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Have a suggestion for Spiral Knights? We would like to hear it.

Aggro counter

Submitted by Keepscaite on Mon, 12/29/2014 - 21:13
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  • Suggestions

I hear Holy-Nightmare say this a lot, and I agree. There should be a method to manage aggro. So here's my idea,

Each enemy comes with an invisible meter. This meter can go from 0-50. When the meter is on 0, the first knight the monster sees will cause the meter to go up by 5 and the monster will chase after the knight the monster spotted.

Each weapon has a built in value that increases thr aggro meter by a set amount. The monster will chase after the knight that stacked the highest number.

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follow emote.

Submitted by Malware-Exe on Sun, 12/28/2014 - 16:40
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  • Suggestions

Have the emote put an icon on the map for when the players icon is not visible. As it is now, the follow command just adds text above your avatars head, but there isn't any indication of where they are on the map.

  • 1 comment

Moonstone and Valestone [Minerals]

Submitted by Sondrei on Fri, 12/26/2014 - 23:39
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  • Suggestions

Well I've been really patient with this one but maybe someone can give an idea with this one. Moonstone and Valestone is so far dead weight for any knight carrying this minerals, so my proposition is maybe someone can give OOO an idea to what to do with this. For example, 2 more Battle Sprites that will need this like a Ice-type Battle Sprite (Moonstone) that can freeze opponents and a Nature-type Battle Sprite (Valestone) that can buff you and debuff the opponent using Mother Nature or something. We can just simply remove it too if anyone doesn't care about those 2 minerals.

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Toggles

Submitted by Sondrei on Fri, 12/26/2014 - 23:27
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  • Suggestions

This is really quite a short and minor suggestion, but what about Toggles? Available for Shielding, so instead of holding the mouse button you just have to click once. Sorry if this was a kinda a dumb suggestion but it just came to me because of my broken right click so thanks for reading and attention for this post! :D

-Sondrei

  • 2 comments

Heat Levels

Submitted by Dgie on Fri, 12/26/2014 - 15:38
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  • Suggestions

So after your gear fills up its heat bar you need to grind crystal and all the extra heat you get is useless. Well i have an idea to put the extra heat to use. Instead of heat leveling up gear each gear has heat levels. It would be like this:

Heat Level 1: Fire Crystals can be used to upgrade gear
Heat Level 2-4: small chance increase at getting boxes (and doubling level)
Heat Level 5: Small Fire crystal discount
Heat Level 6-9: Small increase in success rate
Heat Level 10: chance to return some fire crystals if leveling up fails

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Danger rooms.

Submitted by Legendarycobra on Fri, 12/26/2014 - 10:30
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Well, we all understand the concept of Danger Rooms. Spend energy to go into an optional special room that is harder than the rest of the depth, and if you complete it, you gain extra loot. I enjoy this concept, but I want it to be expanded more. There should be more reason to going into danger rooms, that's why I am suggesting this idea for a new update.

What would be added?

As many of you know, scenario rooms exist into the clockworks as a bonus rare find. It would be interesting to see some new scenario rooms that appear only in the danger room or in the danger room loot room.

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Pet Alchemy in Guild Hall?

Submitted by Ss-Reaper on Wed, 12/24/2014 - 18:00
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The Subject says it all, there should be a room for pet alchemy.

  • 1 comment

Change Lockdown "Captures"

Submitted by Xsheepy on Tue, 12/23/2014 - 22:02
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  • Suggestions

At the end of a Lockdown match, you wouldn't put "Kills," right? You put "Damage." Why? Because people will just steal kills and only do the last hit to claim it for their count.

...so why do we count captures this way? It needs to show time spent actively capturing a point, NOT how many "captures" you obtained. Strikers will rush in and only capture for the last 2 seconds, while Guardians actually do the work and all the capturing. It is unfair to and needs to be fixed. Someone should bring this to the GM's attention.

  • 9 comments

The Stun, Sleep and Curse Discussion

Submitted by Jessecho on Tue, 12/23/2014 - 18:32
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  • Suggestions

Okay, gonna try this again.

Stun, Sleep, Curse. The three misfits of the status condition family in Spiral Knights.

So how can these status effects be fixed, you may ask? Well that's what this thread is dedicated to. This is not a thread about simple ideas for new content in the game (though that IS part of it) but instead a discussion on how they can be adjusted accordingly to not only be balanced but also fit into the game both as more prominent status effects and as full-fledged level themes like their more popular brothers, Fire, Freeze, Poison and Shock.

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Forging Effects

Submitted by Kakuan on Tue, 12/23/2014 - 17:30
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  • Suggestions

Yeah, forging makes your weapon stronger, but I think it would be cool if the weapon's look upgraded, like for the Winmillion it has little energy around it, so every time you forge it that little energy gets bigger and more visible, just a little idea. Tell me what you think.

  • 2 comments
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