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Armor abilities in LD (updated V7)

44 replies [Last post]
Sun, 11/16/2014 - 17:08
Holy-Nightmare's picture
Holy-Nightmare

The basic idea behind this is that if you equip a set in LD you get a passive ability allong side it's natural boosts. Some of these add status chance to hits, some provide a buff or debuff under certain circumstances.
Note: You have to wear the full set to obtain the bonus, if you don't use the full set you only get 1/3rd the full potential

When you have mixed sets each piece will:

Buff/debuff power reduced by 1/3
Buff/debuff time reduced by 1/3
Status infliction chance reduced by 1/3
Plate specific: Flinch and knockback resist reduced by 1/3
Mad specific: bombs have 1/3 chance of increasing status power by 1 level
Damage resistance on applicable sets reduced by 1/3

The more viable sets get negligible boosts or even debuffs while the less used sets get larger boosts.

_________________________________________________________________________

Volcanic Salamander: All attacks have a very low chance of dealing a moderate fire status (when in full set the user gets a free fire barrier when spawned) (specialist perk: 10% longer recon cloak and no sword ASI debuff when using recon)

Volcanic demo: All attacks have a very low chance of dealing a moderate fire status (when in full set the user gets a free fire barrier when spawned)

Virulisk: very low chance of dealing moderate poison with each attack (when in full set the user gets a free poison barrier when spawned) (specialist perk: 10% longer recon deathmark on enemies, low gun asi buff when using recon)

Bombastic: Attack buff when Haze-walking (if wearing the full set the user gets an Auto turret kit, this kit lasts for 15 seconds and never misses, it has 1000 and no resistances)

Plate lines (Ironmight/Volcanic/Ancient): Complete immunity to flinch and minor knockback (such as valiance shots and flourish swings) (when in full set the user gets a free mechaknight if the owner changes sets then this mechaknight instantly dies)

Kat sets: Incredibly low chance of dealing strong curse (same chance as stone jelly spawning), in addition to this it takes a Max MSD when cursed itself (the Max debuff and the Med buff even out to VH MSD).

Skolver: A minor defense buff when frozen (status must be inflicted to receive boost)

Vog Cub: Gains attack boost when Haze-walking

Fallen: Gains an attack buff when afflicted by any of the statuses it naturally resists (status must be inflicted to receive boost) (specialist perk: when using guardian all players under the shield regenerate their shields 10% faster, can overheal players under the shield by 3 over max)

Ice Queen/Royal Jelly: On death a strong Stun or Freeze (stun for RJ, freeze for IQ) haze is created (fast enough that strikers cannot escape) (Haze is 3 star vaporizer in full set, in mixed sets the haze is 2 star size)(if the user mixes these 2 armors then the haze is only 2 star size but inflicts dual status)

IQ and RJ also take 50% damage from all pierce weapons

Mercurail set: Gains ASI Med when Haze-walking (when in full set the user gets a free shock barrier), If shocked MSI maxes

Snarbolax: Gains MSI med when poisoned (status must be inflicted to receive boost)

Shadowsun: Gains a small Defense buff when Haze-walking (when in full set the user gets 3 free poison vials)

Nameless: Maxes gun ASI when Haze-walking (when in full set the user gets 3 free freeze vials)

Mercurial demo: Gains MSI low when shocked (status must be inflicted to receive boost)

Mad bomber: All bombs deal status one level higher than base (Moderate status haze bombs) (when in full set the user gets 3 free remedy capsules)

Justifier Jacket: When at 10% hp or less Gun Damage is Maxed and defense drops (when in full set the user gets 3 free stun vials)

Grey Feather Mantle: All attacks that can deal Shock or Fire only deal half damage to this set (Voltedge/Combuster counter)

GFM also takes 50% less damage from all elemental sources (stacks up to a 75% reduction against elemental shock/fire weapons)

Dread Skelly: All attacks that can deal Freeze or Poison only deal half damage to this set (Glacius/Obsidian edge counter)

DS also takes 50% less damage from all shadow damage sources (stacks with previous ability for 75% reduction)

Dragon Scale: Chance to inflict Stun on players not using the same class as the wearer (specialist perk: striker boost is 10% faster)

Divine: Weapons that deal Curse have only 1/4 their power (1/4 since it would create a fairly hard counter to GF and 1/2 doesn't address the issure of it being a half normal weapon) (specialist perk: striker shield has 10% more health)

Deadshot: Gains a short damage boost after killing a player (when in full set the user gets 2 free curse vials)

Chaos: When inflicted by a status a stackable MSD low is applied (status must be inflicted to receive debuff)

Azure: When inflicted by a status a stackable Damage low is applied (status must be inflicted to receive boost) (when in full set the user gets 1 hp capsule)

Arcane Salamander: Low chance of dealing a random status with each hit, one a status is dealt there will be a 10 second period before this ability has a chance to work again (specialist perk: recon shield regen 10% faster, bomb CTR buff low when using recon)

Almirian Crusader: When struck by a curse dealing weapon the user receives a short attack boost and flinch immunity (just long enough to kill off one player or two)

Valkyrie: low chance to inflict stun (specialist perk: Guardian shield regens HP 10% faster, can overheal 5 pips over max)

Heavenly iron: Gains a short defense buff after killing a player (specialist perk: Guardian shield prevents flinch on teammates and self, guardian shield has 5% more HP and can overheal teammates by 1 pip)

Radiant silvermail: Chance to deal stun on the same class type (If this had a helm then the stun chance would be the same as Dragon scale, since it doesn't the penalty for mixing this is only 1/2 it's potential and not 1/3) (Specialist perk: striker shield has 20% more hp, speed of boost reduced by 20%)

Perfect Mask of Seerus: Gains a short MSI buff after killing a player (If this had an armor then the buff time would be the same as Heavenly iron, since it doesn't the penalty for mixing this is only 1/2 it's potential and not 1/3) (specialist perk: when using recon footsteps don't show up)

Vitasuit deluxe: The player gets 3 free HP capsules (for every HP trinket the players loses one) (Specialist perk: guardian shield can overheal teammates by 7 pips, shield has 10% less HP as guardian)

_____________________________________

GU gear.
Much like how the gunner update mixes names to create new sets these powers will also be assigned to names

Grizzly: Chance to inflict Moderate Freeze on each hit
Firefly: Chance to inflict Moderate Fire on each hit
Falcon: Chance to inflict Moderate Shock on each hit
Snakebite: Chance to inflict Moderate poison with each hit

These increase status chance on weapons with same status. Ex: OC gains poison rate on Snakebite sets

___
Pathfinder/Sentinel/Shade:Gun CTR ASI and DMG rise by one level in full set, if in half set only gun CTR is raised

Guerrilla/Wraith/Ghost/Hazard/Keeper/Hex: Powers up weapons effective against it's hunted set
Ex: Elemental weapons get a Med damage boost on Ghost and Keeper sets

___
Shade lines get 10% more HP on recon Shield and low MSI

Pathfinder lines get 10% more HP on Striker shield and low MSI

Sentinel lines get 10% more HP on Guardian shield and low MSI

_____________

Note: using sets that have status chance on attack makes status from certain weapons more likely (this doesn't include curse)

Edit1: Changed Plate perk and Arcane Perk

Edit2: Gave perks to Mixed sets (with a penalty) and gave buffs to Radiant Silvermail and Perfect Mask of Seerus

Edit3: Vitasuit added, held items added to some

Edit4: Class perks added to specialist sets Note: you must wear full set to acquire the specialist perk (exclusions include single piece items)

Note: If single piece items get a counterpart then their buff or debuff will get reworked

Edit5: Jelly changed

Edit6: Jelly, Skelly, Owlite changed

Edit7: GU sets added

Sun, 11/16/2014 - 18:38
#1
Fehzor's picture
Fehzor

Why not use this to balance the armors and make them more exciting in PvE too?

Sun, 11/16/2014 - 19:29
#2
Holy-Nightmare's picture
Holy-Nightmare
IDK

Would be interesting but some just don't work out well

Heavenly iron, deadshot, Justifier would be OP

There would also be sets that inflict bad statuses, fire dealing armors in places with oilers, or the Arcane perk setting off the various slime counters (fire freeze shock)

Dragon scale would have no effect since monsters don't have "Classes"

_______________________________________________________________

Still this could work out good, just change up the sets mentioned above, change the haze walking ones so that you would have to be afflicted in PVE and then it could work out (after all hazes are rare in PVE just greavers and ice cubes)

Sun, 11/16/2014 - 23:36
#3
Klipik-Forum's picture
Klipik-Forum

Well, they wouldn't have to be exactly these buffs of course. But the overall idea would definitely add some flavor. As for your concern with some things inflicting "bad statuses", I think that'd be a good addition. It's just a more extreme version of having to make decisions like not bringing a Combuster to the final room of Terminal Meltdown (The one with all the fire pits and Oilers) - Now you also have to not bring Volc Salamander or Demo. Basically, any change that forces you to use more than Chaos everywhere is a welcome change in my book.

Mon, 11/17/2014 - 00:41
#4
Knight-Solaire's picture
Knight-Solaire
Error 404: subject not found

You know I was thinking about Rift's PvP, and how there are separate PvP and PvE stats associated with PvP armors (the Vengeance stat gives a damage boost vs players and the Valor stat adds extra armor against player attacks, but neither has any PvE function). PvP armors have lower stats all around than PvE armors, but with the Veng/Valor they become the better choice to use in PvP.

And I was thinking, what if SK did something similar by adding PvP-related abilities and UVs? Treat "Players" as a 7th family type, and have armor earned through PvP (eg: bought and upgraded with Krogmos) with an inherent Damage vs Players bonus. It would have split Normal and "Player" defenses, where Player defense is a flat reduction against any types of player-dealt attacks but with no purpose in PvE.

If you wanted to get really crazy you could throw into the mix UVs for Damage Bonus vs Player (on weapons) and Player Defense (on armors) for all equipment, but perhaps limit them to Low and Medium only.

I like the idea of set bonuses for wearing both pieces of a set, but a couple of your examples seemed counter-intuitive (eg: bonus while frozen on Skolver, a set that naturally has immunity to minor freeze and is just a med UV away from moderate immunity)

Mon, 11/17/2014 - 12:00
#5
Holy-Nightmare's picture
Holy-Nightmare
@ Rare

I like your ideas except for the part where you can get Player damage boosting armors from playing PVP.... a lot of the current PVP community could purchase the recipes and have these sets up and running in a very short amount of time. For balance why not make these recipes available from Basil only. This would help the market a bit, make players go into the clockworks and still be fair.

Mon, 11/17/2014 - 12:50
#6
Avihr's picture
Avihr
Void

I kind of like this idea but it seems very unbalanced (ex: arcane salamander still sucks, I mean "the book" chances = nonexistant chances for just a random status? tch... weeeeak) and it also kills the usefulness of mixing gear parts at least for pvp, people are able to do this now and it is very cool, lets not take away something from the game that is already there.

In terms of balance it would be incomplete, because armors would still be as unbalanced as they are now for PvE, I remember seeing suggestions about making Monster damage UV's add damage to certain classes in LD. (Ex: Fiend/Beast [highly offensive monsters]=damage to Strikers, Undead/Construct[Slow but strong and tough to kill monsters]= damage to guardians Jelly/Gremlin[well this one is kind of idk, they were the ones that were left out] =damage to Recons) and then there is also the need for fixing defensive bonuses and armors to be on par with offensive ones, since we all know how broken those are... *coughcoughPLATEARMORSERIEScoughcough*

Following Rare's train of thought it'd be cool if there were PvP exclusive / pvp oriented armors with different bonuses and UV's that would be specifically beneficial for pvp, that way we leave aside the need to make PvE armors useful in PvP and adress PvP balance separately, but those "PvP UV's" would only be able to be rolled on the "PvP armors" and there would not be MAX uvs for those, only low and med so the P2W factor is reduced a tad... for fairness purposes? idk, lots of people want UV's and trinkets removed from lockdown and I kind of understand why they think that way. But this would not solve all the problems with armors and it would mean much more work work work for the devs devs devs (and I would not want to wait another eternity for half a fix yknow).

So I'd still preffer just balancing the current armors and give PvE bonused armors a use in PvP. That way we kill 2 birds with one stone.

Mon, 11/17/2014 - 13:01
#7
Holy-Nightmare's picture
Holy-Nightmare
@ Aviri

Well I didn't want to encourage people running about in Arcane with VH ASI DVS/WHB getting multi-status every few seconds.

I'm pretty sure the plate buff I have chose would really help them out a lot; immunity to flinch would be great, shock would be a weak DPS and Volcanic plate would clear out spastic striker packs with ease. Perhaps even a further buff that halves knockback would be interesting too (though I suppose knockback does help in some situations)

Note: edited Plate and Arcane perks

Mon, 11/17/2014 - 14:54
#8
Avihr's picture
Avihr
Void

That's cool and all but I'd really like to see you doing something for mixed sets, as it stands now OP combinations of different sets don't have any sort of buff or debuff, and that kind of kills the purpose of this suggestion at least for the part of balancing armor in pvp :/ OP combinations and UP combinations of sets would still be there unpunished and untouched from any sort of change. Adding to the point, it would force players to wear full sets (and avoid using a full OP set in case of debuff effect) instead of letting players be able to play around with gear and that is a really bad change for this game, it would suck... really it would suck if that happens, I cannot agree with this unless that is changed.

Mon, 11/17/2014 - 16:40
#9
Holy-Nightmare's picture
Holy-Nightmare
@ Aviri

Could have it so that each piece by itself has 1/3rd the potential of the set this way you could combo things and still receive a boost or debuff.

This would also allow me to make something for Seerus and Silvermail

Note: updated OP to account for and allow mixed sets to have perks, also added Seerus and Silvermail perks

Tue, 11/18/2014 - 12:42
#10
Fangel's picture
Fangel
Interesting.

Obviously this has tier 3 in mind, so would the stats for the "default" completion (i.e., bombtastic demo, skolver, valkyrie...) be the same for the lower starred versions, or would they have a weaker chance/status to encourage making your gear 5*?

A fun thing to play with would be giving various armors a usable or two. Like, give vitasuit lines two pills of the correct tier, give cobalt lines two remedy capsules, give valkyrie 3 curse vials, snarbolax 1 freeze barrier, chaos four different tier 1 vials, etc. You get your items refreshed after respawning in the locker room, and only after respawning. If you switch loadouts your usables leave your inventory until you respawn.

And as for the things suggested, I would recommend upping the chance for the kat sets to deal curse, or perhaps up the chance and have them only apply to charge attacks? Maybe even summon a spectral grimalkin that bites down similar to the barbarous thorn blade's charge attack... But on any charge. Kat hiss users rejoice!
The "book rare" chance is a lot more common when it's not already tied to a 1% rare kat spawn. If it happened in total once per every three games or so, that would be a good "balance".
Also, valkyrie armor is the worst 5* PvP armor. It has the lowest defense, no offensive capabilities, and the only real redeeming factor is that it has curse resistance. Perhaps something that could be put onto the angelic line as a whole would be a chance that every hit (maybe make it melee only) there would be a low chance to curse the attacker. With the fallen set perhaps make it a 100% chance that, whoever curses you get cursed too, and maybe even make it vise versa(If you curse someone else you get cursed too). If we do that vial thing then a valkyrie could curse a fallen and have minimal penalties whereas the fallen must retreat back to base.

Tue, 11/18/2014 - 13:19
#11
Fehzor's picture
Fehzor

I think the vial idea is a lot better than the OP's idea, at least if this is just for lockdown balancing. Making things like "When struck by a curse dealing weapon the user receives a short attack boost and flinch immunity (just long enough to kill off one player or two)" for a single set of armor would be quite a bit of work for the developers, just to solve the mini game. Giving every armor set vials on the other hand, would be a very quick and easy fix that would go a long way.

I almost want to say that this could be done systematically and quite simply with something like-

Guardian shield: Start with 1-2 pills of tier type
Recon booster: Start with a remedy capsule
Striker booster: Start with an attack boost orb activated

All resistant armor (dread skelly, grey feather): Gives 1 rememdy capsule and sometimes one pill per armor piece
All plate/vitasuit armor: gives 1-2 pills of tier type per armor piece
All items with useless boosts for lockdown: gives 1-3 vial/barrier drops per piece. If matched, guarantees 3.
All class armor with useful boosts for lockdown: gives 1 vial/barrier drop
All glass cannon armor: gives a speed boosting pickup on spawn

Tue, 11/18/2014 - 13:58
#12
Holy-Nightmare's picture
Holy-Nightmare
@ Fangel

This is currently aimed at 5 star sets

I could work on the rest of the sets but I don't think it would be in OOO's favor to work on armors that are used in a nearly never played section of a minigame. I could do some work for the unique 4 star items but as for the rest IDK.

If T2 LD becomes as active as T3 is now then I might actually give it some thought.

It is also worth noting that My Valkyrie set buff lets it boost the Callahan, Irontech, and Fearless Rigadoon weapons to very viable stun weapons (since as noted at the bottom of OP status chance infliction increases when used with weapons that deal the same status as the set buff)

I do like your Vial suggestion and it would be nice to give some of the less buffed sets an item. (in fact I might use that)

Note: Added Vitasuit plus and held items for some sets

Tue, 11/18/2014 - 14:39
#13
Fangel's picture
Fangel
Yes but on valkyrie it doesn't make sense.

Valkyrie is a shadow resistant armor with a fiend bonus and poison/curse resistance with a fire vulnerability. I really don't see stun working into that equation all that well. For that matter, dragon scale might work a bit better if it has a chance to inflict both fire and poison to an enemy. If you want to get freaky have them also drop toxoil spills whenever they get hit. Dragon scale can become a fire squid. Heck, have them have a chance to light themselves on fire when they get hit as well so the spills are worth something - they're in dragon scale so it won't last long anyways.

But refusing to incorporate these bonuses to other places simply because they're "not as active" is not a good approach to take. You're proposing a fix to a problem without addressing the issue as a whole. I mean, 0-1* items might be odd in themselves but follow a similar idea - icebreaker inflicts freeze and whatnot.

And I bring up the whole curse bit because the angelic set is based around "purity". Perhaps make it a chance to either poison or curse, but as a small percentage. This means a valkyrie who sacrifices themselves is helping their team rather than forcing them to use stun-based weapons... which has more relations to blunt trauma than it does purity. By making the curse bit only activate by melee hits makes gunning or bombing angelic lines a more viable strategy. I mean, valkyrie isn't exactly an offensive gear in lockdown without its fiend bonuses doing anything. If the fiend bonuses did something against strikers and whatnot then the stun thing might work, but still doesn't really fit in with the set.

Lastly, the consumable bit is something that would be an easy fix right now. I think that the consumable slots and the sprite slots all have wasted potential in lockdown and PvP in general right now. Vials already aren't used that much so I doubt we'll see them as game changers, except for maybe the curse vial.
I'd say give offensive sets sans gunner sets barriers that reflect their status resistance, and gunner sets/defensive sets have vials. Specialist sets have a few extra vials, or maybe a mix of the two, as they have less relevance in PvP. Valkyrie gets 2-3 poison/curse, dragon scale gets 2-3 poison/fire, salamanders get +3 fire or poison. Plate sets get +1 pill and +1 remedy capsule, with full ancient getting or a vitasuit getting +2 pills. Then each class (it's a great idea, Fehzor) has something on top of it: Guardians get +1 pill and maybe that turret consumable that's never dropped in the clockworks, or maybe an artillery strike. Recons get +1 remedy capsule and maybe a recon flare or mecha knight kit. Strikers get +1 random barrier, and a random power up orb. What would be neat is if we could get a consumable that gave players the same affect as the power up orbs do, and give those to strikers.

Tue, 11/18/2014 - 15:29
#14
Holy-Nightmare's picture
Holy-Nightmare
@ Fangel

Making buffs for every item in the game would take me a lot of time, plus it would make what is already a painfully long OP into something that people will just bypass to post something without reading. (yes I do plan to do it in another thread just not soon, I had hoped that by saying no you wouldn't be on my back about posting the next list ASAP)

The reason behind the Valkyrie is that it is a "Holy" set, Holy is typically associated with light and when a person is blinded by light they are stunned, not in the sense that they were tackled by a football player but that the excessive light temporarily hinders their abilities.

I tried to give the more viable sets (the common LD sets) small buffs or even debuffs while giving larger buffs to the underused armors, if I gave everyone vials then not much would actually change in LD, just that you would have Skolvers running about with ice barriers wrecking everything and BK sets flinging curse vials everywhere. This isn't what I had in mind when I made this thread, the original idea was to sneak in balance with some fun new mechanics.

Tue, 11/18/2014 - 16:14
#15
Fangel's picture
Fangel
Well think about it...

The entire angelic line is a holy set, hence the "angelic" name. I just don't see any benefit in bringing valkyrie over any other piece of gear under this suggestion since so few weapons deal stun as is. That plus almost all sources of stun are piercing or normal damage. I can see the value in taking less damage from a gran faust in full divine. I can see the value in taking less damage from status sources from skelly and grey feather. I can't see the value in having a chance to stun enemies in valkyrie, especially since the universal way to deal with being stunned is to dodge, and by the time your dodge is finished stun has worn off.

Making the angelic line have something special would work just fine. Heavenly Iron makes sense to me as it is "created from angelic shields". Fallen is questionable but not too far out there. Valkyrie just has no offensive bonus, or defensive bonus other than curse - so making the most powerful status in the game be inflicted from taking damage would allow them to play defensively. Perhaps taking less damage from curse and/or regenerate health slowly while cursed? Attacking would still hurt you, but regenerating health at the same speed as a guardian shield for 24 seconds could change the meta a bit.

And on to your only tier-3 suggestion bit, I wasn't asking you to make a new list now, but instead acknowledge that this would have to be a change to the minigame as a whole, not just one tier of it. Since you have the end-game 5* sets figured out, I thought that they might take on something similar (like ash tail having a weaker version of the skolver's bonus). Not too big there.

Tue, 11/18/2014 - 16:44
#16
Fehzor's picture
Fehzor

Adding stun to weapons could actually be a pretty incredible benefit. Consider weapons like Polaris, Obsidian Carbine, and Rigadoon, which would really make the most out of the extra stun effect by stacking it with other status effects or even stun intself and attempting to hit more often. This could prove to be a viable tactic.

Tue, 11/18/2014 - 16:52
#17
Holy-Nightmare's picture
Holy-Nightmare
@ Fangel

The reason why the status infliction armors would be good is not because they buff the status chance for one type of weapon but the fact they add the chance to deal status to ALL the weapons, this means you can run about in your Valk set with a GF and have a chance to deal Stun or Curse or even both. Imagine running about with a DVS and getting stun/poison chance for every hit, or getting a stun/shock chance with a Voltedge charge. (Also not how the sets that inflict status have statuses that aren't common UV roll choices: curse, fire, poison, stun)
(status chance would be viably high not like the current Rigadoon stun chance)

(besides It is hard to come up with different ideas for each individual set so yes I did copy some and we already have about 5 sets that counter GF, the plate sets with their nonflinch and no knockback and the Divine and Almirian crusader)

As for sets below the 5star range I have a few ideas, some will stay the same (ish), others will be drastically different (just to keep things fresh in each tier)

I'm sorry your favorite set didn't get as big a buff as you had hoped but hey neither did my mercurial mail set (especially since hazes wear down shields even when your knight is immune). I do have an idea but it is specific to one class, if you don't think class limitations on sets is bad then just say so.

Spoilers: Angelic line keeps the stun, wolver lines get sword ASI low in full set (something more useful in the T2 scene for newer players), Kat sets will get a change (since curse isn't present in T2).

Tue, 11/18/2014 - 18:13
#18
Fangel's picture
Fangel
I'm not saying it's bad

Adding stun isn't bad, it just is fit more for a gunslinger set or plate armor than it is for valkyrie.

(I wrote this before Holy-Nightmare's latest comment, but things happened so I'm submitting it later)

I might be biased as I play primarily as a valkyrie recon in lockdown. I know all the kinks and not-so-great bits of the set. I've used stun-based weapons. Without any sort of damage to back up your stun it just doesn't work that well.

What I'm saying is I know how to make the valkyrie set competitive in lockdown and only inflicting stun is not the way to go about it. If one of my other suggestions for family bonuses to apply against other shields was introduced I'd see no problem with the stun, as valkyrie would be at least partially competitive against strikers. However, with the low defense, no offense, and a mediocre status situation (Yay curse resistance! Oh, fire vulnerability that takes away over half my health when I get lit on fire. Oh, poison is a rare status in lockdown...), I do not see how this boost would make valkyrie competitive. Specialist gear in general needs a buff in lockdown - chroma's line doesn't have much going for it, and the drake scale line sort of falls flat - and that's because of the family bonuses they have. Those family bonuses are set up to help against a specialty enemy. Seeing as us knights are not ever those specialties, they never benefit us to their full extent. Hence, the more powerful abilities or more or less reliable abilities should be tagged onto the specialist gear.

Hence, I would propose:

  • Fallen has a 25% chance to mimics statuses(when they deal a status, they are also hit by it. When inflicted by one, the inflicter is also hit by it. Fits in with a strange curse!).
  • Angelic line would have a 10% chance to inflict poison when hit, and if the opponent is poisoned by the hit an additional 25% chance to inflict curse. That's a 2.5% chance to inflict curse on every hit, and a valkyrie wouldn't be taking more than 4-5 hits before going down unless they were decked out on health and being hit by someone without damage bonuses.
  • Salamander line would have a 10% chance for every hit to inflict fire. Has a 25% chance to drop a fiery haze bomb (3* radius) on death.
  • Virulisk line would have a 10% chance for every hit to inflict poison. Has a 25% chance to drop a venomous haze bomb (3* radius) on death.
  • Drake line (dragon path) would have a 5% chance for either poison or fire being inflicted on every hit (2.5% chance for each if you want to get technical). Has a 10% chance to drop toxoil puddles on being hit and has an additional 10% chance to ignite themselves on fire on the same hit (to light the oil). Watch out for friendly fire!

I think that covers all the specialist gear. I suppose the divine set is technically a "specialist" item, and that could have a 5% each (15% total) chance to inflict the attacker with one of the three statuses it resists.

As I see it offensive gear keeps always being offensive, defensive gear gains additional defense powers, glass cannon gears get more glass, and specialist gears throw statuses around like it's their dayjob. Hence, they "specialize" in statuses here, instead of "specializing" in taking out certain enemy types.

That's my take on the "specialist" bits. Sorry if I'm throwing a stink around.

Tue, 11/18/2014 - 18:21
#19
Holy-Nightmare's picture
Holy-Nightmare
...

How about making specialist gear more specialized in how it buffs each class?

Give anything that comes from Chroma a 15% longer recon cloak and a 10% longer deathmark

Give the Angelic lines the ability to heal faster as Guardian and can overheal up to 5 pips (overheal disappears when there are no guardians on a team plus the overhealed pips can't be recovered by any other method than healing by Angelic lines)

Drake, Silvermail, and Divine get to move 10% faster as Strikers allowing them to overtake other strikers with ease

Tue, 11/18/2014 - 18:51
#20
Flawedknight's picture
Flawedknight
Hmmm

I was thinking for awhile that LD teams could get assigned random monster weaknesses to make more of the armors and weapons viable.

For example say you end up on a pink team, which would then be equated to Jellys. In this case if your opponent had a salt bomb (damage buff to Jelly) you would eat the damage buff. Say green teams equates to construct, purple fiend, etc, etc... I haven't fully thought this out out to be honest. At face value it seems like it could change the viability or many armors and even UVs! All of a sudden a Gremlin VH on a sword could be a good thing?

What do you guys think?

Tue, 11/18/2014 - 19:06
#21
Holy-Nightmare's picture
Holy-Nightmare
@ Flawedknight

Sounds interesting, though I do think players would like to have a bit more control over their sets plus most if not all of the "good" players stick to just one or two armor sets so getting assigned a bad type would severely impact their gameplay.

However, considering the fact that the current LD team selection is totally random (with no balancing from round to round) this would just throw a bit of randomness into what is already a mechanically unbalanced gamemode (put all the trinketed players on one team and the untrinketed and 4 star players on the other totally fair #sarcasm).

Fangel actually mentioned this before but never mentioned that it would be determined by color. Fangel made it so that each class was weak to 2 monster UV types.

Tue, 11/18/2014 - 19:08
#22
Fangel's picture
Fangel
That's... Not bad actually

Making the gear specialize in a status makes them more usable for everyone, but having them specialized for each class still fits into their specialist terminology.

Adding any sort of combat item after that would work as well, but having them classes work better would make people move away from traditional loadouts for "specialist" gear.

I like it. Perhaps the fallen end immediately puffs out the teammate shield? Heavenly could give the shield overall more defense. Valkyrie would have faster healing, but all of them would overheal.

Salamander could have a longer cloak and virulisk could have an instant deathmark? Virulisk already being a debuff with poison... Both could possibly extend the deathmark time.

Dragon scale path could boost the speed whereas divine extends the length of the striker boost? Would make you specialize into half dragon scale half black kat cowl for extra speed and damage. Both could boost damage and attack speed of swords by low.

Wed, 11/19/2014 - 12:44
#23
Flawedknight's picture
Flawedknight
Great minds think alike, or is it simple minds seldom differ

@Holy-Nightmare. Sorry to rehash someone elses idea. I don't hang out in suggestions too often. :) One of the problems I have with LD (besides the fact that all of the server for the US are in Virginia >_>) is that there isn't really any reason for diversity. It seems like if you could get a VH damage bonus for something on a sword, then you're free to put down your [Skolver|Chaos|BK] gear and change stuff around. You may find yourself actually having to pick and choose gear wisely and people wouldn't need crazy UV's on a single armor type anymore as equivalent bonus could be achieved in other ways.

At any rate this suggestion really doesn't have anything to do with the topic at hand, just seemed like a good place to chat about some things. Sorry for the lack of focus here. Personally I think that there is way to much dev that is specialized for LD in this case. Not to mention that for a player to take advantage of the set bonuses in this case you would have to have crazy armor UVs or get owned. The UV aspect is a high barrier for players to overcome in the LD arena. And I think this actually may make it worse. The biggest reason to mix and match is to get some amount if defense diversity.

EDIT: it's not that I don't approve of all of the ideas here, as I think anything that improves diversity is good. I just think that forcing people into sets by creating set bonuses is effectively like making more sets just like the Skolver set. But with the weapon diversity to be able to stand up to an opposing team you would need some armor buffs that would be typically gained by UV or mixing armor... Still making it a rich mans game.

That being said I'm probably in the top few percent in the game of having awesome gear, but getting here wasn't easy by any stretch

Wed, 11/19/2014 - 12:45
#24
Holy-Nightmare's picture
Holy-Nightmare
@ Flawedknight

The OP is geared towards encouraging more variability in LD, it gets rather stale when you only see a small percentage of all the possible armor choices and a small percentage of all the weapon choices.

A lot of the common LD armors got nerfs or almost non-applicable buffs while the less used sets got really nice ones.

A lot of stink went up in the Smash bros community over Meta-knight being the most powerful character in the game, some of the gamers started something called Project M, basically a modded SSBB where everyone is on the same level as MK.

This thread is the Project M of SK; an attempt to rehash and rebalance LD, since player fighting styles revolve around armors and weapons we have much more possible "fighters" than Smash bros, with up to 4 factors affecting gameplay (class, armor, weapons, trinkets) we need something else.

There have been countless threads about nerfing weapons (pulsar, flourish, SS lines) or classes in SK (striker) and even threads about removing trinkets. Mine changes how your armor affects your gameplay.

In the current LD what is the point of mixing defenses? (Zeddy already proved that mixed defense is bad) Status immunity is nice but most players don't haze bomb (for long until they get polarized)

Wed, 11/19/2014 - 13:09
#25
Holy-Nightmare's picture
Holy-Nightmare
Added buffs to specialist

Added buffs to specialist gear and single piece items

Wed, 11/19/2014 - 13:51
#26
Fangel's picture
Fangel
The edits look good!

The edits look good for the specialist gear!

Not trying to nit-pick, but you forgot an ending parenthesis in the dragon scale area.

But what would you think about mixing specialist gears with each other? Such as, fallen with heavenly? The full set makes players more likely to play into the specialist role effectively, but perhaps there could be some overarching bonus if you're using the appropriate specialist gears. Like, guardian shields overheal for 1HP and prevents flinch on self. Heavenly would give that flinch resistance to teammates for 3 seconds after leaving a guardian shield, but as long as you wear an angelic line you'll have flinch resistance as a guardian. With recons perhaps footsteps would disappear while cloaked in this gear? I know that's taking the mask of seerus' ability away as you have it right now, but chromalisks are more the master of cloaking than a gremlin. Seeing as the mask is easily combined with other loadouts anyways, maybe having it add a damage bonus upon deathmarking a target? That would make that mask a deadly force. Striker could, again, have bonus low sword damage and attack speed, maybe a MSI low, when in various forms of their specialist bits.

I don't think this bit is too important, as right now the minor buffs don't change the game in the short run, but can change the game drastically in a prolonged firefight. But I'd imagine people might want to get part of the bonus the set gives while mixing it up (fallen gives ASI, heavenly gives damage. Both are low, but that with flinch resistance would be nice), but still maintaining good things. Besides, that gives more reason to wear those end bits as well. Vitasuit + fallen? I'm game. Radiant silvermail and dragon scale helm? I'll get that piercing resistance while still having high of all sword stats by default, plus some movement increase!

Just some more food for thought. ;)

Wed, 11/19/2014 - 14:18
#27
Holy-Nightmare's picture
Holy-Nightmare
I kind of like to enforce the

I kind of like to enforce the mindset of not mixing sets (especially since mixed sets actually lower your defenses http://forums.spiralknights.com/en/node/90606).

Besides I haven't heard anyone complain about the items I gave the Plate lines or the Bombastic demo.....

As noted at the bottom of the OP Specialist perks can only be acquired from full sets (single piece items are excluded so as not to make OP loadouts)

Without this you could run Vitasuit plus/Valkyrie, have HP capsules and a godly Overheal and heal rate. I want more team diversity when it comes to classes but I don't want to create one sided class shift from striker to guardian.

Wed, 11/19/2014 - 16:20
#28
Fangel's picture
Fangel
Ah.

Yeah I didn't know your stance on it. Mixing and matching with the same defense type (such as angelic sets with each other, and salamander/arcane) can work out just fine, but people have a tendency to drop defense in favor of offense anyways, so I wanted to throw the idea around a bit.

But what I was adding onto it were basic passives per class as long as you wore a specialist loadout. Like, hiding recon footsteps if you have any recon specialist set (full salamander, full virulisk, full arcane, or the mask of seerus) alongside the additional bonus for each set. You wouldn't get the full health regen ability in valkyrie + vitasuit, but you'd get a "class specialty" bonus for only using items that are class specialties.

And I think the main reason people aren't having anything they want extra for other sets is that they do what they're supposed to do already. Bombtastic has an effect in lockdown in extra damage. Plate armors have great normal defense. Specialist gears do... Something? Granted, I think cobalt and almirian could have an extra bit added onto them (such as cobalt takes less damage from successive hits from similar special damage, up until the damage is doing half its base damage. Normal damage is unchanged), but what is currently proposed still makes them workable. It's just those sets have an actual ability to have some sort of defense.
And perhaps instead of just "haze walking", those sets could include "inflicted with status it naturally resists". Quicksilver can get a MSI:Med when shocked, for example.

With all those thingies combined (Class specialties, armor abilities, vials, etc.) we could see a much more interesting lockdown minigame while not changing the gameplay up for veterans who have invested so many crowns into their loadouts.

Wed, 11/26/2014 - 23:40
#29
Holy-Nightmare's picture
Holy-Nightmare
http://forums.spiralknights.c

http://forums.spiralknights.com/en/node/106360

Thu, 12/04/2014 - 12:58
#30
Holy-Nightmare's picture
Holy-Nightmare
Updated Ice queen and Royal

Updated Ice queen and Royal Jelly abilities

Thu, 12/04/2014 - 13:09
#31
Fangel's picture
Fangel
Sleep!

If the sleep status ever gets updated to work on knights correctly, it should replace the royal jelly's stun death haze. Until then, stun works great. You said a strong haze is created, so I'm assuming it inflicts strong status, which is a good idea as that cannot be resisted completely.

How big is the haze? About the size of a 3* mist bomb? Or do we want it to be a full 5* mist bomb size? 3* might be more reasonable, 5* might make tactics change when attacking a jelly wearer. Could also make skolver + ice queen a really valid combination, as you freeze your opponents on death plus you have more flourish resistance.

Thu, 12/04/2014 - 13:25
#32
Holy-Nightmare's picture
Holy-Nightmare
Sleep is freeze clone but stun works good too

No escape for spastic striker clones is the idea for the 5 star Jellies. Anyway a strong stun would work much better against strikers and doesn't have heals, this would make it so that you don't heal a guy on the other team with sleep.

I was thinking 3 star haze IDK why I didn't put that in.

Actually a pure IQ set would have more pierce resist than a pure Skolver or an IQ/Skolver mix. A mix would have more damage though.

Thu, 12/04/2014 - 13:36
#33
Fangel's picture
Fangel
Well yeah

Obviously a pure set will give more resistance, but mixing and matching will allow for more overall pierce resistance than just pure skolver. Seems like it could change the meta a bit, which would be great.

Sleep isn't as bad as people make it out to be. It doesn't heal anything too drastically, and you're completely unable to attack. Sure, a failed one-on-one might be beneficial to them, but if another one of your teammates comes along, then the attacking striker will end up with less health or dead because of sleep. I'm pretty sure it cancels invincibility frames, too.
Granted, first sleep needs to be fixed, and that's for another suggestion. As it is set up right now, the suggestion (both parts) sound great!

Thu, 12/04/2014 - 14:06
#34
Holy-Nightmare's picture
Holy-Nightmare
MEDIC!

I got a weird idea for the Vitasuit from watching a video
https://www.youtube.com/watch?v=fbOBcHGwWDg

Suppose a guardian Vitasuit players keeps the shield over a fallen knight, the fallen knight has a choice to accept revive (still has to wait for respawn timer to run down and guardian has to keep shield up till then, if the guardian keeps the shield up the knight respawns where they fell) or they can refuse (they body fades from the field and they will respawn at base).

Thu, 12/04/2014 - 14:17
#35
Fangel's picture
Fangel
Eh...

That's more a job for something else like a trinket*, but trinkets should be useful everywhere and in the clockworks it would be odd. If we revive players with low or half health, then this might be viable. The guardian would have to maintain a shield and keep it over the body for the timer to come back. Would definitely make guardians more team players than the damage sponge they currently are.

*Adding a "class" trinket that changes depending on what class you are actually sounds like a good idea. Perhaps unlocking an ability, and having two makes the ability more obvious. I might have to make that its own thread...

However that ability might be a tad bit too much. Our player moves to the spawn room soon after becoming downed, as seen by the camera change, and if you end a lockdown game while down you'll see the pile of bodies from your teammates who are currently down. If this keeps the players at their original death point entirely, neat. Perhaps they would spectate the guardian reviving them until they are revived.
This seems more like a guardian ability than simply an armor ability, but it doesn't really need to happen for game balance. Adds more teamwork, but not really mandatory.

Thu, 12/04/2014 - 17:29
#36
Holy-Nightmare's picture
Holy-Nightmare
Vitasuit (and some others)

Vitasuit (and some others) have class specific perks, giving these perks to other classes wouldn't be fair to them.

If we do get trinkets this might not work seeing as pretty much everyone has invested so much in HP trinkets.
And you have to ask..... what would get people playing more? a Few dozen trinkets or an update that gives buffs to all the armor in the game?

Thu, 12/04/2014 - 17:55
#37
Fangel's picture
Fangel
Well yeah, change how things work

Not saying it's not a bad idea. I just see that being more of a "guardian" thing opposed to a "Vitasuit" thing.

If we get trinkets that means people have to ditch health trinkets. Health trinkets are one of the biggest reasons tier 3 lockdown is severely unbalanced. By giving choices that are attractive (damage boosts aren't always), it will cut down on health trinkets being used, and thus make newcomers not come up against tank strikers. I would rather have a group of 3 strikers moving as a pack destroying single targets than have three single tank strikers rushing in and assaulting all players they see. One is team oriented, the other is ego boosting for a single person.
I wasn't saying either or, I was saying and. This thread is focused around rebalancing armors, and that's a great idea. I think new trinkets would be a great idea as well, hence that other thread I just made. We can focus on armors here, trinket balance over there.

And I believe any change to lockdown will get people playing more. Armors affect everyone immediately, but trinkets would change the overall game in time, without forcing players out of what they currently are doing.

Thu, 12/04/2014 - 22:37
#38
Holy-Nightmare's picture
Holy-Nightmare
Would have been better w/o hp trinks

I'm not really forcing anyone out of their class choice. All the striker viable armors (the most common sets) get negligible buffs.
Only the glass cannon sets get debuffs and with some armors supporting revenge kills I think LD with be a more varied place.

I'm not forcing a lot of players out of their armor choices but rather, making every armor choice as viable in LD as the Skolver clone is now.

Trinkets could be an interesting idea and could really help out LD variety but good luck dethroning the heavily entrenched Heart trinkets.

The vitasuit guardian is a bit of a class unto itself, much like how the Medic from Tf2 focuses on keeping his team on the front line longer a vitasuit guardian would fill that same role. All of this seems like a fair trade for being a half set item, having no damage buffs, no status resist, no type defense, and no 5 star version.

Fri, 12/05/2014 - 13:27
#39
Fangel's picture
Fangel
Well not class choice

Armors will immediately change the game and make people freak out(which isn't really bad. We're seeing the "freak out" right now with the gunner update). Trinkets will only change the game as people use them, which means tier 1 and tier 2 lockdown wouldn't be immediately affected. On the same track, tier 1 and tier 2 lockdown (from what I've heard, never been a part of them) are much more balanced than tier 3 lockdown.

Vitasuit guardian plays into a "medic" role. Having the health capsules starts this, and the guardian specialist perk is wonderful. It doesn't really need a revive mechanic...
Actually, if you wanted to, perhaps vitasuit players (not just guardians) could revive with health revives like in the old times to fallen teammates. Half health and all. This would make vitasuit strikers able to be "medics". The bonus health they have from the suit plus the health capsules would help this a lot. If you want to get special with it, have a second specialist perk that makes you give a quarter health to them as a guardian, but they get double that quarter.

Fri, 12/05/2014 - 20:15
#40
Holy-Nightmare's picture
Holy-Nightmare
Gunner update

Oh dear all these new sets mean much more work for me. I guess I will wait till I can get some decent info first and then see what I can do. I'm feelin' like status chance per attack on them mixed in with a bit of class specific perks.

Wed, 12/10/2014 - 13:04
#41
Holy-Nightmare's picture
Holy-Nightmare
Done with GU sets

Done with GU sets

Wed, 12/10/2014 - 13:41
#42
Fangel's picture
Fangel
Hmm...

I'd reckon you might want to change the status infliction to be a minor status. Stacking with other minor sets will bring it to be moderate. This would make a mist bomber's bombs more effective while using the correct set.

For the family-damage sets, perhaps have them just universally do a damage boost of medium against other gunner update sets? This means someone who goes for gunner update sets might actually want to go for a family bonus sets, as the damage vs other gunners (in gunner update gear) will double from if they used other standard gear. However, if you're up against the usual sword strikers, the overall damage boosting lines will prove a better fit.

And the overall lines don't really need extra shield abilities. They should prove just fine with the other abilities.

Wed, 12/10/2014 - 14:06
#43
Holy-Nightmare's picture
Holy-Nightmare
@ Fangel

I chose moderate due to how UVs can make minor status weapons like Haze bombs useless. I also have the Mad Bomber set buffed to deal one stage higher status on all status bombs.

Making sets only viable against other sets is very limiting, a straight buff to weapons a set would regularly be using anyway lets the player use their familiar weapons even better

I put the Shield abilities more as a carry over from the T2-1 perks, perhaps the T3 sets don't need them but I'm fairly certain the T2 player would appreciate a bit more shield power.

Wed, 12/10/2014 - 15:00
#44
Fangel's picture
Fangel
Yes that's sort of the point

The gunner update gear has gun combat abilities and doesn't need to be changed all that much in the lockdown area. Besides, not every player is going to have moderate resistance to every status (in fact without trinkets or natural resistance it's downright impossible), hence a minor infliction would make all weapons that deal status better, and all that don't viable. If you brought a poison armor it would work wonderful, as not too many people have poison resistance. Same with fire. Shock and freeze might be a problem, but it means that no-one can be immune to your polaris/permafroster or storm/hail drivers.

Minor as a base, minor stacks with another minor for moderate. Minor stacks with moderate for strong.

And making things only viable against other sets is exactly what you had in there originally. Unless I read it incorrectly and you mean damage types are boosted via the set, not against someone wearing that set. If that's the case maybe you could word it as:
Guerrilla/Wraith/Ghost/Hazard/Keeper/Hex: Powers up weapons effective against its hunted set
Ex: Elemental weapons get a Med damage boost while wearing Ghost and Keeper sets

And for the shield power, there are still specialist gears in tier 2. Gunner gear itself already has fine combat buffs, whereas specialist lines have none that help in lockdown. Anyone would appreciate the extra shield health, but gunners aren't the area that needs to buff it.

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