The gremlins use the wrench wand to heal, right? Why not update the wrench wand and make it heal too
Feel free to edit this
The gremlins use the wrench wand to heal, right? Why not update the wrench wand and make it heal too
Feel free to edit this
no player controlled healing, it would make the game too easy.
Indeed
Imagine having a guardian shield in arcade runs, you could just sit and heal your team before each room. The only player controlled healing comes from HP capsules that are bought from vendors (not that anyone does that), and the Seraphynx heart drop boost (which requires that players risk their current HP for the chance of more).
Healing shouldn't play a factor in what it does, however i do think we should get more usability out of it, perhaps give it a unique weapon line that finishes at 4*?
i think that about most of the stuff that is limited to 2/3/4* like the scarlet shield too
maybe finishing/hitting an enemy with it will give it a small chance to drop a small heart?
that way it has more utility, and yeah i know i said no healing but i don't really count a small heart as much healing when you have a low chance anyway
While I agree that low star items should have continuing line I believe that cutting a line short at 3-4 stars is a slap in the players face, barring them from continuing to play with their weapon of choice.
Suppose a new player decides to follow the Frostbreaker line. After putting a considerable amount of effort to reach the 3star set they find out that they can go no further. After spending time and potentially money the person may come to the conclusion that this game (while enjoyable) is not even that enjoyable as a casual game.
Also no weapon in spiral knights has unique mechanics (short of the negatives of the Gran Faust or FOV). This would be a revolution for how the game is played and would cause players to beg for their favorite weapons to get updated as well as new weapons and armor lines.
While this would be profitable I believe three rings would need a fair amount of money to finance these changes. Not to mention that this game seems to be turning a decent profit as is. For the moment Three Rings is happy with occasional updates and new seasonal items. Once this game truly starts to decline the Core may open and the story will continue thus pulling back old veterans)
Not many items cut off at the 3-4 mark, but those that do need those extra effects
0-1 star items are there just to give a player a feel for the game, in fact the game gives you all the 0-1 star items before the cobalt set (except the iron buckler, bolted blade and spitfire)
however, 2 star items are were the player starts to invest and enjoy the game, I admit finding the recipe for things like the wrench wand, surge/blizz/blaze breaker sets and scarlet shield is easy enough but at the same time, nothing really points you to explore the clockworks until you start to look into boss weapon recipes
to balance these items and make them more than just cosmetic or bragging rights they really should have some form of a unique twist to them
for example look at the fencing jacket, in my opinion that sword damage boost is actually really nice and I kept it even after you get cobalt, I replaced it with wolver yeah but the fact is the twist of sword damage boost was enough of a reason to keep it around (same things can be said about the swiftstrike and Cyclops cap)
something like the wrench wand is utterly pointless, even if you jumped into the clockworks as soon as you got the chance you would still ignore it because it has nothing going for it. I can say the same for the scarlet shield, it gives +2 health yeah but what is the point of that when it shatters after one hit and you take like 5 damage, when another shield can give nothing but saves you 10 points of damage before breaking or you move out the way
You don't know how bad I want a support item. However, healing shouldn't actually be a thing outside of items.
Give the wrench wand branching paths which branch at 3*. While the wrench wand retains it's regular damage, it's charge attacks depend on what branching path you took.
The charge attacks will give teammates within this area of effect an attack bonus, a defense bonus, or a speed bonus, depending on which path you took.
The effects linger for 4 seconds (3*) or 6 seconds (4*) or 8 seconds (5*). In addition, the range increases throughout the alchemy path.
I mean regeneration on like the speed of the healers in FSC (the arena ones)
"Also no weapon in spiral knights has unique mechanics"
I would just like to point these out.
I was referring to self inflicted mechanics (but thanks for pointing that out)
I get the impression a lot of these Gremlin style weapons are leftovers from an earlier stage of game design; that is to say having monsters drop gear in the same style as many other dungeon crawlers.