So after sinking a fair amount of my time in Borderlands 2 and coming back to SK for the Halloween promo (which looks great by the by), I've thought of a few trinkets that might add a layer of depth to gameplay, and possibly sidegrades to Krogmo machine trinkets.
For x Grim Sparks:
Name: Reaper's Relic
Function: Grants a universal Damage Bonus: Medium against enemies with 50% or more of their health remaining. Potential Bomb Damage Bonus: High against healthy enemies to give purpose to use over a Boom Module.
Icon appearance: Red circle with two semicircle eyes (like floating Phantoms) on a purple/black background.
Explanation: The Spiral Order, managing to box in a Graveyard Phantom, realized that carrying the cage near one's self granted the properties of a Phantom to the owner. Holding the inescapable box near you, the owner is empowered slightly with the Phantom's energy, granting a damage bonus against the healthy and living.
Purpose: Offensive, softening crowds of enemies for other fellow Knights to take down.
For x Grim Sparks:
Name: Emergency Protocol
Function: Grants Sword and Gun ASI: Med and Bomb CTR: High when shields are broken. Potential Movement Speed bonus in place or added on.
Icon appearance: Striped yellow and black rectangle on dark orange background
Explanation: A peculiar device that reroutes energy normally used to keep shields up to the owner's arms in the event that the shield breaks. Designed to keep Knights alive and fighting even when on the defensive.
Purpose: Defensive, lets players protect themselves while their shield recovers.
For x Primal Sparks:
Name: Tenacity Trinket
Function: Enables last stand on Knights (Mechanics changer!)
Think Second Wind if you've played Borderlands.
Icon appearance: Balled fist on green background
Explanation of Last Stand: When taking damage that would normally kill a Knight, instead, the Knight is rooted to the spot (though she can still move 360 degrees) and is given five seconds to kill an enemy. If a Knight is successful, she is revived with 25% of her health and repaired shield. If she is not, she enters normal "death" state and friends can still revive her. Each Last Stand activates only when there are health capsules in the belt slot, and entering Last Stand consumes one immediately. While in Last Stand, companions can walk over the downed Knight and revive her (by holding down the shield key for three seconds). If they are successful, the Knight is revived with 25% of her health and repaired shield. Each time you go down, your timer is reduced by one second, down to a minimum of one. Timer is reset upon reaching a terminal or subtown, or in Lockdown, after a match, much like energy revive costs.
Purpose: Improves survivability with less experienced or skilled players, and aids in preventing lag-related death. This one's the big gamechanger, and unlike the other two, can't be implemented with a few extra statements in the code.
Thoughts?
The first is too obviously overpowered (bosses), not to mention we already deal a lot of damage, but the other two are funky enough to be possible.
The second is considerable, but since being able to shield to begin with is already a privilege (it has its own equipment slot while all weapons may be assigned to our multiple weapon slots) and again, we have a lot of offense ability already, it stands to reason this effect when your shield breaks should instead give +1 movement speed. Not two, not twenty, one. And you can only wear one at a time for an obvious reason. You can only break your one shield once at a time. Being able to get double the benefit from the same requirement would be like being able to charge a DAvenger and Combuster at the same time while the DAvenger is in your hands, then from the same time you took to charge it would also be charging the Combuster so you can switch to it after the DAvenger charge is released to use your other charge. Untradable, non-unbindable, obtained one time only similar to the expansion weapons; not that it should be part of an expansion, that would limit its availability significantly.
The third is very situational. If you died already, why should you get back up for free? Sure, we could help out new players by giving them the chance, but T1 enemies already deal low enough damage for them to survive unless they just stand in front of it and do absolutely nothing. Yes, people do that. I will never understand why. I also have something for this, though it probably goes against the whole getting a second chance part which takes from another thread giving the effect to enemies. When you die you are in an "imminent death" state for five seconds, during which any form of damage received will immediately kill you (or disable, whatever you want to call it) and have a -10 universal damage effect (if you rely a lot on Chaos/Skolver/Shadowsun/MadB/Bombastic/Krogmo damage trinkets/UVs, you are going to have a bad time) while in effect. There is no avoiding death, you will eventually die in a few seconds, but those few seconds with crippled damage are better than just being dead on the floor. Also, when/if you revive after receiving this state, that -10 universal damage sticks around for fifteen seconds after your revival. Not after someone tags you, fifteen seconds after you get up. This is to balance the distinct advantage of coming back from the dead instead of staying down. The effect would always trigger upon death while the trinket is equipped. I like your part about consuming a pill, but that would involve detouring punishment to something many players already find unneeded. The effect is a significant advantage, it has to be counterbalanced by something notably crippling.
After all that you deserve a treat.