what they did to the troika has to be done to the spur
troika
kamarin
khorovod
sudaruska 5* new new new
spur
arc razor
winmillion
??????????
what they did to the troika has to be done to the spur
troika
kamarin
khorovod
sudaruska 5* new new new
spur
arc razor
winmillion
??????????
Was gonna make a similar suggestion of me own. I'd say two lines - one normal and one shadow. We're low on shadow swords as it is, and need something out there in the fast lane to balance out the average-speed Acheron and low-speed GF.
Not to mention, the whole Spur line needs a major overhaul. Better Charge attack, clarifying those projectiles on the Winmillion, etc...
Might make me own post on it. Was working on an art concept for a 5* Spur sword.
They should make the Winfinity that shoots explosions.
Naw, but it does need an upgrade.
there needs to be become a normal/shadow line.
that way i would replace my Acheron with it :D
I agree about the need for a five star version. I haven't even bothered with it simply because it won't be a viable end-game weapon (Admittedly neither are the Wild Hunting Blade or Dread Venom Striker, I just want a trophy weapon of the WHB after I have all my useful endgame stuff built).
Perhaps maybe three lines. A Normal, A split Normal/Shadow, and a split Normal/Elemental line since we also have no fast Elemental swords either.
Possibly have a small chance of stun with the Shadow variants, and a small chance of shock with the Elemental variants (It DOES use an internal motor mechanism, so Shock could be a natural discharge of the motor, and the Shadow could have a more unstable and vibrating mechanism that causes jarring and heavy vibrations on hit or some-such).
That would be a good contestant for the elemental brandish lines and avenger lines, ze
I have up to the arc razor recipie but I only sell them. Suprisingly high auction price.
They probabaly will make 5* crystal bombs and spurs, but let's keep asking just to make sure...
@FeralKuja: I was thinking maybe no more splits. We already got Acheron for normal/shadow split, and the spur line is fairly close in speed, if with the little important edge, making the split damage too much of a moot point. Better for pure shadow and pure elemental, to help cater to those who want the pureness of damage, but don't want to walk down the sealed sword line.
Anyways, finished an art concept for a shadowy 5* Spur-line blade. Ladies and gentlemen, I present to you the Gale Force. I couldn't animate it like it is in the game, but I figured what the hell and threw in two motors, one in the blade and one in the pommel. Was intending to make the blades around the blade motor spin as well, but again, don't have the animation skills.
Its worser than a cutter mainIy because a cutter can have a 5* evoIve. We aII know a dread venom striker is better than a winmiIIion.
I want the ArcmiIIion!
Arcmillion...
We need good, honest names. Winmillion just doesn't appeal to me, even if the sword itself does. for 5*, why not something more epic? I'm halfway through with Hurricane, my idea for the 5* normal blade. There's Gale Force above. Any other epic names people got?
Nope but nice artwork.
Well, there is the tornado striker...
Nah...
And we need a thir path too, a elemental one.
way more than just a million. Sillier that winfinity.
I think that the 5* sword should be called "Fintactical" or something like that. The colour is light blue and light green and it's attack is a 6-hit combo. Charged attack is 3 projectiles aiming at the enemy (kinda just like the Divine Avenger, but more weak and fast). Level 5+ CTR: low. Level 10 CTR: medium. Materials to build: 20 blue shards, 10 scrap metal, 6 gel core, 2 silver coil, 1 sun silver. Hope you get my idea! :D
I like some of the name sugjestions that have been submited (Gale Force, that sounds like a true name). I'll add some of my own Ideas as well for the sake of the posts...
Normal Style:
-Windslasher
Elemental Style:
-Heavenly Breeze
-Updraft
Shadow Style:
-Gale Force (credits to Flamdrenite (really like the name))
-Sinister Edge
-Black Wind
Really like the names popping up here. Anyways, finished me artwork for the normal version. Reposting the Gale Force just for easy reference.
Normal blade, continuing the tradition of Winmillion.
The shadow version. I honestly believe Spur should have a shadow version because of the severe lack of shadow weapons in general, and the fact that the spur looks great in black. The reason I made it with orange highlights instead of purple is because I'm sick of shadow weapons that don't look good with vog set and I believe that shadow weapons deserve some sort of status effect outside of curse. How about burn for this one?
Will attempt to make an elemental version if popular demand is high enough. However, running out of good color schemes, as blue/silver and orange/black were my two favorite ones.
Really like your artwork Flamdrenite.
Now I can see two paths for the Elemental version...
1. It could be a direct opposite of your Gale Force version, in which it would depict a lighter side. To this it would likely have Elemental damage + Freeze status chance. However, choosing a color scheme for the Elemental one is also proving difficult in my eyes considering the Normal version you have made already looks rather light colored.
2. It could be something that would offer more of an advantageous placement in game...for example, we already have 2 end game fire and freeze swords, but we only have one shock, and thats the Voltedge. Thats where this version comes in, with Elemental damage with a chance of Shock. The color scheme for this could either be more akin to what shock styled weapons are like (Darkish Red + Teal) or more akin to what the Spur line has been (more along the Teal side).
Whatever you choose to go with will most likely turn out very good Flamdrenite.
And for the record, some more Elemental style names since I brought up the possibility of the shock version...
-Thunder Break
-Shock Vortex
-Lightning Capacitor
-Charged Wind
I made this topic a long time ago. People bashed the Spur series and hated it. I am glad that your bringing this topic up again! 3-Rings seriously should upgrade the Winmillion to 5*!
Spur series is having a renaissance!
@Ailment: I crafted Gale Force as a 5* equivalent to the opposite of Winmillion's color scheme, and made Hurricane look like a natural progression to Winmillion (ish), so the blue color scheme that's typical of electric elemental weapons suddenly becomes very difficult to pair alongside Hurricane. However, I haz solution...
A Pikachu Spur!
Alright, I can't believe I just said that either, but thinking about it, we hardly have any yellow/gold themed weapons, and since Spur itself is yellow, we might as well bring that back with the elemental one. Throw in some black to counterbalance that, and we end up with a very pokemon-looking weapon. Now the trick is making it look good...
Shall have something hopefully by tomorrow.
names...
"Teravyllion"
"S.A.W." (Spur - Arc razor - Winmillion)
"Disc Turbin" or "Disc Turbing" or "DiscTurbing"
im gonna do some images
why all the combined damage needs be normal + elemental, normal + shadow? it can be normal + piercing or do normal damage and the discs do other type of damage.
also can have a chance to apply a type of status with the normal hits and have a chanse to apply other status type with the charge attack or the discs
Sorry for the delay...had to redo the color scheme twice after it kept looking bad. Can't say the finished version doesn't look bad, but at least it has some character. So, my complete art concept set is as follows:
Normal - Hurricane
Shadow - Gale Force
Elemental - Overdrive
Enjoy!
@Kon_Ron: Interesting names. I get the puns, but I chose to go a more direct route for my names. I look forward to your images. And as for why damage has to be normal + elemental and the like, I don't know. I chose the pure route for my suggestions. I think having the blades doing one type of damage and the disc doing another type would be just plain confusing, and would decrease the utility of the blade. Having status applied with normal hits would be unbalanced, since such a fast blade could become a status spammer in its own right, meaning that damage output itself would have to be decreased, making people unhappy about using it for damage purposes. Finally, having two statuses on one blade would be just as confusing as having two types of damage, and many statuses, such as shock and freeze, don't synergize well, leaving few options for such a combination.
Ok
I Agree it should be split but I have a cool Idea for the elemental blade.
With my idea all they would really have to do is add a new 3star blade. After the 3star you would have to choose a path.(normal,shadow,elemental)
Alright so with this Idea the arc razor would be the four star elemental blade.
Ok it would be an electric blade that has a five percent chance to apply shock on the last strike of the three hit combo.
The charge attack is a hole new idea.
The charge attack would send out a tornado that would hold an enemy in place for about three seconds while doing very little damage.
it has a rather long charge time
the five star blade is basically the same but you send out three tornadoes and you can now keep the tornado up by striking with with your sword
also the tornado's last about half a second(or more idk)
Wait, so you're saying we should trash the winmillion, boost arc razor to 4 star, have two new 4* blades, and have different charges for the different paths?
I agree to the different charges for each path, though not specifically the charges you outline. However, I feel it would be better to keep the current line, with Winmillion being 4*, and just add two alternate color blades to match the Winmillion for the other damage types. No point in completely revamping a system when it ain't broke. Just add on to it and go from there.
I do agree that charge attacks need to be more unique. Having a single tiny projectile that does 50% damage, after all that charging, cuts no ice with me. I like the tornado ideas going around, but I think holding targets in place, in exchange for a long charge attack, isn't very useful. Why not make the charge attack very short, and have just one massive tornado (or hurricane!)-like projectile that shoots outwards and deals damage while applying the status effect. Three tornadoes is a bit much, and striking the tornado to keep it up would be a waste of time for any melee user, when they could be busy attacking instead.
I also disagree to the tiny chance of shock at the end of a combo. I'd trade that tiny chance any day for another tick of damage per hit or a higher chance of status on the charge attack. To balance out my conception of having shock on the elemental blade and burn on the shadow blade, we could have stun on the ordinary blade at a higher chance than the status effects on the brandish line. Keep in mind the brandish line does 2-3 explosions at 5*, and even with say, 200% damage on the charge attack instead of the horrible 50%, the damage won't be close, so a high or very high chance of inducing status would be the Spur way of coping. It would also help to supplement the fact that the Spur line, from Winmillion onwards, shoots projectiles.
Sorry for trashing your ideas malfa, but just was on a roll today :/ They're good inspiration though.
you have good art.
i like you sugesstions.
I like the way it makes enemys dodge... kind of defines it as a weapon. My vision for a 5* winmillion upgrade is something of a blue blade that shoots out multiple projectiles on the swing, that go further, with a charge up that does a huge projectile that goes further and damages multiple times.
Overall the entire series needs their charge to be powered up considerably, as its completely unviable to use. I'd also hope that the projectiles could be made to go further.
Aye, i have to agree with this thread. I'd love to see a 5* wep, considering my arc razor is just floating about collecting nothing but dust, considering that well, I have my silent nightblade which i hope to upgrade to archeon. I'd like the idea of the Shock/elemental version. Perhaps instead of just creating swirls of air, the 5* version could create clouds - which lead to thunder. This would get rid of the projectiles problem that Winmillion has (or failmillion, as i prefer to see it), and suit the theme of it well.
Also I have a name suggestion for it:
ThunderSprite.
Speaking as a player whose first piece of 4* equipment was a Winmillion, and is still my primary weapon today...
If you're using the charge attack on a Spur et al, you're doing it wrong. Every weapon is suited to a specific play style, and the style encouraged by Spurs (and particularly by the Winmillion) is going forward really fast. If I'm in a group of four other swordsmen and we all start to combo the same poor Devilite, I'll be smacking it out of reach of even the Cutter and Flourish guys by the time my combo's done. Even better, the attack sequence is fast enough with the stagger on the third hit that once I catch them, they probably aren't going to be doing anything ever again if I keep the assault up.
It's a fantastic ambush weapon for unaware enemies, particularly turrets, and it's great for separating yourself and your chosen foe from the fray so you can whomp on it in peace... none of which, I think, can be accomplished by any sort of charge attack, given that you lose control of your character's direction while you're executing it. Not every weapon needs to follow the run-charge-release-repeat formula.
Now, if they did want to make the charge awesome, I would probably make the final projectile pull enemies into it, like a mini Graviton bomb. That way, I can set up my next combo (which is what I want to be doing with my Winmillion anyway) and guarantee a hit on my opponent. It's not something I would be correct in using all the time (just like using a Catalyzer charge isn't correct all the time... sometimes you just need more attacks), but it would shine in the right situation. Hell, if it lasted long enough, you might actually get a hit in on those dodgy Wolvers and Devilites!
If we apply this principle to the projectiles of a theoretical 5* blade, we also suddenly have a weapon that's REALLY good at what it already does: hitting hard in one direction. With a little pull, though, we're now probably comboing off against multiple enemies, which is an increase in damage output even if the damage for the strike itself is relatively low (think bombs). I think this takes the weapon in a direction that makes sense for its current pattern of use, as well as one that's as-yet unexplored by any other sword.
I completely agree with the concept of a 5* Winmillion being the most aggression-charged weapon ever. The first 2* I ever got was a Spur and, while unwieldy, I found its power and aggressive style to be pretty cool. Nowadays I'm using an Ascended Calibur though; the Spur line just can't keep up with the Calibur line. Apart from getting 5*, this sword needs to just generally have a lot more combo attack damage. I think it would make a good bonus for those people who master this somewhat difficult to use weapon.
My ideas were along the lines of:
Normal version: Similar to Levi per normal hit, projectiles do 1/3rd the main hit damage and are homing.
Shadow version: Slighty more damage than normal version, no projectile, 1st hit and charge have a directional vortex effect that pulls monsters into the attack.
@Cogspin: Seems I was wrong in me analysis of the spur charge attack. I thought that making the charge attack more damaging would be good enough, as the ranged charge would be merely a decent ranged lead for damage before the hack and slashing starts. Though now, malfa's idea of a tornado-like projectile pulling in and holding enemies while dealing light damage sounds better.
The one misgiving I have about it is that it would slow down the pace of the fighting style, as the pulling effect would take some time to set up and confines you to attacking those monsters drawn in by the pull, lest you waste your charge attack. This means that you'll be working on a tight spot while all around, wolvers and gunpuppies will be probing you for weak points. And given the thrust forward with each slash, you'll be moving in and out of the clump of enemies too much, as compared to the standard pull and whack method that combining graviton with a sword usually does.
So, if there's going to be a pull, I'd say it would have to be a fast pull, immediately drawing monsters in, and the projectile shouldn't go a little distance and stop, but rather pull monsters in along its entire path and damaging them, leaving a line of monsters to tear through when it winks out, rather than a large clump in a certain area that you have to focus on. This lets you keep your direction and momentum, allowing you to travel around and stay a step ahead of enemies while working on damage maximization. It turns the charge attack into a good lead for arenas and crowded rooms.
And Stompadon, while I like the idea of the normal version having projectiles while the shadow version doesn't, it would make fighting styles too variable among similar strains of the same weapon, and getting rid of the defining characteristic of upper levels of the Spur line would make the shadow version too similar in playing style to Acheron, when diversity is what sets the Spur line apart. I'd also disagree with the homing projectiles. We don't want to make this sword into a gun, and the homing ability would negate the auto-dodge of enemies and make the spur quite literally a projectile spammer, even with the 1/3 damage. I'd rather have full damage on me projectiles and no homing, than weak damage and homing, which tries to solve two things at once but solves neither effectively.
This thread is full of win. The spur line is one of the most entertaining to use, and if they revamped the charge attack and added 5* paths, I probably wouldn't use much else. Also, Flamdrenite, your concept art is pretty awesome. I hope the devs see it :)
My only reason for wanting to increase the usability of the Winmillion projectiles is that they seem to be nothing but a liability. If they don't hit the target you do less damage than a Levi per hit and you can't really use them as a ranged attack because every swing propels you forwards.
The idea with a shadow version is that is has a sort of 'negative projectile' that rapidly closes the distance between you and your target and prevents gremlins (the ideal targets for a shadow Winmillion) from fleeing when on low health. The idea is still to make the sword primarily about being hyper aggressive with the 3 hit combo, while the Acheron keeps its use as a flexible sword for either rushing the enemy or kiting them with its charge and the Gran Faust keeps its role as the heavy hitter.
All just food for thought though. A high damage sword that pulls monsters into its attacks could easily end up pretty overpowered.
At any rate, this sword is just far too awesome to not have a 5* version, in whatever form it comes.
No not trash the the Winmillion just make it the 5 star normal blade. It seems fitting for a named blade to be the five star blade.
Just saying is all
I was thinking about the tornado concept the other day and figured it wouldn't cut it considering I came up with it at one in the morning
I was going with more of a crowd control thing than a damaging concept I was thinking about the wide swing and the fact it pushes back after every swing and went with wind.
I think the hurricane thing would be a tad overkill in terms of balancing but I will give it a shot.
(4 star)
The tornado is a stun and a DoT It will do the same damage as a blade strike every second(OR half second) . and will multiply the damage of every strike will the target is enveloped in the tornado 400 times(Less or more I haven't looked at the numbers to make this really balanced so bear with me). and lasts 3 seconds and the timer will be reset everytime time you strike it.
(5 star)
The hurricane is going to be an An Aoe stun and dot. It will trap one enemy within the eye doing about X3 blade strike every second.
The Aoe portion I have no idea how to work out the damage for it.
In order for this not to be OP as hell it will decompose. It will start from the AoE, then the DoT, then the stun. IT will last 6 seconds and the decay will start at 4 seconds all you have to do is hit it once and wit will reset the timer for the hurricane.
Every strike to land on the target or AoE'd target will do 400 times(Less or more I haven't looked at the numbers to make this really balanced so bear with me)
@Cogspin, I don't really think of the Winmillion as having a 'graviton' type charge, but rather more of the knockback type. I love using Winmillion to separate an enemy from a group for my Blazebrand to pull 'em apart.
So why couldn't a 5* Winmillion move whole groups of enemies? This would be especially helpful for the final wave of the 3rd stage of an arena, it's annoying trying to control those guys. :P
@Stompadon: I agree that if the projectiles miss, you're essentially killing your DPS, greatly reducing the usefulness of the 5* Spur. But having them homing, in essence a guaranteed hit, would also be overpowering them, since having them in the mix would give the spur quite a bit more power than the Levi. I think it would be best to have regular hits, taking into account speed of swings and range of each swing, to have slightly less DPS, meaning a fair amount less damage per hit, and having the projectiles doing the same amount, non-homing, but travelling faster, which seems to be the solution to powering up gun bullets as well. Fast projectiles, but no guarantee of hitting, would make the Spur viable both with and without the projectiles. Might as well keep the shadow form the same way, as having the pull effect on a regular hit would indeed be pretty overpowered, and would be stealing the show from fellow swordsmen trying to land their hits.
@malfa: Having charge attacks last that long would indeed be way OP. I was thinking no more than 2-3 seconds the most, and dealing out all the damage needed within that timeframe. And by DoT, do you mean repeated attacks by the charge attack, or a single attack that leaves the target damaged over time? Because if it's the latter, it would tend to be a status effect to do that, while if the former, it would require serious balancing issues. I do like the decomposition effect, but it'll be a tad bit hard to pull off when the easier solution would be to make the charge attack stronger and last shorter. In a fast-paced game, long-lasting charge attacks will not be the preferred means of attacking.
@Streus: pull-in vs knockback has been going on for quite a while. I think the pull-in had some interest from the fact that it builds off a tactic that has previously required two weapons to use effectively. We have a good number of knockback weapons, with the new troika 5* line adding on to that, and having a sword that can pull in would be nice for a change, which no sword can currently do and the Spur could technically pull off with its whirlwind theme. Since we always have the normal attacks to knock away with, given the thrust forward and the wide slashes, there's no harm in having a charge attack that sets you up for another hearty 3-hit combo or a 2-hit + shield.
when you strike, instead of that little winmillion circlish projectile, it sends out 2 quarter circle arcs that grow a bit, then vanish. they do damage. it would look like that:
))
... and it should really be matte black or shiny white.
also, the sound should be a boom or be like a whiplash, because it haz super sonic speed, of course.
the charge should shoot like 5 discs and do some status effect.
in that i showed this http://dayshadow94.deviantart.com/#/d43qzck my concept for a 5*
No offense, but the name sounds suspiciously similar to my Gale Force ^_^ Not trying to imply anything, since names can be anything around here. It's a nice concept art, builds off the blue theming fairly well, and I like the wind designs at the base of the blade. Also, pretty nice handle wrappings, something I didn't bother to do for my designs, but worked out pretty well for you. What program did you use, or did you hand-draw it? In any case, a nice, solid artwork effort.
the spur is a unique sword (line) it´s on the second most fast swords in the game, it´s like a handgun and a sword at the same time. is not the aggressivity the thing making it unique, is the the speed and the proyectiles (range) giving the line more range than any sword of two stars
basically is a assault sword
there are other three swords with proyectiles the Divine Avenger has three, the grand faust have one and can apply a good status effect and the Snarble Barb throw many spikes in a open degree. so the five stars winmillion should have more proyectiles or a very strong one
i'm gonna suggest some ideas, they can be combined
Basic Attack:
1- A 9 hit combo consisting of 3 swings and 6 energy disks. each swing throws an additional disk, first swing one disc second swing two disks and the third thows three disks.
2- A 9 hit combo consisting of 3 swings and 3 energy disks. the second swing makes a one hit apiece (like the cutter line) and thow one disk, the third makes two hits apiece(same cutter effect) and throw two disks.
3- A 7 hit combo consisting of 3 swings and 4 energy disks. the first and second swing are the same as the Arc Razor, the third swing is a 360 degree spin throwing four disks in different directions (the spur fammily tend to push the player in to the middle of the enemies and this gives a chance to hit everything, if the disks have knockback the player dont gonna have any problem)
4- same as winmillion but throws random amount of disks in different directions
-
5- same as arc razor, but throws a special disc* on the last swing
6- (as i say this sword is a assault sword so;) the player don´t moves on the first hit, throws a powerfull long range disk (making it work like a handgun)
Charge Attack:
similar to the spur CA mostly the only thing changing is the disk
1- the proyectile can hit multiple times dealing more damage each time
2- the disk damage increases according to distance (like a pulsar)
3- (1+2):P
4- multiple spins 360 degree throwing discs in the same direction (3 to 9)
5- shots multiple disks in the same direction the disc can bounce in walls and creatures, they deal less damage in each hit (can hit 3 or 4 times)
6- vanilla attack but the disk is very strong and is remote-controlled by the player (gradually moving in a direction), the player can´t move until the disk disappear
Disks:
since some people suggest remplace de disk in the charge attack whit a diferent stuff im gonna suggest improbe the actual disk (they are all diferent ideas don´t work well together)
1- expandable Disk; it grows with the distance
2- fragmenting disk; per hit is broken into small disks
3- coiled; moving in circles around an axis moving forward
4- miny disks; smaller than the actuall is usefull for the multyple disk attacks
5- cloud; (it was suggested before) at the end of the pat it leaves AoE cloud like a bomb
that I'm trying to say is...
people! be more creative, instead of change the weapon or the special thing in it
maybe this aren´t good ideas at all, maybe you can think some of them are OP but that only depends of the damage and the implementation.
PD: my ilustrator isn´t working so i dont made the images
In the above post, I reckon
Basic attack: 3
Charge attack: 4
Disc: 5 - giving a shock status effect
this way it becomes effectively an explosion sword. The discs should be normal in the basic attack, and the clouds in the charge attack (The clouds act like bombs, with a small AoE (about the same size of the brandish's explosion) - anything within them gets 100% chance of shock, The sword itself has a minor chance of dealing shock damage, and the whole sword deals elemental damage
In the above post, I reckon
Basic attack: 3
Charge attack: 4
Disc: 5 - giving a shock status effect
this way it becomes effectively an explosion sword. The discs should be normal in the basic attack, and the clouds in the charge attack (The clouds act like bombs, with a small AoE (about the same size of the brandish's explosion) - anything within them gets 100% chance of shock, The sword itself has a minor chance of dealing shock damage, and the whole sword deals elemental damage
They can have a reason not to have five star upgrade for spur *cough* Andrew Peng *cough*
we'll peer pressure them into it ):<
more NAMES
Megacharge
Friswave
Ranga
Boomfinity
WinmillionX
Cane of Discs
Damage:
| | | | | | | | | |
above the period .
I think cutter is better than spur because vile striker is ownage.
hi gerry.
its good but the poison bomb is better since it deals ELEMENTAL
so i have hunting blade...
spur does "full" dmg like 25 then 25 then 30
while cutter does 20 then 10 then 20 then 10...
get the point?
This is a great sword, and it's basically ruined without the 5* version.