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

BIG dives

Submitted by Dephagos on Thu, 06/05/2014 - 10:43
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  • Suggestions

clearly SK can handle more than 4 knights at once so why not bring in an SK version of raids, large group(scaled down) dungeons, 5-8 man level sets

in other MMOs large group encounters and raids make up the bulk of endgame stuff and they are pretty good fun

So even though it would be a big undertaking making a few big group level sets (3-4 depths each, like boss levels, possibly playable in multiple tiers) would add some great group/endgame content (unlock access at certain rank?)

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multi knight buttons

Submitted by Dephagos on Thu, 06/05/2014 - 10:09
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  • Suggestions

'party' buttons to optional rooms in clockworks levels that require a minimum number of knights to activate (2, 3, 4, clearly indicated on the button), preferably leading to areas that require multiple knights to complete a puzzle

i get that the game is designed to be entirely playable solo, thats cool, but it is an MMO and it is more fun in groups so a simple function that encourages party play but does not impede a solo knight makes a lot of sense to me.

Yes it does punish solo players a bit, preventing them from getting some tasty loot - minor drawback

  • 2 comments

Poison Calibur and Driver Line

Submitted by Cetren on Thu, 06/05/2014 - 09:57
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  • Suggestions

We need more poison weapons, so I was thinking instead of creating brand new weapons, you could just reskin and recolor the 5 star items of the caliber and driver and change the status effect to poison.

  • 13 comments

Tier 3 Mecha Knight Spin Attack

Submitted by Cetren on Thu, 06/05/2014 - 09:55
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  • Suggestions

The tier three fire mecha knights spin attack does a FOV effect in an large area. I think it would be cool if other mecha knights did that too, you could just change the color and the status effect.

  • 3 comments

Give treasure boxes a chance to explode whenever you open them

Submitted by Fehzor on Thu, 06/05/2014 - 04:24
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  • Suggestions

Make it so that there is a small chance that instead of making the dainty popping noise and rewarding the player, the treasure box blows up like the other explosive blocks, but with a larger radius.

  • 9 comments

Treasure boxes

Submitted by Nexioo on Thu, 06/05/2014 - 02:02
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  • Suggestions

One thing Spiral Knights really needs

TREASURE BOXES SHOULD NOT DROP ANY OF THE PICK-UP ITEMS (such as vials)

  • 2 comments

Ghosts (Real ghosts, not undead mechas)

Submitted by Abelisk on Wed, 06/04/2014 - 12:16
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  • Suggestions

Real ghosts in the game would be nice. We already have these which are potentially harmless, other than exploding upon contact.

My suggestion would be for ghosts in dark areas, such as graveyard, and bits of clockwork tunnels . Kats are considered "ghostly" creatures, but they're cats.

for a ghost to be situated, I can only presume it would be best for these new "ghost" enemies to teleport. Imagine this:

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Guild Hall Alchemy Machienes

Submitted by Cetren on Wed, 06/04/2014 - 07:58
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  • Suggestions

Everybody know that in the alchemy room, there's two machines right? Well since an infinite amount of people can use an alchemy machine at one time, I propose we change one of the machines into a sprite food machine, since I hate going all the way to Haven and back just to craft a single piece of sprite food while I'm hanging out with guilder members there.

  • 2 comments

Custom Armor - Lichen Line

Submitted by Tandrevskiv on Wed, 06/04/2014 - 06:25
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  • Suggestions

I have made some lichen armor bases and i've taken advantage of all the Lichen raises.

Crafting Line:
☆☆☆☆☆
None
★☆☆☆☆
None
★★☆☆☆
Jelly Helm/Mail
★★★☆☆
Lichen Helm/Mail
★★★★☆
Lichen Colony Mass Helm/Mail
★★★★★
Alienized Colony Mass Helm/Mail - Specialized Toxigel Helm/Mail - Specialized Oil Helm/Mail

I made some custom stats for these items. keep in mind these might not be perfectly balanced.

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Attack/Defense/Speed buffs make more sense

Submitted by Ra-Horakty on Tue, 06/03/2014 - 17:42
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  • Suggestions

I think the buff drops were a great idea, but they need a bit of tweaking.

I think that the buffs that drop from a monster should reflect the monster itself. For example, an Alpha Wolver (which can buff his attack power) should have a higher chance of dropping an attack buff. Wolvers, since they can also dash, should also have an increased chance of dropping speed buffs (and possibly Devilites, as they can dodge bullets well). Maybe Trojans and Deadnaughts, and tier 3 zombies (since they all carry shields) should have an increased chance of dropping defense buffs.

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