Okay, first off, I mostly just play the game, I almost never come on the forums, so if one of my ideas listed here has already been suggested, don't be mad or whatever, because I honestly didn't see it.
Secondly, I rarely suggest anything because of the fact that it feels to me like suggestions have little impact on the game.
And finally, third, I'm perfectly fine with criticism on my ideas here, but please make your critique in a way that is accurate and, shall we say, civilized. I don't need the swear word dictionary or a bunch of text speech ranting about random stuff that has absolutely nothing to do with the subject.
Now, onto the suggestions.
Suggestion 1: New guns.
Comparing swordsmen and bombers to gunners, gunners basically are pretty limited. Swordsmen have fast light-hitting blades (Cutter line), slow hard-hitting blades (Sudaruska and Sealed Sword), blades that hurl multiple blasts in a row (Brandish line), blades that damage enemies in a 360 attack (Calibur line and Fang of Vog), and such, bombers have bombs that pull enemies in and then send them flying (Graviton line), bombs that spawn multiple bombs and then blow up a bunch of stuff (Crystal bomb line), bombs that make a huge blast (Nitronome line and multiple other bombs), and the like... While gunners seem to be limited to guns that fire a single shot and let you move while firing, guns that fire one big bullet that deals heavy damage, and guns that spray a ton of bullets but make you sit still. I feel gunners deserve a little more variety in what they can use in their long range attacks.
I've thought up 5 new lines of firearms, some of these may be viewed as "OP" or whatever, but in my personal visual of these weapons and how they would work, they would not be OP at all.
Ranger:
The Ranger line is much like a sniper rifle. It doesn't really have a scope, what it really does is it fires a single shot at an insane range, about 3.5x greater than the Argent Peacemaker, and deals quite a large sum of damage when it hits, dealing more damage at a longer range, and less damage at a closer range. The Ranger, however, only holds two shots, and has a very long cooldown between the shots (approximately 3-4 seconds before you can fire again), when charged, the Ranger fires a single blast that has a very slight bit more range than the normal shot, and deals a bit more damage. Nothing special besides that. The Ranger deals about 200 damage per shot with a normal shot, and deals about 450 with a charged shot, to enemies in Tier-3 after the terminal that are weak to piercing.
The Ranger's shots look like a streak of white energy that races through the air, the gunshot is very loud. This shot remains the same until the Ranger reaches 4-star, where it obtains a turquoise streak of energy, and finally at 5-star the streak becomes gold.
The Ranger has several alternate versions, one named the Blazeranger which has a good chance of causing good fire and piercing, but deals less damage than the normal Ranger, the streaks are red on this line and look more like a trail of fire, another named the Shockeranger which deals shock with the same strength and likelihood as the Blazeranger's fire, and piercing, but again, less damage, and the streaks look more like a bolt of lightning, and lastly the Dark Ranger which deals pure shadow damage equal to the Ranger's piercing.
Scattergun:
The Scattergun is, as you guessed, a shotgun-like weapon. The scattergun deals normal damage, and fires 6 bursts (similar to gunpuppy bursts) in a cluster. These bursts deal very little damage individually, and spread out, making it a gun that is good for dealing a brutal blow at close range, or working as a crowd control weapon at mid-range and long range. It's damage increases very slowly with each upgrade, but it increases the amount of bursts, with 3-star firing 8 bursts, 4-star firing 10 bursts, and finally 5-star launching 12 bursts. At 5-star, each individual burst would deal about 20 damage in Tier-3 after the terminal. The Scattergun holds two rounds, and has two barrels, It first fires the left barrel, then fires the right, and when charged, fires both barrels at once.
The Scattergun's bursts look exactly like gunpuppy blasts.
The Scattergun has an alternate line, the Flamescatter, which fires only two bursts that are slightly larger than the Scattergun bursts. These two bursts fire almost straight forward, going at only a slight diagonal angle, these two bursts deal a small bit more damage than the Scattergun bursts, and also have a slight chance of dealing moderate fire. The Flamescatter does not increase the number of bursts in a single shot as it upgrades, and instead only increases the damage.
Spreader:
The Spreader is a flamethrower-like weapon. The Spreader sprays a trail of fire across the ground, igniting enemies. The flames themselves deal very little damage, it instead focuses on dealing a status effect. With a normal shot, the knight sits still and sprays fire in a wide area in front of him or her, creating a barrage of fire, when charged, the knight sprays for a longer period of time (10 seconds instead of 5 seconds), has slightly more range, and deals a bit more damage. The Spreader's shots at 5-star against Tier-3 enemies after the terminal, would deal approximately 30 elemental damage to an enemy weak to elemental, but have a very good chance of dealing strong fire. As it upgrades, only the damage increases, nothing else.
The Spreader's "bursts" look much like the "flamethrower blasts" the flamethrower gremlins have.
The Spreader has three alternate lines, the Frost Spreader, which deals 15 less damage, but deals freeze instead of fire, the Thunder Spreader, which deals shock instead of fire but deals 20 less damage, and the Shadow Spreader, which deals 2x more damage than the normal Spreader, but in Shadow damage instead of elemental, and it does not deal a status effect. The Shadow Spreader's shots also deal damage up to 3 times each.
Raylgun:
The Raylgun is a very massive gun that requires the knight to stand still in order to fire. It only holds a single round in the gun. It deals massive amounts of normal damage (about a total of 500 damage at 5-star, at Tier-3 after the terminal). It takes 10 seconds for the Raylgun to reload. The Raylgun does not deal a status effect. The Raylgun's beam also does not deal 500 damage right away at 5-star at Tier-3 after the terminal, the beam lasts for 5 seconds, dealing 100 damage every second to any enemies caught in the beam. You are, however, vulnerable to attacks from the sides and from behind for the 5 seconds you are firing. When charged, the Raylgun fires a slightly larger beam than normal (width of 4.5 knights), and fires for 10 seconds instead of 5 seconds, dealing twice the damage to anything caught in the beam, but leaving you vulnerable to everything else for twice as long.
The Raylgun's lasers look like massive rays of energy (about the width of 4 knights) that stretch a distance just slightly longer than that of the Argent Peacemaker.
The Raylgun does not have an alternate line.
Launchair:
The Launchair is much like a grenade launcher, instead of firing direct shots, the Launchair fires small bombs that fly a short distance, land, and explode in a small blast 2 seconds later. When charged, the Launchair fires 3 bombs, one forward, one slightly to the right, and one slightly to the left. The Launchair deals normal damage. At 5-star, tier-3, after the terminal, it would deal around 100 damage with each bomb.
The Launchair's style and bombs very closely resemble that of Gremlin bombers.
The Launchair does not have an alternate line.
A new customization option from Vatel:
Color modifiers:
Color modifiers can be found in a variety of colors (Red, blue, green, yellow, white, black, gold, etc (all in different shades)), what they do, is they allow you to change one specific color on your equipment. When used, a windows comes up with the armor, shield, or weapon you selected, and then all you have to do is just click the part of it you want to recolor. This allows for specific recoloring of your equipment so that you can have everything match, no more "I like how this looks, but the colors clash..." situations, or "this armor/weapon/shield has an awesome design, but I hate the color". This also allows for far more in depth customization of how your character looks. However, a color modifier can only be used once, and can only modify one color per use, so, for a full recolor, you'd need several color modifiers. Also, you aren't coloring only one area. Say you have the Skolver armor. If you select the Grey part of the Skolver armor, you can change everything on it that is grey, into, say, red. Or, take the Vog armor as an example, I could select the lava designs on it, and turn those blue with a blue color modifier, giving me a blue lava design, then use a black color modifier and make the dark red parts of the Vog armor be black, giving me a blue and black Vog armor. A single color modifier would cost approximately 100,000 crowns. Also, before anyone says this would make the hunter prize boxes useless, it wouldn't. For one thing, you'd have to pay several hundred thousand crowns just to change the colors of a single piece of equipment (sword, armor, or shield), furthermore, the exact colors of the hunter armor aren't available through color modifiers. So no one can just turn their Skolver into Hunter armor (don't worry people who pay real cash, I've got you covered...).
Weapons and Armor Training Facility:
WAATF would be an extension to the Advanced Training Hall. In the WAATF, all weapons, armor, shields, and trinkets are available for you to use, you may equip whatever you like, and then select any one of the six enemy families, from any of the three tiers, and then test equipment out on different enemies before you even buy it. This way, you can see if a specific weapon, armor, or shield is really something you want to spend the time and money trying to get, versus finding out after you already have it. It is free to enter the WAATF (much like it is free to enter the Advanced Training Hall). You do NOT earn crowns, materials, or anything else from the enemies you fight in the WAATF, for it is only for testing equipment. You also do NOT get to keep the equipment you were testing out when you leave the WAATF (however, if you bring your own equipment that is actually in your normal inventory, that will still be there when you leave the WAATF, of course). On the plus side, when you've spent your energy doing runs for the day and still feel like fighting enemies just for a little fun, you can play around with stuff in the WAATF. Note that you cannot bring a team into the WAATF, and you do not enter a real level in the WAATF, you enter a basic arena that is the size of the Advanced Training Hall, where the enemies spawn. (So that there's still much more inspiration to play in the REAL clockworks and missions, versus always playing in WAATF. xD)
Guild dueling area:
This would be an extension to the Guild Hall. The Guild dueling area is a room where the guild can hang out, but they can also use their weapons, and actually attack each other (letting them have free for all duels for fun). You don't get anything for doing this, and there's no fee to go inside, it's just a little something for guilds to have fun with. Revival is free as well (much like in the Advanced Training Hall).
Tier-3 CLOCKWORKS Fiend and Gremlin boss:
Yes, there are danger missions... But they do not give out very large amounts of crowns, especially for the challenge you go through in them. And the bosses there aren't really too... shall we say, boss-like. I want an actual clockworks boss similar to Vanaduke for Tier-3, one for Gremlins, and one for Fiends. Why would this be such an excellent thing? It's not just so those two families can have an actual boss. It's so endgame players have something else to do. Yes, they COULD play RJP, IMF, or RW, but all three of the bosses there are extremely easy for an endgame player, and Vanaduke gets boring after the one hundred millionth victory over him, and not everyone has the 1,800 CE to feed into a shadow key so they can go try a Shadow lair to fight the same exact boss on hard mode. With a Tier-3 fiend and gremlin boss, Tier-3 players could choose to fight Vanaduke, or one of the other two bosses, and get the same profits, but without getting bored so quickly. Plus there'd finally be a true inspiration to get 5-star shadow and piercing weapons (Shadow for the Gremlin boss, and Piercing for the Fiend boss). So, it would do nothing bad, and would do a lot of good. This would also, of course, open up more missions for players who have beaten all the current missions to have fun trying out.
And that's all my ideas for now. Please share your personal opinions. And please keep in mind that these ideas are only based on what I myself personally think would improve the game. I am not saying my ideas are perfect, or that they are better than anyone else's idea, or that they "GOTTA BE IMPLEMENTED RIGHT THIS MOMENT", I'm just speaking out about the ideas I've had in my mind for awhile now for this game. However, I'd love to see any one of them implemented sometime in the future.
Honestly, I skimmed over the Weapon sections. Me Like. None seems Over powered.
Ranger: sniping guns :) more damage far away, less damage up close. more for players like me who like to stay away from a fire fight. I dont think its over powered basically because i believe you can miss the shots, enemy walks away or something. plus reload time is good. no BAM BAM BAM! ur dead!
Scattergun: reminds me of the USAS12. of course, its not gonna be OP like the USAS12. It deals normal damage and in clusters so to kill someone you really have to be real close O_o
Spreader: a topic about ths someone dubbed simply as "Flame thrower" I like this really much. why? because of its small minute damage. Its the status that makes it worthwhile. So defintly not OP.
Railgun: this is definetly a RPG. all i need to say about it.
Luanchair: a hybrid weapon. something Bombers can love again! in the promo, the devs have this bomb that no longer exist. It has a small radius. I would like to see the grenades have that radius.
um....im not the best forum analyst but these are my 2 cents. :/