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Heat Burst

17 replies [Last post]
Wed, 11/09/2011 - 13:23
Aumir's picture
Aumir

1st suggestion I made, and that I actually made only in the Spanish board. XD

Do you have all your equipment at Level 10 already and sick of wasting all that precious Heat when you get to the elevator? What if we were to put it to good use to make your attacks more "fiery"? This suggestion consists on having a short "limit mode" where defense, attack, attack speed and charge time reduction were doubled (or what you would consider), proportional to the Heat that we had at the moment.

Both concept and execution are simple: The heat ball at the UI would include then a counter which would show what level of Heat Burst we would have currently avaiable. Activating would be as simple as having to press a keyboard or mouse button, and you would get 3 seconds of Heat Burst effect per level.

PvP modes could now feature Heat and make matches more chaotic this way, and in Clockworks it could give the users an extra edge in difficult situations. It would also give some use to the Heat multiplier CE item, so OOO could get more money too!

In the Spanish forums one person told that it could be perhaps a bit overpowered, so I also thought that having a (literal) cooldown time to use again Heat Burst could be included.

Thoughts, ideas, opinions... They are welcome! That is it for now!

Wed, 11/09/2011 - 14:03
#1
Dirigible's picture
Dirigible
Pretty awesome Idea!

Very cool, a good way to make use of all the heat which I would waste wearing all my level 10 gear. I only alchemise a new item once a couple weeks, so I don't really need to worry about heating gear because I only play on weekends and Fridays.

Wed, 11/09/2011 - 16:51
#2
Frostythepyro's picture
Frostythepyro
+1

somone did an idea some time ago about using heat for a desperation move. Same goal. I suport it, though I think it would be easier to have a key that lets you charge weapons instantly at the cost of heat.

Thu, 11/10/2011 - 02:49
#3
Gfjmember's picture
Gfjmember
Four Swords Adventures (which

Four Swords Adventures (which plays similarly to SK) did boost your power once the party obtained 2000 force gems in a level...

Maybe the more heat you have the more damage you do? This would also punish people who die a lot by reducing their damage.

And of course, I am talking about the heat you obtained on that level, not the heat level of your equipment here.

Thu, 11/10/2011 - 09:32
#4
Blandaxt's picture
Blandaxt
overpower

i think using heat for improving your physical aspect might be overpowered because then your armor and weapons level will feel like it doesnt matter cause heat burst will always give u that extra edge. I lik ethe idea using heat to charge your weapon instantly, but if players are going to keep using the heat for heat burst and not try to use it for gaining experience for their weapons, then thh whole idea to use heat for experience will fall apart. Using heat for pvp would be nice, but how would we obtain that heat inside the pvp. is it after killing a player, or after a certain amount of time both teams gets the heat burst as a last 30 second desperation move. Their is just a lot think about.

Thu, 11/10/2011 - 15:24
#5
Aumir's picture
Aumir
Ok, Blandaxt

Thank you for your feedback, but you could put your idea of being it only a speed boost also here instead of copying this and creating another thread (http://forums.spiralknights.com/es/node/32861) to not spam the forum.

Though, @Frostythepyro, another person did this before? >.< I do not like to copy people, so do you know which topic was it? :/ Maybe it had a big discussion already and we could revive the topic and erase this one.

Thanks for the opinions! May this (or the seemingly original topic xP ) grow even more!

Mon, 04/16/2012 - 08:53
#6
Blandaxt's picture
Blandaxt
my thread that relates to this.

I am taking my ideas from another thread and adding it to this.

{ I have noticed that if your weapon is already at level 10, then any heat collected in the dugeon is a waste and cannot be used for anything else. Maybe towards the end of the dungeon, you might be able to transfer the heat to another knight by killing yourself over and over again. But, that is not really helpfull when you are doing a dungeon solo.

Use heat for the run if not needed!!

so then why not think of a way to use the heat during the time we are going through the dungeon. for example, why not put an option to use the heat as a way to move faster and increase the knight speed as a speed boost.. The speed boost does not have to last that long, but it can last for 5 to 10 seconds. Another way to use the heat is to store it for another armor. the storage can last for 2 days limit, but if i for example put on the worng armor or wish to transfer the heat to a newly made armor. it may feel like the run i did was not only to get crowns, but to transfer my experience to another armor.

The spped boost can be used to dodge attacks and get through the dugeon faster. I would like to call the speed boost overburn or something that has to do with a release of heat lol. anyway, theirs a lot more ways to think of to use heat, but i just dont like the feeling that the heat function besides for your armor is a useless funtion that cant be incorperated for other means. Variety equals more fun, at least i think so, the more functions, the harder the gameplay, more intresting the game will get. :) }

Mon, 04/16/2012 - 08:58
#7
Luguiru's picture
Luguiru
Vanaduke grinders would love this

There are those who run Vanaduke while their equipment does not need heat. If their heat was stored for future explosions, imagine how bombs were before only being usable with a charge attack; every click sets a bomb. Imagine that with Nitronome. Now imagine ten people doing that at once in the same place.

Now imagine how fast the game crashes.

Now imagine your feet are ducks.

Now the ducks turned inside out and colorful marbles roll out.

Now the marbles transform into robots and kill each other.

Now the wreckage combines into a jet and flies out your window.

Now imagine you read this whole post without starting a response before finishing.

Mon, 04/16/2012 - 10:50
#8
Blandaxt's picture
Blandaxt
i am so confused about your response

i am literally confused about your post that i have no response to it, so unless you can like post something at least similar to my post, i will not respond. oh well, have fun with imagining stuff and stuff. bye

Wed, 04/18/2012 - 00:15
#9
Hexzyle's picture
Hexzyle
I'm going to bump this post

I'm going to bump this post for the sake of convinience.

Wed, 05/09/2012 - 02:18
#10
Blandaxt's picture
Blandaxt
haaha!

this is like when i first started the game post well 2 to 3 months anyway. sigh old times.

Wed, 05/09/2012 - 06:11
#11
Shue-Donnym's picture
Shue-Donnym
No subject line spam here, move along

Yet another thread necro.

I present you with a trophy in your likeness.

Wed, 05/09/2012 - 18:10
#12
Ltmauve
This might actually might be a good idea

Well as Luguiru pointed out, allowing people to store the heat for later levels in the run might be overpowered. Imagine letting players just spam nitronomes during any boss run. However, at the start of any level, most players have that much heat. So maybe what we do is let the players use both that level's heat the previous level for the boost capability (except that the heat from the previous level won't be replenished.) (And the player would have to have all max gear on the previous level to get that heat.)

My idea for the actual is you have only a few options, and the effect for each is constant, but the duration is dependent on how much heat you have (Hopefully you would be able to cancel these early if you don't need the full time) And yes, these do seem a bit OP to me, but I figured I'd just throw these out here and then we could tweak them

--Soldered Armor Patch: You temporarily get full health and any damage you take will be regenerated super fast for the patch health. During the time Armor Patch is active your actual health increases slowly (about opposite rate of fire damage). Once Soldered Armor Patch is deactivated, you go back down to your actual health.

--Direct Heat Injection: Every time you attack it does a charge attack, but even if the charge attack takes a while to complete (here's for you cutter users) you can move and launch the next attack before the first one is finished(Your attack rate would be the same as your normal combo). You still risk receiving status effect if the weapon can give you one. Gun charge effects that give recoil will not unless the regular attack does. To prevent bomb spamming, there would have to be a delay based on the charge time, but much lower

--Heated Aura: Your shield adds its defense bonuses to your armor and absorbs half of incoming damage, but you can still attack and move at full speed. If you activate the shield, its stats are doubled

--Clip Capacitor Heating: Doubles the number of shots you can fire before reloading, and increases damage slightly.

--Tempered Reflexes: Allows you to attack faster. And by that I mean your enemy slows down-bullets, attack speed, movement speed, while you move at ordinary speed.

--Burning Presence: All enemies around you take damage at fire rate (even if they are fire resistance.)

--Impassioned movements: Increases sword damage slightly and if the sword can inflict a status effect on that combo move it will and if it can inflict on a different combo move or the charge it might.

Note that I'm really not experienced at SK (I only have one 3* armor set) and these might be OP or completely useless for 5* players. So these could be tweaked or just ditched completely, if they're all *that* bad.

Wed, 05/09/2012 - 19:09
#13
Luguiru's picture
Luguiru
Not anymore

With the recent damage buff for bombs and guns this would make the game too easy; easier, that is.

Wed, 05/09/2012 - 22:20
#14
Skold-The-Drac's picture
Skold-The-Drac
+1 on a condition.

In maintaining the current patch.... SK must go back and undo nerfs to monsters.

Most nerfed monsters (so I've heard)...

Phantoms
Wolvers
Zombies
Retrodes

Apparently Gremlins are fine atm, however I say that rocket gremlins become added to the F2P content... if not ninja gremlins... because these things make moving forward tough in single/two-man parties.

I say fiends actually recieve a light health buff or more trojan dropping.

Sat, 05/12/2012 - 00:02
#15
Blandaxt's picture
Blandaxt
OP.:(. here's my thoughts.

@Ltmauve: i think the only ones i would work with is ..Impassioned movements...and ...Burning Presence. the other ones seem to over powered.

the thing is, i don't really understand the impassioned movements. can u explain it to me a little more.

-the burning Presence, hmm seems weird a little cause i'm imagining myself in vana run and if i used that, i would like be setting the magma zombies and vana on fire. i know its not suppose to be a realistic games, but it just seems to unrealistic.

-About setting an alternative use for heat, i wanted it to implement an idea that affected something physically inside the game because the excess
amount of heat seems to me like energy that is kept only for that particular level and is not released or used in anything. The game masters tried the
whole lottery thing that we have after were done for each level at the elevators, but it really doesn't feel like were releasing any energy. What it does
feel like to me is that were cooling down after a long exercise which is not where i want to pour the heat that is suppose to be experience for our
weapons.

-your ideas definitively matches my thoughts of where the heat should be poured into, but the effects that you give the players is just too over powered. i
can't really think of a better way to implement the idea of into the game play as of this moment, but if you think of any better ways, please post. Also,
try to read anybody else's ideas about the heat topic, you might get a int that could help you find some new ideas.

-If heat is suppose to be experience for our weapons and armor, then why don't we make it so that we have a charge bar to use a "stronger Charge
attack".

- the charge bar idea will be set like most other fighting games have in common, rising up to a stronger attack.

~The bar will be set so that when ever you collect heat, it will not only go towards increasing the experience for your weapons, but it will also go to a
bar that is filled up so we can unleash a stronger attack.

~The bar could be right under the item slots where we store the items we pick up during our expedition like the vials or health pills.

~ The bar will fill up depending on what star of weapon or weapons you have cause you can have up to 4 weapons with extra weapon slot and what
tier you are in. The amount you need to fill the bar depends on the star that your helm, armor and shield is and the tier that you are in. About
indicating a number to the amount of heat you gathered, i want to leave that to the developers, because each monster can only give such amount of
heat base on the tier you are in for the experience you get for your equipment. So since the amount of heat you can get from each monster also sets
how many times you are able to use the "stronger Charge attack" i will leave that to the developers to decide.

~ The bar will be kept as long as you are down in the clock works, the moment you leave to go back t haven the bar will disappear. so that means,
when you go down to the next level, it will still stay and the amount of heat you have collected for it will also stay with it.

~ Since using your trance or stronger attack whatever you want to call it is not a necessity but an extra, it will be a bit hard to fill up. But since you keep
it throughout the whole expedition, it may as well be. so basically i designed it into a math formula. Here is some examples:

#1. first to state the factors:

*Each star equipment will be indicated a number.

[star (0) = 1] [star (1) = 2] [star (2) = 3] [star (3) = 4] [star (4) = 5] [star (5) = 6]

*The number of heat gathered will be indicated by the type of monster. (example purposes only, i do not have a set number)

Magma Zombie = 480 Heat

*The speed that the heat is gathered is set by the number of weapon equipped, the number of stars those weapons have and the tier you are in.

*The amount you need to fill the bar is indicated by the number of armor you have equipped, the number of stars of those armors and the tier
you are in.

*The rate you can use the "stronger charge attack" is set by the amount of heat that can be gathered and the Armour that is equipped.

Here is the first example:

Weapon = Charge rate.

{Gun} [star (0) = 1] + {Sword} [star (0) = 1] + {Gun} [star (0) = 1] = 3 * {Tier} (1) = 3

Simpler version: 1 + 1 + 1 = 3 * 1 = 3

Charge rate = 3

example: Player defeats Slag Walker. Slag Walker = 480 heat (example)

{Heat} 480 / {Charge Rate} 3 = {Heat Gathered} 160

Armor = Filled up bar.

{Helm} [star (0) = 1] + {Armour} [star (0) = 1] + {Shield} [star (0) = 1] = 3 * {Tier} (1) = 3

Simpler version: 1 + 1 + 1 = 3 * 1 = 3

Amount needed for "stronger charge attack" = 3

{Heat gathered} 160 + {Amount of heat you have} 0 = {Amount needed for stronger charge attack} 160/3

so basically what i have up here is if a star 0 player who has 3 weapons equipped all star 0 was to beat a Slag Walker while wearing a helm,
armor, and shield all star 0 in tier 1, the player would get 160 heat. the player only needs 3 heat for his charge attack. So the player meets the
requirements to perform the "stronger charge attack".

Here is another example:

Weapon = Charge rate

{Sword} [star (5) = 6] + {Sword} [star (5) = 6] + {Gun} [star (5) = 6] + {Gun} [star (5) = 6] = 24 * {Tier} (3) = 72

simpler version: 6 + 6 + 6 + 6 = 24 * 3 = 72

Charge Rate = 72

example: player defeats Slag Walker. Slag Walker = 480 Heat (example).

{Heat} 480 / {Charge Rate} 72 = {Heat Gathered} 6.67

Armor = Filled up bar

{Helm} [star (5) = 6] + {Armor} [star (5) = 6] + {Shield} [star (5) = 6] = 18 * {tier} (3) = 54

Simpler version: 6 + 6 + 6 = 18 * 3 = 54

Amount needed for "Stronger attack" = 54

{Heat Gathered} 6.67 + {Amount of heat you have} 0 = {Amount needed for "stronger charge attack"} 6.67 / 54

~i would show more examples, but i'm feeling tired, i hope you get the idea.

~About the strength of the charge attack, the developers can also decide how strong they want that to be. i only want this idea to be implemented,
everything else could be decided by the developers.

~Even if the Developers are going to be the one who decides how much heat is gathered in each area and how strong the charge attack will be, i still
want to hear you comments on it.

~Please comment in a friendly manner, if you think this is a bad idea, tell me why. If you include any insults, i will not respond.

~ if you think this is a good idea, please post yes so i can include you as a supporter and if you think there are some problems please state it and post
any improvements that you think that could be maid to my post. Thank you :)

Sat, 05/12/2012 - 00:44
#16
Blandaxt's picture
Blandaxt
also, :)

~I would really like to include a separate animation the the normal one we have for the charge attack. it can have the same movements, but maybe it
should include a animation showing the knight turning white and vibrating like a revved up engine that's about to let loose or some thing that shows a hold
of energy like very hot metal turning red.

~when the attack is released, this is probably a lot of work, but its an optional suggestion. I would really like if each weapon base on their elements and not
having an element should have their own animation. So for example, if i was charging my grinvotec and i used the bar for its charge attack, when i
release it, the moment i raise my sword in the air to smash it, it should have an icy look about it like the degree in the sword got a lot smaller. So basically
this animation is for show and it will make your weapon look like it just wen through an amazing change for that moment you released the charge attack.

~It's a lot of extra work, but i thin it is worth it.

Sat, 05/12/2012 - 08:26
#17
Blandaxt's picture
Blandaxt
is there..

is there really no one who cares about this idea. i guess i wasted my time.

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