I've made a more detailed thread in the past, and reserve this post to add more to it later if there is large discussion on it. P.S. I need to learn to code here. It was well received, yet this one got a bit less hopeful attention. Feel free to read the past one, but this one is organized better.
UPDATE 1: includes a remix of this thread and the one the mentioned
UPDATE 2: Some grammar/word choice changes, also added in a more specific poison cloud idea/status description for the status section.
- Topics
- DVS
- WHB
- Fix hitboxes.
- Buff damage to compare to other 5* swords.
- Give WHB Stun chance, and both DVS/WHB higher chance of causes.
- Add in pure normal dual wield (replacing ghost) that deals normal damage as high in bars as FF or slightly lower.
- My Rough Dual to Single Comparisons.
- Read it, there is no TL;DR
- Lazy butt!
- Change flourish line animations/attack, wide swings with rapiers seems odd considering fencing suggests you only swing upright and to top, and generally are only aiming to stab vitally. It should be heavy focus on the pokes, because right now it's the wide swing then poke that people use- the poke being less useful for them.
- YOU DON'T PIERCE WITH A SWING, you pierce with a stab :/. You slice with a swing... come on now.
- Finish spurs damn it.
- Do you guys know why the cutters haven't been buffed?
- Is interrupt based on damage amount, or weapon?
- Why isn't the spur line finished? Again, effort put in to making an awesome weapon, yet unfinished.
- General Consensus of Cutters:
- They're pretty terrible considering you can't really use their full combo without taking damage at EliteT2/ and overall T3. To successfully, and safely use them you basically have to use the first 2-3 strikes and shield- in comparison to many other 3-combo weapons interrupting and allowing you to do a second combo.
- My Background:
- I main the cutter series, (CTR:VH, ASI: H) it's a very fun weapon and the WHB looks f***ing badass! I love "dancing" around enemies, and literally have mained the weapon since my first set of 5* gear (I started 2 months after release of this game- the good old days, mist, 2k for 100ce- yeah CE, and none of this forge stuff). By no means am I a worthless asset to a team either, I know how to push enemies around on the map to set up for a team beating, I also have other weapons that help as a support role (ex: crowd control).
I main WHB with the BTS, and that brings up my damage high enough that I can interrupt with charges up to when playing with 3 players (on most monsters- not all).
I recently equipped a different shield and basically lost that ability, along with a majority of my damage in Elite T2- T3 was just the worst. It would take about 3 full combos (5 swings+5wolver ghosts each) to kill some monsters while teammates were taking out in max 1.5 combos (3-hit swords). - Buff normal damage weapons as a whole with damage to at least compete fairly with other weapons like FF/Archeon/DA/GF because a 5* weapon should be able to get us through T3 without such a high risk- even heavy swords get interrupt.
- FIX THE HITBOX FOR THE CUTTERS AND THEIR GHOSTS
-
- Statuses
- 3a. Give better chances of causing status effect to DVS.
- 3b. Give DVS a cloud of poison after the 3rd, and 5th hits. Similar to those annoying Jade Greavers.
- 3c. Give WHB equal chance of causing STUN (ex: GOOD chance of causing MODERATE x-status) with wolver bites. We don't need any of that piercing split stuff, because this sword is a sword for use everywhere, and it doesn't need to have the negated damage to an enemy type- normal is already mostly weaker to all damages even when a sword is negated by resistances (being incapable of completing/hitting a full combo means less damage).
- WHB has a natural bonus against beasts. Beast are stupid-easy in this game to avoid with any weapon- buff beasts to make this more worthy opponents of a VH status.
- Interrupt for Cutters:
- 5a. For the WHB add med interrupt chance to the 3rd and high 5th swing.
- 5b. For the DVS add interrupt to the 4th swing.
- Change the charge for the cutter series, and make it viable in T3.
- ***CUTTERS:
- Overview
- Generally the idea with dual wields in my suggestions: Either spam damage, or spam statuses, but not about dealing a whole bunch of damage (unless pure normal). It's about attacking a lot, with decent damage, but mostly just constant DPS. Combos/chains are going to have more attacks involved, except special cases. Pure normal damage versions are meant to cause massive doses of normal damage with no statuses, or extra perks. Just Plain-Jane damage.
- Only starts at 4* because that's when people really understand importance of damage types.
- Variety
- Create versions of a weapon that have dual weapons with split damages on each version, that are SLIGHTLY WEAKER than their pure damage alternates. So it's 1 slot, with dual damage type and dual animation, but single weapon damage basically, and because of damage resistances this already begins to balance itself out. Just need to make sure that normalized damage to neutral monsters isn't higher than their pure damage weapons (in some cases).
- Distinction
- Both weapons will have a mix color design so that when switching which to start combo with it's not too weird a change, only difference is that colors will invert when you switch (no animation of switching which of the two).
- Selection Mechanics
- You select which to start combos with by charge+scroll-wheeling or charge+spacebar- because right now that doesn't do anything in-game (will remember last selected)- but charge combos are set to the way I describe.
- Ex: Guns
- ***Dual Antiguas: Shoots very fast, one deals shadow, the other deals elemental. Out of a six shot combo 4 shots alternate between the two guns, and ends with a 5th shot using both guns (causing 6 shots). Charging is your person holding their hands over their hips like quickdraws, and when released, plus both out in front and fires each individually with a final spiraling shot of both bullets, or a half and half colored ghost of animal.
- Dual Alchs: One shot, second shot, add in a third combined maybe? Charge is a split colored ball (like a pokeball/T1 health/clear status orbs) that breaks off into the different damage types. 5* version splits off the damage types in diagonals. Shoots one shot of each in combo.
- Dual Blitz: Charge holds them up at sides, and on release, spins to create a circle (180°). Split damage type, weaker than pure blitz, fires each gun one time per combo. You can select which one it will start with by what I explained before.
- Dual Magnus: One damage, then the other. Charge holds both up, slows down walk, and fires both at same time for 1 split damage bullet. Knocks you on your butt.
- Dual Pulsar: Ugh hate this line... One shot, one shot, combined shot (both guns up), combined shot that takes a bit longer to bring guns back down. Combined damage charge with a smaller explosion comparable to 1* less version or 2* less. Charges with both up, but the animation is longer than usual, and both guns move character's hands up (like shooting a strong handgun would).
- Dual Protos/Blaster: One damage, 2nd damage, 3rd is combined shot without extra time to bring back down because they're small guns.
- Dual Catalyzer: This one is tricky, just make it deal double damage type on each shot with both raised? Charge is double damage-type in one.
- NORMAL DAMAGE VERSIONS ex: Dual Valiance (Antigua-fied), less range, and less knockback except charge has normal charged knockback, has overall higher speed, and higher damage, but spread over 4 or 6 shots instead of 3.
- Bombs
- ***Ex Bombs: Pulls out (sideways charge, keeps running animations with glow though) 2 different damage type bombs, with 1* less radius than what it actually is for each bomb- maybe even 2*s less (5* bombs would have 4* or 3* radii- probably the latter). After the first plant, like a sword in a swing combo you click again to continue your combo/chain of planting, and it's already charged (because you already charged earlier). Lastly, the charge effects won't last as long as their pure damage counterparts. Probably gonna have to get rid of knockboacks
- Dual Blast: Mixed damage, with the mini explosions at diagonals creating different damages. Allows for a third bomb!
- ***Dual Crystals: Mini explosions of 2* less range, and significantly less knockback/damage per bomb. Have fun my crystal bombing buddies! Just spam the helk out of these, for lower damage && TONS OF FUN!!!
- Dual Vortex: Has a mix damage explosion, and the vortex is mixed colors
- Dual Dark Retribution: The normal DR has 2 sets of spinning damage orbs, just make it so that instead of have such a big radius for the spinning orbs, you can create 2 sets of smaller (2* less versions) spinning orbits, where they deal damage according to the one you planted. I'd say make it a poison/dark damage weapon that does less damage than the obsidian crusher. The poison mini-bomb will do normal damage.
Note on Bombs in LD: This is something that we need to consider, because in LD spamming a point with these will become ridiculous. I currently suggest that they not be allowed in LD.
- Swords
- Calibur + CIV: Make this one do slightly less normal damage than its counterparts, but give it faster speed, and the last hit does knockback AND moves you forward. Charge is a 360 spin with both weapons out, doing 6 hit sections (3 per). Charge has little knockback.
- Brandish: This is tough, because they're OP in my opinion as is, I don't want to give them more statuses... but I'll try. Start-off, charges are not such huge explosions. Explosions are all split damage. Charge holds both down at sides outward instead of in like normal, and slashes inward to cross swords. Combo is attack one, holds first sword there, attack two to get to sword one area, swings both on third strike in one direction together. The first two have slightly higher chances of proxing status.
- Flourish: Again, tough stuff. FF line is op, and other two need love. Give this line a parry blade/dagger. First attack should be a thrust stab, second a non-moving poke with the dagger, then another rapier stab, and for the fourth hit give a spinning swing with the dagger (short distance) and final stab with the rapier as he comes out of the spin lunging forward. These are all already mixed weapons but for this you could give it status to the dagger with normal damage, and piercing on the rapier- albeit that's complicated. Non-complicated, make it all damage, and good status chances on dagger. Overall give less damage in piercing though, and split it with elemental.
- ***Spur: Maybe we should make this the 5* version. Make it a 4 swing combo, it's faster than 4* version, and shoots same distance each swing. Deals some more damage, and charge can shoot 2 discs, one that deals okay damage that goes through enemies, and another that explodes on hitting first enemy. Generally I can't comment on this because there aren't versions of it, and so no need to split damages I guess- though there should be more of this weapon considering almost every other line has various versions. OR make it so that it's a 3 hit combo with a chance of causing random damages on the projectiles!!! The the charge could be a 360 spin that shoots out 6 discs in different directions and each has good chance of causing different status of fair damage :3 (Fire, Freeze, Shock, Stun, Poison, and Sleep- yes I said sleep).
- Hammers: I'd rather not...
- Troika: This is INTENSE. It's a constantly moving swing, swings with the first, does the second swing to do a 360 hit with the second sword. Charge holds both behind by raising arms upward, to smash both down at once and the explosion deals dual damage (ex: normal/elemental) with knockback. The regular swings have good chances of causing moderate status damage, but deal less damage themselves than a normal troika line weapon.
- GF/DA: nope.
TL;DR
Cutter Buff:
Dual Wield:
Notes:
Thinks: I should add artwork for all these...
My questions to the admins (and players who may actually know):
I generally don't understand why the devs put so much effort into making such an awesome sword visually (WHB), but didn't give it the ability to deal with enemies nearly as close as other 5* weapons. Even the DVS is outdone by other poison weapons/the Obsidian Edge.
-
My Inspired Suggestions:
Readme: Small, but significant reads on Cutters
I honestly don't think we need to many versions of these. I think it makes sense to make 1 pure normal cutter line, that deals Final Flourish comparable damage, with no statuses. Replace the ghost swing with an actual sword swing of a second sword (makes sense why it would do as much damage as a normal swing instead of ghost). Change combo animation to show second sword. For the charge, add in slashes like the DVS charge to pop up from the swings, and do it for both swords.
Overall, fixing hitboxes, giving WHB stun, having both DVS and WHB have high status chances, and adding in more reliable interrupts would make them viable in T3 (they're 5* weapons ffs). The charge needs work, but those additions at least it wouldn't be so bad.
Dual Wielding
I'm tempted to say that for most of these weapons it should be a way to focus on causing statuses, and less so on damage. Maybe that's just me though.
I don't think ALL of these ideas for duals should be implemented. I'll *** those I think are worth adding.
Okay, so let me get this straight and squared away. People WANT dual swords- but realistically it doesn't work for reasons of being OP mixes. My proposals suggest that they be made in a way that we don't mix sword types for most. Most swords are already amazing but there are situations where a second sword would be interesting. I want to start by saying that I want balanced weapon variations- and overall balanced weapons. Also blocking with dual swords: is possible. Cross block, or just leave the shield. Shields are not held by our characters, they're attached to the forearm (ex: Archeon/Silent Nightblade). Also, the idea of a dual sword weapon is already existent for this weapon family (the cutter), it just isn't in the literal form- and it also is a crap weapon choice atm. We could single that out and make it a dual, and should in my opinion- but for the helk of it I'll make suggestions for the other swords as well.
Cutters already mentioned.
If you disagree say why.
Normal weapons do normal damage. If they got a significant damage boost, it wouldn't really be normal damage anymore