of the underworld?
Damage type: normal and shadow
well i hope these small bio's of monsters i made for their respective family sound interesting, and again im not asking Sega or OOO to use my ideas or make more monsters, i just wanted to share my idea's if its ok. also i will appreciate creative feedback on any problems with these monsters like, to overpowering, or more explanation on their abilities
~zephrite

My reaction:
Owlites: http://29.media.tumblr.com/tumblr_lltzgnHi5F1qzib3wo1_400.jpg
Dragwings: http://rlv.zcache.com/me_gusta_face_text_postcard-p239986862933170582baa...
Nighthowls: http://alltheragefaces.com/img/faces/large/happy-i-see-what-you-did-ther...
Webwoods: http://alltheragefaces.com/img/faces/large/angry-no-l.png

I really think that you make a good point (again, inferencing on that you aren't trying to get this to happen; you want to discuss the faults of OOO for not doing more things like this) in that OOO has not done much to create extra enemies for the game. My thoughts on this, is that it probably takes more time to add them into locations and to think about that kind of thing than it takes to code them- take for example the Almirian crusaders. We already have levels that we don't want to use for them because they have other things like phantoms, or don't fit the theme of 'Almire'. Similarly, it would be a lot of effort to add them into the firestorm citadel… and we want variety, so that wouldn't be good either.
What I can't see, is why OOO doesn't expand on their existing system of levels in the clockworks more. Lets look at this-
We've got a stratum, which is subdivided into levels. Each level then has 'parts' to it (unless it is static; e.g. firestorm citadel/jelly farm), which is evident in the case of scenario rooms. Each part has a chance of coming up, and the level is spawned to be 'random' like that, so that you don't feel as though you're fighting the same level hundreds of times even though you are fighting the same level hundreds of times.
So why can't OOO make more 'parts', or better, alternate versions of parts? As long as the section retains the same dimensions, ending, and starting point, shouldn't it fit? I know for a fact that they are constantly integrating new parts in like I'm saying, but what if they were to make new levels based on these existing part edits for us, or sub in more "alternate levels"?
Lets say that they've got a level like graveyard. They could expand by allowing a random League of Almire part be subbed in for it on occasion, give that a name- more random content. Similarly, we could make a few more rooms based on clockwork tunnels, change the pallet to say, the beast world, and then add something akin to your "night howl" to it. Why not create a section of the clockworks containing enemies from the expansion that only spawns if one of the party members has purchased the DLC for it? (lets say that there are 3 F2Pers and 1 P2Per w/OCH in a party together fighting through a deconstruction zone. There would be a chance to fight a ghost mane stalker or 3 on that particular level; said level would also receive a buff in payout by about a hundred crowns due to the difficulty being raised; this would only happen if the P2Per had fought the ghost mane stalkers before however, think about that in terms of game design)
It seems to me like making "new content" would not be so hard, given that you are creative enough with it, and I often feel like OOO misses out on key opportunities to turn something from "this is BS" to "OOO is amazing and I love them"… but that is beside the point of this discussion about the creation of new enemies and why OOO can't make things like you're almost suggesting, OP.
Put simply, my point is that I think that rather than flooding the game with new enemies, OOO needs to learn how to integrate new enemies better first. Good practice for this would be reintroducing key things that were removed, like the tortodrone.
Edit: You moved it to suggestions! You trickster.
All sound like good ideas; I especially like the idea of wolves that split and have extra gimmicks, and you're definitely correct in saying that we need more beasts in the game as well… although I particularly like the idea of micro raptors as beast enemies. +1

Owlite's are LOOOONG gone, buddy. As in, gone gone. Dead. Forever. Maybe.
And even then, they were scholars; I think they're more likely to make peace with a the Knights than war, especially since Kats are after our blood.
hmm i think your right fehzor, expanding on what we have instead of just adding more is also a great idea, new gimmicks and tricks for monsters makes them more interesting and fun to fight, and if there are indeed new monsters they should not be handicapped to just "newly" announced content they should be reused in other levels also, i know it would be a hassle trying to put new enemies in all sorts of levels ,but at least put them in more levels then just the one they where introduced in

Owlites and Owlites - No
Dragons - No
Spiders - Sure
Shadow damage dog thing - Sure

Owlites are a no-go being that they're all dead, if an Owlite was fought it'd probably be a ghost. But the other things work.
These are ok, Owlites could fit in.
Also, please move this to Suggestions.