1) New Weapon Line - Staff
A three-attack weapon, with the first two swings like that of the Brandish line. The third strike would be a straight thrust that has some knock-back and possibly a stun effect on the target. As for it's charge attack, I imagine that it could be a single, downward smash into the ground similar to the Triglav and Sudaruska. As for it's length, it could be as long as a GF/DA.
2) New Weapon Line - Whip
Haven't really thought this one out, but I'd like to see a whip line that has a long range but small hit box. As for it's charge attack, it could wrap a single target to prevent it from moving, then inflict damage and some sort of status (i.e. "Shock Whip" would capture it's target, send a surge of electricity to cause damage, and a shock status would remain on the target for a duration).
****************** Having weapons that are useful, yet require more skill to use are needed IMO. With the above mentioned weapon lines, their smaller area of attack and lack of a wide swing/slash would meet that requirement. ***********************************************
3) Different Enemies & Attacks
a) What if there were enemies that had jump attacks, and not like those of the zombies. I'm talking about jumping so high that they disappear from view, then come down with a dive-bomb attack. We already have missiles which drop from the sky, so it's not a completely new concept. Therefore, I think that this idea could be made to work. To make the enemies more challenging (perhaps only in Elite Mode), don't create an animation for where they're going to land.
b) I'd like to see more recon-types like the Gremlin Ninjas is OCH. Also, those tentacles in GITM's boss fight weren't a bad idea, perhaps we could have similar enemies in the depths? If not, what about burrowing enemies. To make them harder, don't create any animation which would give away their position. Have them initially spawn above ground as you enter the room, then they burrow and attack upon resurfacing. Once they come back up, they will stay still for 1-2 seconds before burrowing once more.
c) Speaking of GITM's boss fight, I liked the idea of those lasers. However, what if they were mobile? That is, instead of firing a stationary beam which can be easily avoided, what if it moved back and forth in a small angle, let's say 35 degrees? Two to three sweeps from left to right should do it. T3 constructs (or deeper) would have this ability. To counter some of the added difficulty, the range of the sweeping laser would be shorter than their current laser attack.
d) Shadow Knights - enemies which normally have a shapeless black form. However, they become a shadow copy of you, with all of the weapons you have equipped when you enter the same room as them. They would only use the weapon you currently have out, and would change it only when you do (i.e. You have an alchemer out, so does it. You change to a FF, it does the same). Maybe this would be a good enemy from The Swarm?
e) Special Giant Howlitzers - These would be half the size of Margrel, have the same miasma around it which summons zombies that correspond with the howlitzer's element, and would negate all damage from guns. Their increased size would make it easier to hit them, and so they should have that buff. As for their attacks, it would charge a large shot in front of it's mouth, which would then split into 5 projectiles that fire simultaneously. Once you kill them, they will home in on you, but as they do they would have a constant biting attack. After 5 chomps (hits or not), it would then explode. This would mean that other players in your party can be hit as it chases after you. To make things fun, it could also damage other enemies as it does this.
f) What if there were new enemies (or current ones at new, deeper depths) that took more damage from guns than swords?
g) What if there was a boss or enemies that negated all types of damage except normal? If not, what if they had a temporary window of invulnerability or a shield that you had to DPS down in order for them to take damage?
h) Lastly, what if new (or current) enemies absorbed certain types of damage instead of being resistant to it? To make them more difficult, throw in other types of enemies with them that have the same ability but are healed by different damage types (i.e. Jellies/Gremlins are weak to shadow damage so you have a shadow weapon, but also throw in Fiends which could absorb said shadow damage.
4) New Level Suggestions
a) Introduce pitfalls or ledges which your knight could fall of of. We would take damage, and be transported back to a designated point before said traps. A 3-second window of invulnerability would follow your "respawn."
b) Spike traps that trigger in a random pattern. The exception would be during those situations where you have no choice but to pass through the traps in order to progress. Think of the top right room in RJP, or in fiend depths where you have to navigate the spikes until you trigger the ghost or explosive blocks.
c) More maze-like depths, as in there'll be more than one way to reach the elevator. Hitting different switches would open up different paths. This would mean that you may have to backtrack in order to obtain all that the depth has to offer.
1) Staff should have minimum knockback and less damage as a tradeoff for its long range and relatively fast swings (comparing to troika)
The knockback on the third hit (if it's a thrust with a small hitbox) sounds alright though.
Don't recycle charge attacks, that's just annoying. The charge attack could be a short dash with the staff held sideways (if it were a double-ended glaive/bardiche this would work better) in order to "clotheseline" enemies the player passes during the dash.
2) A whip has been suggested previously as a low damage, fast recovering weapon that can be used to pull in enemies, on account of the vacuum bug being fixed from the pepperbox. I'm thinking it'd be the swordsmen's version of a Vortex bomb.
3) Good job with the enemy, trap, and puzzle ideas. It's exactly what this game needs to grow.