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The corrupted blade.

13 replies [Last post]
Mon, 10/13/2014 - 10:18
Bignastycupcake's picture
Bignastycupcake

Heyo, I thought of something today when I was fighting Arkus. What if he dropped his sword? It has a look of a leviathan blade, but the speed of a Sudaruska/Triglav, and the charge of a Sudaruska as well. But now, what if the charge was in the final form? Like when, Arkus revives him self the final time, and his charge brought down the Red Electric Crystals, causing damage, shock, and making it a Corrupted Blade. It would be a rare drop from Arkus, it would do Shadow Damage, speed of a Sudaruska, damage of the Gran Faust, and looks of the Leviathan Blade. Just thought it would be interesting, let me know what you think in the comments!

Mon, 10/13/2014 - 13:52
#1
Spark-Of-Hope's picture
Spark-Of-Hope
while were at it

I want the swords the phantoms have... it could be like the fang of Vog but with curse

Mon, 10/13/2014 - 14:40
#2
Vohtarak-Forum's picture
Vohtarak-Forum
im vohtarak, call me by that name

I can see it now, arkus spamming and selling the blade to unsuspecting defender elites
standing in a graveyard killing the phantom over and over
and over
and over...

Mon, 10/13/2014 - 14:44
#3
Ironclaw-Mender's picture
Ironclaw-Mender
­­

"I can see it now, arkus spamming and selling the blade to unsuspecting defender elites"

Arkus stands out on the edge of the courtyard, staring into the abyss of the Clockworks. The wind whispering through his helmet, delivering an icy feeling to what remains of his skin.
He cannot take it anymore.
Arkus holds his head in his hands and softly weeps.
"Why didn't I just sell them my blade?" he cries, but no tears come from his stony eyes.

Mon, 10/13/2014 - 15:57
#4
Holy-Nightmare's picture
Holy-Nightmare
Farming Alternative

Rather than rage farming enemies why not make certain tokens have a chance of showing up there (from graveyards or Arkus mission boxes), then you can trade these tokens for the item.

Mon, 10/13/2014 - 16:49
#5
Fehzor's picture
Fehzor

Well I think that part of the magic is having the item come from the boss unexpectedly. If there are tokens, then you know it's going to drop. If there aren't, then you assume that there won't be something.

If it was up to me, I would make each player have a counter that ticks down from a random and large number of kills (like 1000), and when it gets to zero drops the item for them and resets to an even larger number of kills, to prevent players from farming and merching the item. That way, you WILL get the item in a number of tries, and it will take everyone around the same number of tries to get the item. The same mechanic would be nice to have for black kat cowls and that mess of an event.

As for theses sorts of items, I think they would be pretty cool additions to the game, provided I could get them in a reasonable amount of time etcetera.

Mon, 10/13/2014 - 17:58
#6
Avihr's picture
Avihr
^

you dropped some salt there fehz. I really like the idea though, but I fear that we will have to trust OOO to come up with something better for that event, if they want to, that is.

now the mandatory on-topic comment to pretend I didn't come to derail the thread:

As long as this weapon doesn't have any invincitinks it is cool i guess... the looks of arkus's sword though is really ugly IMO, and it would be confusing to have a sword the same size and shape as a leviathan blade but behave like a heavy sword... maybe tweak the sword a bit for it to resemble the size of a troika.

Mon, 10/13/2014 - 20:52
#7
Fehzor's picture
Fehzor

The only reason the shard bomb's invincitinks are bad is because they don't work correctly to achieve what the weapon was supposed to achieve. The original shards could hit an enemy with all 8 shards for crazy damage. The new shards could hit an enemy with up to 3 shards worth of damage, which would be considerably better than hitting them with nitronome or dark briar barrage for comparison. The mechanic, however, did not work as was intended, and made it to where all shard bombs after the first one could not deal much damage when dropped in quick succession-- making the shard bombs almost always the worst possible thing for damage.

People are quick to say "X has invincitinks, therefore X is bad", but invincitinks were never the problem, how they were used, was the problem.

Tue, 10/14/2014 - 11:20
#8
Holy-Nightmare's picture
Holy-Nightmare
@ Fehzor #5

This is a totally new mechanic for SK and would require the system to keep tabs on how many times each and every player beat Arkus. While innovative and fair your plan would take up valuable space on the SK computers. Tokens are an old mechanic, no new programming would be needed and players could see how close to getting the item they are.

Another old mechanic would be the Rare Material drop, using this material and a Khorovod in the Strange Alchemy Machine would also be a simple way to implement these items.

This weapon would be interesting, but the charge needs to be specified.

Troika weapons have a charge that does 2 bursts of damage, the first one deals damage and flinch to hold the enemy in place, the second deals higher damage, knockback, and status.

This weapons would have 3 parts, the first part would be similar to the troika, the second would cause the spikes to come up, then the enemies would be knocked away by the third. The knockback from the charge would push enemies through the spikes hitting multiple times, for every spike hit there would be a slight chance for moderate shock.

Tue, 10/14/2014 - 12:11
#9
Fehzor's picture
Fehzor

A new mechanic, yes. Is that such a big deal, when things like tokens must be tracked anyway? It isn't just a band aid patch either- It would be a permanent fix for random chance making people cry in many situations with a less than one percent drop rate.

That aside, lockboxes are known to at least somewhat track a similar statistic with boxes opened. It is plausible that this is already implemented, and just needs tweaking to fit what I've suggested.

Tokens, as I wrote, give away that there is something to farm towards, and devalue exploration- this is why we have the black kat cowl as a rare drop to begin with.

Tue, 10/14/2014 - 12:29
#10
Holy-Nightmare's picture
Holy-Nightmare
@ Fehzor

I suppose it could be done this way, though I don't like having to constantly increase the number of times it takes to drop it, I enjoy consistency when it comes to rewards.

I had always thought lockboxes increased drop rate for a short time after you opened one. (I played till I had enough CE to open one then stopped playing after I opened it, I logged on the next day and since then I haven't gotten another drop).

Tokens don't devalue things its just that token items aren't as powerful as the Black Kat Cowl. If the cowl took a large amount of tokens to earn it would still be quite valuable (much like how the grasping aura is valuable). Someone with a Grasping aura is seen as a hard working player while anyone with a BKC is just frickin rich or insanely lucky.

If there was something like a hidden token where Brinks won't give you the item till you have enough then that would be fine. Just have him say that you are or aren't "ready for this yet".

Tue, 10/14/2014 - 13:42
#11
Fehzor's picture
Fehzor
I think that I'll make a new topic for this idea, actually. <69

I think the darkfang shield would be a much better example for now. We don't know how it drops officially, but we have at least all agreed that it is most likely related to gremlin areas in how it drops. If the item drop relied on what I am suggesting as it should, then it would be reasonable to expect players to actively attempt to have a go at attaining the item. If it relied on tokens, we would know precisely how it dropped, depending on where those tokens came from, and that would make it very easy to exploit, harvest, calculate, and sell but more than that would completely eradicate any and all mystery surrounding the item drop, destroying the entire reason any sane person would want a more poor version of the grey owlite shield. Why do you want one? Because no one knows how to get it, and yet you did!

So let me ask you this- would a fire+normal/elemental sudaruska variant shaped like Vanduke's maul be more exciting and wonderful to get if it cost 1,000 almirian coins, or would it generate overall better feelings if it dropped after you fought vanaduke the appropriate number of times, between 300 and 366, centered at around 333? It isn't the value of the item that I'm concerned with, it's the value of finding the item and feeling awesome for doing so.

My proposed method ensures that players are driven to the brink of madness (but not beyond!) before being handed what they're really after.

Tue, 10/14/2014 - 14:18
#12
Vohtarak-Forum's picture
Vohtarak-Forum
im vohtarak, call me by that name

I came up with a solution!

what if you can only get one , ever, u can't get any more
and its bound upon acquiring, and can't be unbound or sold (like the OCH weps)

boom problem solved and it forces people to go get it instead of just buying energy

Thu, 10/16/2014 - 07:45
#13
Mukui-The-Otaku's picture
Mukui-The-Otaku
I HAS TEH SOLUTION :3

Why not just make the item worth 70-120 tokens even tho that's a big gap u would still have to farm for the tokens e_e

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