Since the devs have been working on battle sprites I forgive them for not working on balance. But now they have been released, can we fix some balance inconsistencies? I will try to only list the ones which are not debatable.
Brandish lines and Leviathan Blade
At 5*, the normal swings of the brandish line outdamage (significantly) the normal swings of the calibur vs neutral targets. This should be equalised.
IMO, the damage on the swing of the charge attack for the brandish needs to be toned down too, but this may be debatable.
Sealed Sword lines vs Troika Lines
As far as the normal swings/combo goes, the sealed sword lines directly overshadow the troika lines as the troika lines do less damage altogether and swing slower and benefit less from ASI than the sealed sword lines.
Alchemers and their internal ricochets
Regardless of skill or not, alchemers should not be able to be abused to get internal ricochets and OHKO something (or multiple somethings) with a charge attack.
Pure damage weapons vs Damage + Status weapons
In some cases (needle lines and flourishes), the status inflicting versions of weapons are overshadowed by the pure damage versions, caused by poor status infliction rates and/or weak and/or redundant statuses, i.e. the pure damage versions kill too quickly for the status to be helpful.
Chaos Set vs Mad Bomber
Something needs to be done so that the chaos set does not completely overshadow mad bomber.
Iron Slug vs Supernova (Turret Suppressors)
Supernova has the same damage as Iron Slug, but can fire three shots and doesn't halt your movement. Sure, Iron Slug will do full damage at close range while Super won't, but using Iron Slug at short range is suicide. There is no reason to pick the first over the second.
One of the main 'perks' of the iron slug is how it's bullets can flinch turrets. However, two (expanded) supernova bullets can achieve the same thing in the same time, ignoring the delay of the slow moving bullets.
Also, Supernova can push around and damage a huge crowd of enemies where Iron Slug will sometimes miss a single thing you are hitting directly. That's kind of an issue too.
Shard Bomb vs Blast Bomb
In T2, Shard Bomb shards do close to the damage of Blast Bomb per shard against effective targets. This makes Shards a very viable alternative to Blast Bombs, where you pick Blast for safety and crowd control but shards for flat-out damage.
Due to enemy defence scaling up, and your weapon damage scaling being derp somehow or other, this tradeoff becomes considerably less worth it in T3. Whereas at depth 14 a Super Dark Matter Bomb shard will do 85% the damage of a Super Blast Bomb (60 damage vs 70) against a Jelly, in depth 24 a Deadly Dark Matter Bomb shard will do a mere 75%. (166 vs 217).
This is bigger than it sounds, honestly, especially when you consider that the jump from Super Blast Bomb to Nitronome is an absolutely, preposterously enormous radius increase while shards get two extra shards that do nothing because invincitinks. This isn't a bug report thread though, so I won't get into invincitinks. Shards, not gaining increased coverage and utility, should get the relative damage to blast bombs increased as you get further into the game, not decreased. This is basic balance, folks.
There are other things which are widely considered under-powered or over-powered, but I did not list them as they have no direct counterparts which they can be compared to for balance.
This topic is for the devs; we can debate about what to do with each item and I am willing to add or take away from this list if a valid point arises.
Note: Please do not talk about lockdown, lockdown is a rather minor aspect of Spiral Knights and thus should not be the focal point of gear balance.
~Ethanol
Iron Slug vs Supernova
Supernova has the same damage as Iron Slug, but can fire three shots and doesn't halt your movement. Sure, Iron Slug will do full damage at close range while Super won't, but using Iron Slug at short range is suicide. There is no reason to pick the first over the second.
Also, Supernova can push around and damage a huge crowd of enemies where Iron Slug will sometimes miss a single thing you are hitting directly. That's kind of an issue too.
Shard Bomb vs Blast Bomb
In T2, Shard Bomb shards do close to the damage of Blast Bomb per shard against effective targets. This makes Shards a very viable alternative to Blast Bombs, where you pick Blast for safety and crowd control but shards for flat-out damage.
Due to enemy defence scaling up, and your weapon damage scaling being derp somehow or other, this tradeoff becomes considerably less worth it in T3. Whereas at depth 14 a Super Dark Matter Bomb shard will do 85% the damage of a Super Blast Bomb (60 damage vs 70) against a Jelly, in depth 24 a Deadly Dark Matter Bomb shard will do a mere 75%. (166 vs 217).
This is bigger than it sounds, honestly, especially when you consider that the jump from Super Blast Bomb to Nitronome is an absolutely, preposterously enormous radius increase while shards get two extra shards that do nothing because invincitinks. This isn't a bug report thread though, so I won't get into invincitinks. Shards, not gaining increased coverage and utility, should get the relative damage to blast bombs increased as you get further into the game, not decreased. This is basic balance, folks.
Don't even get me started on Deadly Shard Bomb. It's like making a normal damage Antigua.