BE WARNED! THIS IS A REALLY, REALLY, REEEAAAALLLLLLLY huge post! Read it with intent or don't read it, I won't take any of that TL;DR crap.
I put a lot of time and effort into this. I like Spiral Knights, and having it be as good of a game as possibles is important to me. A lot of people just say that SK has dissolved into a money-grubbing sink for Sega and have just given up entirely.
I don't like to to give up.
As an aspiring game developer, it frustrates me often just how much this game lacks item balance.
In short, you should never be able to look at two items in a game and say, "This one is better in general because ___________"
And, as it stands, I can indeed do just that.
I was ready to go on a total rampage and try to offer statistical rebalances of every single item in the game, including weaponry, armor and shields. However, I lacked adequate information on exactly how armor works (Yes, I think armor is broken too). In addition, I was frustrated by the numerical algorithms Spiral Knights uses to come up with its rather arbitrary-looking damage numbers.
So, the best I can do is provide end-game rebalances. The amount of detail I've put into this is pretty huge, but extrapolation will be necessary to make these numbers work in all three tiers.
Summary:
The most broken items in the game are swords. I was so infuriated that the developers decided to fix an arbitrary bomb that no one has any issue with on the count that it "acts like a gun" and "ruins the bomb experience," while there are guns that act like bombs, swords that act like guns, and everything in between. I have no problem with making the shard-line bombs more bomb-like (and of course, adding new bombs <3), but there are so many other items in more desperate need for a look at. Swords are one of them.
I have to guess that when Spiral Knights was in drafting, the Leviathan Blade was suppose to be the general-purpose sword. Well, it's not. The Divine Avenger or [insert brandish-line sword here] is. The Sudaruska line is totally obsolete because of its speed and mediocre damage. It's practically used like a bomb with its charge attack, and nothing else. There is no draw to use the "side-grades" to the Flourish line. Shadow damage weapons are called "special" because they do shadow damage, and that is used as an excuse not to give them any kind of special abilities (Acheron v. Elemental Brandish, Graviton Vortex v. Electron Vortex). Brandish charges work like a cross between a bomb and a gun. At the same time. Finally, normal damage sucks! Players have no incentive to carry around a normal-damage weapon because the draw of a special-damage weapon which is equally or more useful two thirds of the time is so much more appealing. Special damage types is not a side-grade with advantages and disadvantages, because people simply choose to carry around additional weaponry. It's a flat-out upgrade.
In other news, the Big Angry Bomb and Irontech Destroyer both still suck in comparison to their "little brother," the Nitronome; the Iron Slug still hasn't gotten a fix, and both it and the Callahan are only... passable, as ranged weapons, in the first place. The Polaris is the number 1 most useful item in the game, acting like an unholy devil-child of a knockback-inflicing status bomb and a powerful ranged weapon at the same time. And I don't even know what the Neutralizer and Biohazard are suppose to be good for...
So, here is a list of every end-game weapon currently in circulation, with their suggested rebalance:
**All damage values are end-of-stratum-6**
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The Leviathan Blade:
Three-hit weapon, speed A
Damage Type: Normal
Hit 1 and 2: 203
Hit 3: 258
Charge: 368
Effects: none
"All in all a great place to start. Since swords are woefully overused and just a mess in general, I'm using the Leviathan Blade as it should have been used: a starting point."
The Cold Iron Vanquisher:
Three-hit weapon, speed A
Damage Type: Normal
Hit 1 and 2: 186
Hit 3: 238
Charge: 330
Effects: Damage v. Undead VERY HIGH, chance to inflict Curse on Undead on hits 3 or Charge (Yes, I'm aware undead are normally immune to curse)
"This weapon is totally outclassed by every single other elemental weapon in the game for uses against undead. The fact that it deals normal to everything else doesn't matter at all, because normal damage is underpowered in the first place. It needs to be more useful, so I added an extra stage of undead damage, made the base drop in damage only about 10%, and added curse against undead; something no other item in the game can do."
The Fang of Vog:
Three-hit weapon, speed A (NOT SLOWER!)
Damage type: ELEMENTAL ONLY (For crying out loud, the sword is MADE OF LAVA AND FIRE!)
Hit 1 and 2: 162
Hit 3: 206
Charge: ~500
Effects: Chance of Strong Fire on third hit, or charge. Chance to receive fire.
"In general, this sword needs to be as fast as its neighbor weapons, the Brandish Line and the Calibur Line. I've changed its damage type because there are way too many elemental/normal weapons. If there's one weapon that deserves to be purely elemental for "realism" purposes, it's this one. In addition, I've changed its damage to be 20% lower than that of the Leviathan Blade. This is a convention I use for all weaponry that has a special damage type to make normal damage more viable."
The Brandish-Line:
Three-hit weapon, speed A
Damage type: Normal/Elemental (or Normal/Shadow, for the Acheron)
Hit 1 and 2: 172
Hit 3: 220
Charge: Initial sweep deals ~240 damage. The charge attack is changed to result in a series of explosions directly in front of the user. For reference, think of the animation for the Nitronome explosion, which looks like the bomb is detonating several times (Obviously the Brandish's charge attack would be smaller than this). Charge attack still results in a high chance of status infliction and some decent damage, but the idea is that it looks much less like a long-ranged gun/bomb/sword thing. Now it's... JUST a... bomb/sword thing...
Effects: Elemental Brandish-Line swords still result in their respective status condition. The Acheron needs a status infliction of some sort. I suggested something called "Blindness" which made enemies sometimes deal "MISS" damage for some time, but as pointed out somewhat... crudely, it's a little overpowered. The Acheron still needs a status infliction though. Maybe poison. /shurg
"Brandish-Line swords deal only 15% less damage than the Leviathan Blade to account for their half-normal status, and the decreased bonus against certain monsters. The change in charge attack is the biggest change; but it could still cause the sword to deal a significant amount of damage, while not making it act so much like a ranged explosive weapon."
The Striker Blades:
Five-Hit Weapon, speed B
Damage type: Normal (Wild Hunting Blade becomes half-normal, half-piecing)
Hit 1: No change (Wild Hunting Blade deals 10% less damage)
Hit 1.5: No change
Hit 5: No change
Charge: No change
Effects: Wild Hunting Blade becomes Damage v Beast VERY HIGH
"All in all, these swords are more or less fine as is. They're still not very used, but hopefully the "nerf" to special damage types will make normal damage more attractive again. And the Wild Hunting Blade... still really isn't the optimal sword for beast hunting. Everyone just uses a Flourish or Dark Briar Barrage."
The Final Flourish and Barbarous Thorn Blade:
Three-hit weapon, speed C ("Fast Three-strike Sword" speed)
Damage type: Piercing
Hit 1 and 2: 162
Hit 3: 206
Charge: Adjust Accordingly
Effects: none
"Faster and more powerful than the Leviathan Blade, using a Flourish Line weapon for all cases except jellies and constructs is a no-brainer. For jellies and constructs, bring a DA. Everyone does. So, I nerfed the damage on this to be 20% less than the Leviathan Blade to accommodate for its special damage type. In general, the FF and BTB are identical weapons with different charges. They can remain that way."
The Fearless Rigadoon and Furious Flamberge:
Three-hit weapon, speed C
Damage type: Piercing
Hit 1 and 2: 152
Hit 3: 193
Charge: Adjust Accordingly. Charge Times should be reduced.
Effects: Chance to inflict Strong Stun or Medium Fire, respectively.
"I don't know if these weapons will ever be worth their damage penalty..."
The Sudaruska:
Two-Hit Weapon, Speed D (As fast as the Divine Avenger/Gran Faust, NOT SLOWER!)
Damage type: Normal
Hit 1: no change
Hit 2: no change
Charge: no change
Effects: Chance of Strong Stun on hit 2 or Charge.
"This sword was pitifully USELESS. This sword should be the Leviathan Blade of the heavy-sword sector -- the standard, or jumping off point. It needs to deal DAMAGE! Lots of it! It's a really slow sword that only hits twice, and the knockback makes that second hit tricky at times, too.
However, the damage numbers I gave it originally were a bit too high, so I've ommitted them and am treating these two swords just like I said I should: the jumping off point. To compensate for their back-to-normal damage, the Divine Avenger and Gran Faust have already been nerfed for your viewing pleasure."
The Triglav:
Two-Hit Weapon, Speed D
Damage type: Normal
Hit 1: ~5% less than the Sudaruska
Hit 2: ~5% less than the Sudaruska
Charge: The basic charge attack is the same, except that monsters get the full impact of the knockback before getting frozen... if such a thing can be programmed into the engine.
Effects: Chance of Strong Freeze on hit 2 or Charge.
"For this to be an adequate side-grade, it needs to maintain the Sudaruska's ability to knockback enemies. For a heavy sword user, freezing an enemy right in front of you while you're trying to hit them away is counterproductive and self-destructive.
The Divine Avenger and Gran Faust:
Two-Hit Weapon, Speed D
Damage type: Normal/Elemental (or Normal/Shadow)
Hit 1: 200
Hit 2: 288
Charge: Adjust Accordingly
Effects: Gran Faust retains its curse abilities. No change
"Really, these weapons need to be weaker than the Sudaruska and Triglav. They are meant to be powerful elemental and shadow weapons, not "the only viable heavy swords in the game." Poor Sudaruska and Triglav -- they stand no chance."
The Warmaster Rocket Hammer:
Two-Hit Weapon with intermediate "dash," Speed D
Damage type: Elemental
Hit 1: 188
Dash: 125 up to three times
Hit 2: 250
Charge: Adjust Accordingly
Effects: none
"This weapon has not been changed other than its damage, which I reduced to be slightly less than that of the Divine Avenger. The draw of this weapon is that, if used correctly, it can deal MORE than the Divine Avenger in a standard combo. Otherwise, it's kind of useless.
And, for those who are feeling a little ticked off, I did NOT say this was the ONLY draw for the weapon."
I have no comments on the Winmillion, anymore. It is not a 5* weapon and therefore I cannot really consider it "end-game," so at least for this post, it's pretty irrelevant.
In other news:
Swordsmen need a pure shadow-damage sword!
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That concludes the Sword Section. From here, there aren't a whole lot of balances. Most of the guns are the same, so I'll just list the ones that need a bit of touching up. I used the Valiance as the "jumping off" point, much as I used the Leviathan Blade for the swords.
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The Volcanic Pepperbox:
Automatic Gun
Damage Type: ELEMENTAL
Damage per Bullet: 50 (between the Blitz Needle and Plague Needle, since poison results in dealing more damage, where fire only indirectly results in that. Also, can constructs even be poisoned? ...)
Charge Attack: No change
Effects: Chance of STRONG FIRE
Other notes: I was informed this weapon has knockback, which none of the other auto-gun line weapons have. Get rid of this.
"No one uses this weapon. I don't know why, I guess it's just not as useful as a gun that can poison and cause all your party members to deal exponentially higher damage... or a piecing gun that can kill trojans immediately. So, lets give it a reason to be useful by changing its damage type."
Unpublished Gun:
Automatic Gun
Damage Type: Normal
Damage per Bullet: 65-68 (It's a normal-type gun. YES this is more than the Needle Blitz)
Charge: Same as the rest of the autogun line.
Effects: none
"To have a gun that is totally different from all other guns, you need to have a "jumping off" point. The catalyzers get a Normal gun. The Magnums get a normal gun. Even the stupid Pulsar line gets a normal gun... but the automatic weapons don't?"
The Neutralizer and Biohazard:
Floating Charge Gun (slow bullets)
Damage Type: Normal or Shadow
Damage per Bullet: No data found. No change.
Damage per Explosion: No data found. Increase this!
Effects: None (Biohazard has a chance to inflict SEVERE poison)
Other notes: Increase the duration that charges float around. This weapon is so underused it's not even funny. I don't even know if this weapon is salvageable, but if there's one way to do it without making a new weapon entirely, it's to give the player more time to stack charges up on their enemies.
The Supernova and Polaris:
Expanding Charge Gun (slow bullets)
Damage Type: Normal (Polaris is Elemental)
Damage per Bullet: no change on Supernova (72 for the Trollari -- I mean, Polaris)
Damage per Expanded Bullet: no change on Supernova (88 Polaris)
Charge: Increase knockback or increased chance to shock.
Effects: none (Polaris has a chance to cause Shock)
Other notes: Decrease the ammunition of this weapon to 2. Polaris does not inflict knockback; only the Supernova does. This is a PvP balance, mostly.
"What's both a gun, a blast bomb and a voltaic tempest, all rolled up into one? The Trollaris is, of course! And it makes Lockdown a nightmare. Cut spam, add skill, have more fun. This gun is nonsense."
The IRON SLUG and Callahan:
Heavy Gun
Damage Type: Normal (Callahan is Piercing)
Damage per Bullet: 150!!! (Callahan is only 132)
Charge: 450!!! (Callahan is... oh I don't know, how about 398?)
Effects: Callahan has a chance to cause Stun
"These weapons are sad. Yes, it's nice to have a gun that half the monsters in the game don't just dodge willy-nilly. But they are HEAVY GUNS! SLOW, HEAVY GUNS! They need more power! Guns are already super-weak compared to most other weapons. And please, Iron Slug is crying. It's so useless. A dinky autogun-line can dish out more damage than it can. Give it the OOMPH it deserves!"
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That's all the guns! The bombs are, more or less, actually quite good! In fact, the bombs have my favorite example of GOOD GAME BALANCING in their arsenal. The Dark Briar Barrage is a wonderful bomb -- and it's balanced, too. It's a hair weaker than the Nitronome to account for its special damage type, and while it's a bit faster than it as well, it lacks the knockback that the Nitronome is known for. The two cannot be called the same bomb with different damage types.
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The Nitronome:
Blast Bomb
Damage Type: Normal
Charge Time: Fast
Fuse Time: Fast
Walk Speed: Normal
Knockback: Good
Blast Radius: Huge
Damage: 230
Effects: None
"I didn't change this bomb. It's a great bomb! It's just a reference I can use for "fixing" the REST of the blast bombs:"
The Irontech Destroyer:
Blast Bomb
Damage Type: Normal
Charge Time: no change
Fuse Time: .5 seconds or less, like the current Shard Bombs
Walk Speed: no change
Knockback: no chance
Blast Radius: no change
Damage: 180-ish
Effects: Chance to inflict... something. Maybe stun? (That status needs to be fixed still, doesn't it...)
"In general, the Blast Bomb line is really one sided. You have a fast bomb with fast walking speed and a fast fuse and a large blast radius. Go down the line to Irontech Destroyer and Big Angry Bomb and you get slower and slower and smaller and smaller and in general, just worse of a choice for a bomber that needs responsiveness and maneuverability. If you want to slow down a bomb, you give it more usefulness as a result."
The BIG ANGRY BOMB:
Blast Bomb
Damage Type: Normal
Charge Time: no change
Fuse Time: no change
Walk Speed: no change
Knockback: no change
Blast Radius: no change
Damage: 400!!!
Effects: None
"You want a slow bomb with an attitude? HERE is a slow bomb with an attitude. Give it some punch. 260 damage is NOT a punch. It's a slap. Maybe a hard slap, but that's not enough for a bomber who needs his feet in tact. This is the Heavy Bomber weapon. Again, if you slow down a bomb, you need to make it useful enough to be worth it. And usefulness can come in the form of a punch. A really, really big punch."
In other news:
Give the Graviton Vortex a status.
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That concludes my weaponry analysis and rebalance! Tell me what you think! I'm open to suggestions. But ultimately, this is targeted at the developers. The weaponry in this game is severely flawed, and it's time for a big fix-up. This rebalance is designed explicitly to give EVERY weapon an equal degree of usefulness where a chance for usefulness still exists (Sorry, Catalyzer line...). Balance is important.
Enjoy the wall.
-Lyzák
I got shaky when you said that the only draw of the hammer was that it was able to do more damage than a DA and when you said that winmillion should be removed because it "didn't act like a sword", I left. I don't see why a sword has to act like a sword.