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

Black Kats

Submitted by Horseclaw on Sun, 07/02/2017 - 08:57
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As I was walking through Moorcroft Manor, I looked over my shoulder and noticed the Historical Preservation Motivator, Montague. What was he doing here? The Black Kats weren't around. Other NPCs related to events always packed up and left when the event ended. Why hadn't I noticed or cared before?

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Gookat - Black Kat Variant (mutated by nuclear waste)

Submitted by Cloudough on Sun, 07/02/2017 - 08:07
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Gookats are green with blue eyes. Once you kill a gookat it will blow up splattering goo randomly within a radius. Knights caught within the radius before they're able to dash away will get stuck for 3 seconds. The goo on the ground will start to dissolve taking 10 seconds to completely dissolve. Knights that step on any goo before then will get stuck for 3 seconds unless that piece of goo dissolves beforehand. The goo is flammable so set it on fire and its stickiness goes away. No more getting stuck. Doing this makes it possible for multiple gookats in one area. Just add fire.

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My weird idea of "housing" in Spiral Knights

Submitted by Pifix on Sun, 07/02/2017 - 06:07
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Well, in forward. This idea isn't stolen from other people, it's just a coincidence that we had similar ideas for this and sorry for my crappy English, I have some grammar problems, so don't attack me please if I make some mistakes, so let's go to the idea.

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Make the Forge usable at the start of every Depth

Submitted by Downgraded on Sat, 07/01/2017 - 20:59
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I think the Forge would be a lot more tolerable if I was able to use it at the start of every depth. The only annoying aspect of the forge, to me, is the fact that I always have to waste time by leaving the party just to return to haven so I can heat my item and hopefully go back down if I get reinvited (or have a friend or guildmate in the party). if I could just do it myself at the start of every depth without having to waste time going back up just to heat and go back down, it would be a lot more bearable.

  • 6 comments

Wake up the Slooms!

Submitted by Doomiax on Sat, 07/01/2017 - 14:15
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Today I noticed something horrible: none of the gates had Starlight Cradle levels! Not a single one! This feels a hit unfair; why bring back the Slooms if their actual existance is based on luck? What about people who need Zee Cores? Please, make Starlight Cradle guaranteed to appear at least somewhere!

Make a normal alchemer

Submitted by Fehzors-Forum-Alt on Sat, 07/01/2017 - 01:45
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......but give it less damage than the special variants. So instead of doing alchemer damage it would deal more like antigua damage. Then give it damage bonus vs .........beasts, we'll go with beasts. I just feel like there's nothing that really compliments Amputator.

  • 2 comments

Shield Update - new mechanics, new shields, new fighting styles!

Submitted by Fangel on Thu, 06/29/2017 - 16:51
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This is going to be a lengthy post, but it's also going to be as general as possible. Feel free to skip to the end of it if you want a TL;DR.

- - - - - - - - - -

Shields are an interesting piece of gear. They are so important yet at the same time horribly uninteresting. The plan of this post is to go over new and interesting ways to enhance shieldplay. Some ideas may seem similar since I do bring them up in other threads all the time, but I figured I have enough to actually make a full suggestion essay now.

Let's start off by defining what shields currently do:

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Generic Brand Mixmaster/Orbitgun

Submitted by Parasthesia on Wed, 06/28/2017 - 19:39
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These are an excellent gun that shouldn't be limited to prize boxes only.

Perhaps a cold or poison variant for the Hall of Heroes/Cradle Depths would fit the bill.

  • 4 comments

Breaking key and pass mechanic

Submitted by Neekkoth on Tue, 06/27/2017 - 14:15
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Imagine a regular Take-Key-to-Gate-Puzzle, but instead of a key it is an hourglass the size of an statue. (Or anything else that could fullfill that role)

BASICS

As soon as you pick it up, a timer starts running and if it ends before you could place it on a special plate in front of the closed gate, then it would poof away and respawn at is original location.

To compensate for difficult scenarios, each time it runs out of time it would respawn with an additional 10 seconds.

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Super effective mode

Submitted by Neekkoth on Tue, 06/27/2017 - 13:34
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As you can see, today i have nothing else to do with my time, but to spam the forums...

Anyway, either a difficulty above Elite or a type of mission where weapons that are ineffective agains a monster family deal no damge whatsoever.
To make it easier lets have split damage still have no effect, i.e: Acheron against gorgo = no damage.

Neutral damge deals weak damage, as if poking a jelly with a flourish.

Effective damge behaves as if it was normal damage.

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