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

Separate accesories

Submitted by Bleyken on Sun, 06/01/2014 - 07:52
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  • Suggestions

Separate the accesories that go on the face in 2 groups, one for shades, glasses, eyes of fury, goggles, ... and the other for mustaches, pipes, ...
Simple and helpfull.

  • 7 comments

The fallout of stratum 6 and 4 star items.

Submitted by Skepticraven on Sun, 06/01/2014 - 05:52
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  • Suggestions

As I have been doing research on the many dynamics and inputs to this games damage system, I have continually run into an interesting anomaly. (Don't believe me? Check out my threads in the wiki edit subforum.)

4* items increase in damage as a 5* item would.

A 0* item will gain damage/armor/hp until the end of stratum 1.
A 1* item will gain damage/armor/hp until the end of stratum 2.
A 2* item will gain damage/armor/hp until the end of stratum 3.
A 3* item will gain damage/armor/hp until the end of stratum 4.

  • 41 comments
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New Furniture: Campfire

Submitted by Thinslayer on Sat, 05/31/2014 - 22:30
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  • Suggestions

Add a campfire furniture item, like the campfire at Rescue Camp.

  • 5 comments

shiny minerals have an added effect

Submitted by Rage-Pillows on Sat, 05/31/2014 - 20:50
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  • Suggestions

Shiny minerals should change your personal color to that shiny crystal on the go. The personal color goes away after 10 minutes, so even after you go down the elevator, you should still see the effect.

  • 1 comment

Vitasuit Alchemy Path

Submitted by Red-Gish on Fri, 05/30/2014 - 16:08
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  • Suggestions

I suggest having a complete alchemy path for the Vitasuit. I think it is pretty silly to have a perfectly good armor like that rendered completely useless due to an incomplete alchemy path. It is unpractical to go building a cobalt set just to build a Vitasuit that stops at 4*.

  • 1 comment

Training hall - Improvements

Submitted by Madztek on Thu, 05/29/2014 - 05:57
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  • Suggestions

To be honest, the Guild training hall and the normal training hall is boring and not much people go there.
I would like to see these improvements in the game:

1) To be able to hit eachother in the training hall.
This would be fun and would be another place to verse your friends instead of lockdown.
2) To put the Lockdown striker, guardian and recon, so the players that need practise for Lockdown can come and use the equipment.

  • 4 comments

Have weapon-based damage bonuses the ability to surpass the Maximum barrier.

Submitted by Glacies on Thu, 05/29/2014 - 02:13
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  • Suggestions

Example: Wild Hunting Blade versus Dread Venom Striker: Aside from the additional ability to stutter enemies, the Dread Venom Striker usually surpasses the Wild Hunting Blade. So, what about having their inherited damage bonuses be able to surpass +6 Damage. (IE: Maximum!)

An example is that Wild Hunting Blade has Damage Bonus vs Beast: High. However, when paired up with a Maximum Damage Bonus on itself, it would surpass this point; rather than having +6 Damage Bonus (+42% Damage) it would have +6 Damage Bonus vs Everything and +9 Damage Bonus vs Beast. (+63% Damage)

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My two cents for the Scrooge Mcduck vault of sprite ideas: blue/green fellas.

Submitted by Dracora-Speaking on Thu, 05/29/2014 - 01:18
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  • Suggestions

I'm 99% certain development for the next two sprites is already well underway (if it isn't, I'd be concerned!) but I'd still like to throw out my ideas regarding the sprites. Many players have many ideas for the green/blue sprites, all of which I find awesome. I try to focus on the mineral lore and such for these two sprites...these links lead to lengthy explanations of abilities and appearances:

-Blue Battle Sprite
-Green Battle Sprite

In short:

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When completion of a mission, have it go back to the Mission Rank you were on.

Submitted by Glacies on Thu, 05/29/2014 - 00:35
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  • Suggestions

So when I go on an elevator to see numbers for crowns and I want to head back to that mission, I don't have to keep scrolling through all the way back down.

  • 2 comments

my idea on how to make grinding typical missions a little less boring

Submitted by Antice on Thu, 05/29/2014 - 00:21
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  • Suggestions

I think devs should cut snarbolax, twin, vana levels and jk levels into smaller battle rooms. Then each time a level is started, these battle rooms will be connected in a random order to form a complete floor (just like regular clockwork levels, or danger missions). That way each time players start a new run, they will feel like doing a new one with similiar theme rather than playing the whole thing from the beginning again. And maybe after this idea come true, the devs can make more new battle rooms to add them into missions to make it more various.

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