Just a few ideas I'd like to recommend for the game. standard stuff, really.
Contents:
1) Status affects
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i) Sleep
ii) Curse
iii) Confusion
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2) Weapons
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i) Catalyzer
ii) Heavy Deconstructor
iii) 5* Winmillion
iv) Curse bomb
v) Catalyzer styled bomb
vi) Chance bomb
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3) Enemies
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i) Devilite turret
ii) Gremlins
iii) Wisps and Shankles
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4) Levels
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i) Mazes
ii) Guild Gates
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Section 1) Status affects.
i) Return the sleep status (Or at-least make it more prominent)
It'd be nice to see it return. The player looses all control (No attack or defense) but gain a health regeneration. enemies with this status effect should be uncommon to play (E.g. maybe see 2~ or so in a stratum). Also, to increase the balance, perhaps have it so that enemies are drawn towards the person asleep, so that team players are able to defend them while they get a health buff, this in theory should increase team play in a party. As a side note, this status should be disrupted when the player is attacked by an enemy. Im undecided about the timing or the amount of health that a player should regen by. there should also be a clearer icon for when players or enemies are under the sleep status. the current one is hard to see under certain backgrounds.
ii) Make the Curse effect more promanent
So far, curse only really affects players in grave yards, and the shadow Vanaduke. For the number of curse protecting armours, there needs to be more of a use for it. I suggest atleast give the Undead family group a (small) chance to inflict the curse status effect upon players.
iii) New status condition; Confusion.
A new status, which affects both knights and all families excluding fiend. with knights, this would reverse the controls of the player who is inflicted. The attack button becomes defend, Left is Right, Up is down, and vice versa. on the other hand, enemies inflicted with this effect will attack random points, should this point land upon an enemy, said enemy will take damage. This will allow for the strategic throwing of confusion vials to clear out large swarms of enemies around you. As per the majority of status effects, there should be new confusion dealing enemies. The fiend family remain unaffected by this, due to already being pretty crazy (E.g. Devilites :P)
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2) Weapons
i) Catalyzer change
Swap the effects of the charge and standard attacks. Why you ask? This would enable the user of the catalyzer to do as it was intended, to bombard the enemies. The standard attack, now should only have one round in its clip, with a fairly sluggish reload, this would create a non-damaging stickybomb, like the charge does at the moment. Then the charge attack (fairly fast charge) will detonate the bombs, or damage any enemies it should hit, should it not hit a target with bombs on them.
ii) Heavy Deconstructor
The charge time for this line should be increased. As a positive return for this nerf, the bomb should be thrown. The thrown bomb will act much like a vial, or vase, continuing onwards until it hits a wall or enemy, once it hits the desired target, the bomb will fall on the floor and then the standard time trigger will occur. this will make the bomb a viable and useful craft tool, as it bodes no use at the moment, when other bombs such as the nitronome are much more useful
iii) 5* Winmillion.
This sword is a really nice one to use, however, its downfall is that it is not endgame and lacks a 5* version of its very elegant form. Many people have been requesting it, and thus I do not see why this is not in.
iv) Curse bomb.
Its design could be like a miniature totem or something of the sort. This would be used like an AoE style bomb to deal shadow damage similar to that of other AoE bombs. however to balance this effect, the size of the blast should be small (Perhaps similar to the vortex bomb's size?), as well as this, give the chance for team mates who are caught in the initial blast a chance to be cursed as well. As a result, the bomb's timer should have a red coloured ring around it (or other bright colour which contrasts with the clockwork's background). this should balance the affects of the curse status, and still keep the bomb useful.
v) Catalyzer styled bomb.
This bomb, should allow you to place standard, small bombs at your feet (E.g. the size of a 3* AoE bomb maybe?), this will allow for the placement of traps and effective blocking of passageways. The charge attack will detonate the bombs. For each star you increase the bomb, you gain an additional bomb to place. for example, at 2* you can just place one bomb, but at 5* you can place 4 bombs. this bomb should also have sufficient knock back, thus also allowing you to create walls of defence, Useful for some sections such as Royal Jelly Palace 2, and FSC 3 and 4. Carrying this bomb gives the player a minor movement speed decrease. Swapping weapons while some bombs are out, will remove all placed bombs.
vi) Chance bomb
A medium-large sized bomb (about the same radius as a 4* AoE) at 5*, with a slightly longer than average charge time. This bomb allows for a host full of opportunities. A random effect is selected, as well as a random blast style. The status effects are: Fire, Freeze, Shock, Poison, Stun, Attack boost, or Non. The blast effects are: Explosive style (E.g. Nitronome), Vortex style, AoE style and finally duff bomb. This means there is a total of 2 negative effects and one negative blast type. this means there could be a 15 out of 28 chance for a "negative" effect. (Classifying "non" as negative, although it may not be negative). All bomb attack will do damage, apart from the Duff bomb, which just breaks releasing no damage what so ever. Are you willing to take the risk for it ;).
Author side note:
Sorry for the increased detail on adding more bombs, I just feel that could do with more verity, like what the swords and guns have.
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3) Enemies
i) Devilite turret
Simply a devilite on a spinning office chair. The devilite's throws books at the player. These projectiles have an increased speed in comparison to those of normal projectiles. (Much like standard devilite projectiles) They have lower health than the standard gunpuppies. They have the normal devilite weaknesses. They are unable to be promoted by the Pit-Boss.
ii) Status themed Gremlins.
We have fire-dealing Gremlins, as well as stun dealing. Why not have other types, such as shock, or poison or freeze, just to add more verity?
iii) Wisps and Shankles
Make them have their own drops. I want something for bothering to kill then darn it D:< (Most favourable would be for low tier crafting materials, or heat/crowns)
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4) Levels
i) Maze styled levels:
Once, long ago, I remember seen this awesome emerald isle level, the level was literally a maze with millions of different routes to take, as well as a separate energy spending route. I have only ever seen this level once. and it was one of my favourite levels to date.I wouldn't mind seeing more like it, especally in different themes, such as clockworks and such like.
ii) Guild Gates:
No doubt this has been suggested before, but perhaps have a guild gate? There is definitely room for one, and, well it would allow the guild to train party members in them. The order of the gate will be controlled by the same method as per usual, through the deposition of crystals. in order to stop an overload of gates, perhaps there could be something where by you need to deposit 100 crystals for each level in order to get the gate to work for the week (E.g. to define a level as a stratum, there needs to be at least 100 crystals for that to work. so 1200 crystals will be needed overall), to use the gate there would be either an extra energy charge (e.g. 12 per level instead of ten?) or an additional entry charge? (E.g. 200, 500, 1000)? If the gate is unused, then it changes to a standard gate, like the one in the arcade. Boss stratums have a 50% chance of being created if the correct spot has the correct theme. (E.g. Construct for IMF, undead for FSC, Beast for Snarby, and Jelly for JK). this could allow for challenge runs of all the bosses in one sitting, or as described before, guild training for newbies in the game.
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These are all the ideas I can think of for the time being. Let me know what you think of them. Any Constructive criticism would be accepted :)
Shaarmallama~
"the bomb should be thrown. The thrown bomb will act much like a vial, or vase, continuing onwards until it hits a wall or enemy"
"this will make the bomb a viable and useful craft tool,"
The best way to use a bomb is using it on the center of a map so it hits everyone around hit, not hitting directly an enemy, leaving you with limited output. If implemented anyways, it also needs a maximun range for the same reason guns don't shoot across the map.
Curse bomb is still overpowered, and looks like a troll wepon, damaging allies.
The catalyzer bomb is also bad, mercurial could counter off the reduced speed anyways and current enemies are too dumb to stand a chance - just keep running and you can kill everything.
Random bomb is also a bad idea. Could be fun when bored, but noone can rely on it's effectiveness.
Wisp and shankles: i see them as moving traps. The floor spikes don't give you much drops, do they?