Name some things you would like to see in it.
This can be new mechanics, bigger damage type spread, the infamous Acheron Nerf, anything!
Name some things you would like to see in it.
This can be new mechanics, bigger damage type spread, the infamous Acheron Nerf, anything!
There's a typo in the title
Anyways...
More hammers
Just to be clear, some swords already have slow charge movement speed, while others don't.
http://wiki.spiralknights.com/Lancer_Knightz_(Guild)/Sword_Movement_Speed
How slow do you want sword chargers to be? All 20% slower than usual? All 40% slower than usual?
Also, you might want to fix the typo in the title of your thread. Cheers.
I don't want them to be nerfed to an incredibly horrible extent but I do want them to move slower than the average charging bomber. Even a 5-10% slower walk speed than a Nitronome carrier (average bomb walk speed) would make me happier. We can't give bombers a speed boost while charging but even removing the movement penalty wouldn't help bombers enough.
Put Acheron where it used to be then Nerf the brandishes to be on par with it (basically reverse acheron's buff idea)
(I got a new modification on my phones keyboard and its screwing up capitalization derp )
Let's see...
- 5* Winmillion
- Give Troika's more punch. They should feel like dropping a mountain on someone's head
- Let Cutters combo indefinitely instead of having a 5 swing combo (10 if you include the ghostly swings)
- Reduce how far you move after each Cutter swing
- Switch the first swing of the Flourish combo with the second, so you start with the stab, followed by the slash.
- Give the Cautery Sword a chance to inflict a version of the Seraphynx's Heart Attack
- Reduce the Faust's charge speed to be something less than a century and a half
- A Heavy Sword that does pierce. Maybe something like a War Pick
I believe Fangel once suggested to give the Acheron Stun on the charge to justify a drop in power.
I just think the elemental brandishes needed a Nerf, the Acheron was fine before the buff
I can't post here without bringing up the thread that I made in suggestions about fixing swords, with some of the things I'd like to see happen. If you're going to read what I've written, read this thread-
http://forums.spiralknights.com/en/node/107003
But I'll comment on what's happening here as well.
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Regarding: Stun fix for acheron
First, the idea of putting stun on acheron to justify dropping its power. Acheron's power level, compared to the other brandishes is fine. Putting stun on it would make it enormously better against beasts, as those are all weak to stun, but far worse against slimes and gremlins who all resist the status. In the end, the stun fix makes it better at exactly what you want it to be worse at, and worse against what it's already balanced to handle- all of the sudden, obsidian edge outclasses acheron against slimes and gremlins.
"Acheron does more damage than final flourish against beasts!"
The real truth of the matter is that the flourishes are fine because of their attack pattern. I use them over the brandishes all the time because of that... if we really want to fix the balance between the flourishes and brandishes, the trick would be to raise the damage of the 2nd and 3rd hit on the flourishes and make those normal/piercing.
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Regarding: The whole "brandishes are OP" thing
The brandishes are good swords, but I just don't think that they're THAT good. On save winterfest, I didn't use one. In fact, I don't use them most of the time... because they just don't do what I need them to do most of the time. Their attack pattern is good damage, but it doesn't one shot things like blitz and now grim repeater does, or even do as much damage as warmaster rocket hammer does. Their charges are good crowd control, but not nearly as good as say, using a bomb against crowds to spread a lot more status and really debilitate the entire crowd for a bit. You can use them with vortexes, but you can use a lot of things with vortexes equally well.
In the end, the brandishes are just good swords. They can do a lot of stuff, but they always leave room for improvement, and there are always improvements to be found. Because of this, I don't think that they're really in need of a nerf. Instead, we should buff up weapons like dread venom striker and wild hunting blade, unleashing their potential for something other than being the next brandish. New players can still use brandishes as a crutch for everything like they already do, but they'll eventually run into difficulty later and learn to at least use a few other weapons with their crutch, until they no longer need to rely on it.
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I'll post here more later.
An Acheron is basically a fast 3 swing GF without the curse chance and a much more viable charge. Just nerf the whole Brandish line a bit or buff all the rest of the blades.
I agree that a lot of blades need buffs, but I don't think any need to be nerfed. Winmillion, Gran Faust, Wild Hunting Blade, Fearless Rigadoon and Furious Flamberge especially are in need of upgrades. Final Flourish and Barbarous Thron Blade also need to get buffed so they top Acheron in damage against Beasts.
Acheron doesn't have the same knockback or area of effect as gran faust, making it useful in other ways.
A better balance comparison however, would be divine avenger and acheron, as divine avenger has a charge that isn't awful. With acheron, you can only really damage one or maybe two enemies at a time, maybe two on occasion. With gran faust or divine avenger, you can easily hit and run against three or four enemies, due to its wide swing arc.
If divine avenger's charge was fixed up in our sword update, such that it didn't get stuck behind the wielder (as the guns' charge attacks were fixed), then that charge would easily become better than the brandish's charges when put against multiple enemies. Really, it's a matter of preference- even now.
But either way, I addressed this in the link I mentioned above. If you scroll down, I also told Fangel exactly how much of a difference my suggestion would make.. if anything though, I'd say to give the overall damage of heavy swords a buff as well. I've already spoken my case as to why I don't think that brandishes are anywhere near as strong as everyone keeps making them out to be.
SK should also work on the damage and speed bars at least if they don't plan on changing weapon damage.
Leviathan has a larger damage bar than Acheron but the Acheron does more Vs neutral targets, for players who don't consult the Wiki for every decision this is misleading.
There is also the GF speed bar which is higher than the DA but both swing the same speed.
As for buffs and nerfs I don't really care which way they go just so long as factors such as utility, ease of use, speed, damage, and knockback get balanced better.
@Travel
I think you mean "5* winmillion with specialized damage"
A sword that has a charge attack that shoots out homing projectiles at enemies. Kind of like a weakened DA that homes in on people.
and a 5* winmillion that that shoots little tornado things :D
The thought of auto-homing is a turnoff for me. Perhaps it could shoot a tracker shot followed by a homing volley which goes after the enemy hit by the initial projectile? Then it kinda sounds overly elaborate though. I'd rather have a nice 5* winmillion with specialized damage.
As long as the 5* Winmillion's shots are fast enough, they shouldn't need homing. They could use a bit more range though.
Some ideas I have for new swords that could correct some of the sword's flaws.
Firstly, two 5* versions of Winmillion (I'm not too great at writing descriptions so bear with me):
Blade of the Wind
"A sword so dangerous, it was previously outlawed by the Spiral Order, but is now available for use by knights. It creates flying whirlwinds of energy on every swing; legend has it that it can create a violent tornado capable of decimating all that stand in your way if the energy within is concentrated for long enough."
-Fires a whirlwind projectile as strong as a point-blank slash on every normal swing that does Normal damage
-First swing shoots one projectile, second one shoots a stronger projectile, and third swing shoots a stronger and faster projectile
-Charge attack creates a huge tornado (same size as about seven or eight normal discs) that rips through several enemies at once and can induce moderate Stun
Wind Slicer
"This sword is so very sharp, unarmored knights have been known to be cut by it just by standing close to it. That said, imagine what will happen if you hit something with it."
-Fires a saw blade-shaped energy projectile on every swing that does Piercing damage equal to a point-blank slash
-First swing shoots one projectile, second one shoots a faster projectile, and third swing shoots a very powerful and fast projectile
-Charge attack sends a torrent of razor-sharp projectiles at the enemies (about eight discs); the charge can't deal Stun like BotW, but compensates with extra damage
Both swords' projectile range is about the same as a Nova/Storm/Magma/Umbra/Hail Driver.
Second, a new Shadow line for Striker:
Phantom Striker/Black Phantom Striker
4* desc.:
"This blade gives an unsettling vibe to those who carry it, making it difficult to wield for all but the most battle-hardened knights. Despite that, the unsettling vibe you get from this sword is nothing compared to the power this sword holds."
5* desc.:
"Even the coldest, most battle-hardened knights cannot fight the overwhelming despair brought on by holding this weapon, giving off a similar feeling that is caused by losing a close friend or comrade. This sword continues to remain shrouded in mystery..."
-Essentially the same as DVS line, but substitutes the Poison chance for extra damage
-Deals pure Shadow
/\/\/\/\/\/\/\/\
More to come soon.
Voltail Set that gives CTR, Spiked Clubs, and Lightsabers for me, nuff said.
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...
... Okay, I'll elaborate.
Voltail mostly because I like the idea that its a "super-charged coat and helm" that will aid your "focus" in combat. So to say that it gives CTR, and also the fact that I ♥ coats.
Moving on. I am thinking Spiked Clubs something reminiscient to a Troika that does split Piercing/Normal damage, and essentially a slow sword in terms of function. Though I want to suggest a different charge attack and my ideal charge attack for it would be a... Hurricane Spin. Make my knight do a devastating spin attack, would make that weapon pretty viable. Make it the new Troika-line charge!
Lightsabers... Y'know, I don't get why hasn't OOOs added these. Feeling pretty apalled that they never thought of this knowing that the setting in this game is essentially KNIGHTS IN SPACE with a lot of Sci-Fi going on and no Lightsabers included?! Agh! (SMH) Rambling aside, I am thinking Lightsabers should be a new Fast Sword model because we're certainly lacking viable ones here. We got Spurs, Flourishes, and Cutters but... Flourishes seem to be worth their use because they are the only piercing swords along with Snarble Barbs in the game. The other ones don't seem to have much use as of now. I once posted a thread about making a "Pure Elemental Brandish" with artwork of the sword itself that was essentially a Lightsaber but functioning as a Brandish. Now, I am thinking to make a new Fast Sword with the following lines:
Spiralbeam Sabre [2*/Normal]: "A sword with a blade made out of sharp energy."
Prismabeam Sabre [3*/Elemental-Normal] > Prismabeam Sabre MK II [4*] > Starsaber [5*]
Darkbeam Sabre [3*/Shadow-Normal] > Darkbeam Sabre MK II [4*] > Netheredge [5*]
This is just something quick I thought of, but thought it would be cool to make a "Shadow-damage" Lightsaber. I'll make a thread dedicated to this sometime in the future with new artwork included.
I like that "so sharp it cuts at range" thing, and it's a perfect fit for the Spur series.
Nitpick: Star Wars is not Science Fiction, it's space opera. SK isn't SciFi either, it's futuristic fantasy that doesn't strive for realism, but rather revels in whimsy.
I like some parodies like "Photon Sabre," "Darksabre," "Heavy Sabre," "Matter Sabre," etc. I think if SK were to gain a Lightsabre ripoff, it should have a corkscrew blade rather than a strait one, or at least a barber pole spiral like the Deadly Candy Poker has. One made of flame has chance to inflict fire, one made of a plasma arc has chance to inflict Shock, and one made out of sunbeam, moonbeam or just a wholesome green glow has no status effect. (Green would best complement the red-orange and bluish of the other two.) Fast and furious is of course most appropriate for a light blade, and maybe the charge attack could be throwing the sword. (and just pulling out another one, as with bombs) If you must have a "serious" explanation for the spiral shape, say it's the sum of two coherent waves of same period, but in phase quadracy and exclusive polarisation planes. That's called circular polarisation. Hey, that makes sense since it's starting to look related to Alchemers, which show weird behaviour suggestive of the projectiles having angular momentum! New headcanon!
Really simple things I'd be happy to see added include... More poison weapons, a half-Piercing sword, and a Cutter upgrade whose charge attack inflicts random status effect per-hit like the Sealed Sword.
A bit less simple, I'd like a Cutter variant which is also a Catalyser: the "ghost swings" put Catalyser bomblets on a target, and the charge attack is replaced with a low-damage but fast-charging lunge or swing that detonates the bomblets. The gun and sword can detonate each others' bomblets, too.
For even more Cuttery nonsense, I'd also like a burst-Cutter, which functions more like a heavy sword by being to Cutter exactly what Autogun is to Antigua.
I would personally like to see sword users get a slower walking speed when holding a charge.
Why?
Bombers rely on being able to hold the Agro of multiple monsters, when they charge they drop in speed while swords and the newly buffed guns outspeed them and get the monster's agro thus making it harder to bomb and putting bombers is a much worse light that they should be since they are then forced to chase monsters to deal damage and have less control of the field.
When a player is closer to the enemy it will use certain attacks, gliding by a Slag's face will prompt it to swing or breath at you but running away entices it to jump, putting you and your allies at a larger risk. Slightly slower walk speed while charging would make sword users have to be more aware to the monsters in the room.