Would anyone want water type?
So it can be some kind of status condition changes with your armor, or there can be not a whole new family but a new type as in "water puppy".
and i don't want to mess with the piercing, elemental, shadow table
Would anyone want water type?
So it can be some kind of status condition changes with your armor, or there can be not a whole new family but a new type as in "water puppy".
and i don't want to mess with the piercing, elemental, shadow table
Considering that there's over 18 different possibilities of what kinda damage a monster recieves, six of which are currently in use, you have quite a playing field for aquatic enemies.
My take on it would be making them deal Elemental, be weak to Piercing (think fishing hooks and harpoons), strong against elemental, and neutral against shadow. Refer to them as the Aquatic family.
Nope, the game is actually divided in pairs of 2.
There are 2 families weak to peircing
There are 2 families that deal elemental
There are 2 families neutral to shadow, etc
This means that for a starter player, there are equal amounts of everything and neither damage type/resistance is better. 1 new family alone can break this balance.
Instead we could expand current families adding water beasts, water fiends, water gremlins, etc. That way is more friendly.
make that 3 if the water damage/resistance is added
but it would be interesting
water levels
like fish(Pirahna) try to eat u and stuff
What Juances suggests could be interesting...
Anything made of water could have normalized damage?
Think about it:
If you hit a wolver made of water with a flourish, it wouldn't do any more than any other sword.
If you hit a Lumber made of water with a flourish, it'd do more than hitting a normal lumber.
If you hit a Zombie with a flourish made of water, it'd stay the same.
So water-themes could mean basically everything does normal damage to them.
They'd also have fire resistance, for obvious reasons.
Just a thought.
~Sev
Status yes. But as another damage type, nah.
Also @Luguiru: I don't think that people HAVE to supply an example to be "worthy of a comment" (not saying you said that) but to be a suggestion doesn't have to have an example but i guess people just find it easier to understand with one =/
IF we are talking a monster family of "water" themed things (just liquid blue versions of the monsters we already have):
If you freeze them, they gain defense, as well as piercing + normal resistance. You can then either "melt" them with fire, or wait after a short time for them to "melt" (just return to normal water monsters). In addition, frozen water monsters will cause stun and freeze. So basically, freeze powers em up. So don't freeze them.
And they are just simply immune to fire. I'd say, neutral to all damage types otherwise when in their normal water form. Weak to shock of course. Possible, they deal elemental / normal damage while in their normal form, and piercing / normal damage when frozen? There needs to be some type of freeze mist thing naturally in the levels to create an obstacle, instead of just player freeze.
Of course, the reason these would be created is if there was an underwater type level or boss strata.
Gremlins are not made of water. They are just fish looking gremlins with gills + fins + scales etc. They have some clever watery-gremlin name, and they summon water monsters and such, being the whole RP to it.
And then I am thinking, the gremlin mender healing circle thingummy will not only heal them, but freeze the water monsters.
@Thexenicsniper
It's not that easy to just change those numbers. If you know this table, you should be able to see why. There are currently 3 types of damage. Each type of monster responds to these damage types in 3 ways - taking a neutral, increased, or decreased amount of damage. If a fourth type of damage was introduced, there would be no way to include that type into the 3 ways of responding to damage.
@The idea of "waterized" enemies
This actually sounds like a really cool idea. The way I see it, these waterized enemies like a water version of Swarm-infested enemies. I think The-Rawrcake's RP suggestion seems pretty sound, too. Gremlins seem to be the "architects" behind the Clockworks, so it kinda makes sense that there could be some weird clan of Gremlins that's gained the ability to "construct" creatures out of water.
As for naming these Gremlins...Hydrohand?
We already have Tenderfoot, Ironclaw, and Darkfang, so it makes sense to me that the clan name would include some kind of body part (in this case, hand). Hydro obviously comes from the idea that they're water-themed.
The "summoning" Gremlins could be called Hydrohand Casters, perhaps. Casting obviously has a magical feel to it, but also relates to the idea that they're casting monsters based on the "mold" of existing Clockworks creatures. See definitions 20 and 21 if you're confused.
The monster could do their own respective damages.
Water slimes do piercing, etc.
Like shock and fire, water could be spread around between monsters and players.
Ever heard of dry land drowning?
Though I must admit the art would be weird. I can only imagine water slime that shed globules of water that stuck to player's heads slowing them and chipping their life away as well as make them more susceptible to freeze.
A construct with a super soaker? Meh~~
This is kinda what I ment not like another whole family just a few types of creatures in different families like a water construct, water beast, aqua undead.
Or instead of a water type it could just be new levels with ponds of water,so say u r in a vog coat and cap and u go in the water your fire defense will go up cuz water puts out fire, but your freeze defense will go down cuz water freezes a little faster than other things.
People seldom read more then a few post, So it would be better if your Opening Post had solid information.
So if my post out lined your thoughts well enough, you are more than welcomed to take it =]
so.. what would a guy with a mercurial set & a voltaic tempest do in such a situation?
fire defense- up,
water puts out fire.
fire offense-down, water puts out fire.
fire status-down,
water puts out fire.
freeze defense-up,
water can freeze.
freeze offense- up,
water can freeze.
freeze status-up,
can freeze easily in water.
poison defense-up,
the poison could spread through the water.
poison offense-up,
the poison could spread through the water.
poison status-up,
the poison timer could go up 4 seconds. or down, it has a chance to be droped by 4 seconds.
shock defense-up,
water cuducts electricity.
shock offense-up,
water cunducts electicity.
shock status-up,
timer up 4 seconds.
I was mainly going to do just these so if u have a murcurial set it wont do anything unless u guys have somthing for curse, sleep,and stun and if u want to mess around with the piersing, shadow, elemental table.
I was thinking about environmental influences in-game, so that you can actually play around with the environment.
Let's say your enemy/enemies are in the water (probably knee to waist high to avoid introducing swimming mechanics) in water-themed levels.
For instance,
Enemies aflame will have the flame instantly snuffed out when entering water.
Same applies to Knights.
Shocking an enemy in the water will spread the shock to all enemies in the same patch of water.
That being said, try not to have a single area of water that is 'too wide'.
Using freeze in the water will create an area of impassable terrain that melts after a short duration. However, attacking it once will break all the ice.
Anything trapped inside will be frozen so long as the terrain is up.
The size of the terrain depends on the AoE of the weapon in question; Shivermists create a circular patch of ice whereas Glacius will make a line of impassable ice.
Poison, stun, and curse will not be affected.
To not break the balance, how about we make aquatic, desert, and divine?
Again, you'll have to give a proper rationale for implementing those 'themes'.
Divine is not particularly feasible - we already have the Sanctuary, and having something 'divine' anywhere else seems out of place.
Same goes for Aquatic - implementing swimming mechanics seems out of place.
I'm neutral with desert provided you can give us more details (in a separate post, if possible).
For a suggestion to be viable, as the originator, you must come up with ideas other than the general concept. What makes water different from everything else? Does it cause slowed movement but hastened attack speed? Does it make you slide around when you run through it? Does it increase shock damage inflicted or act as oil does for fire? If you have an idea for concept art, make it. Forum users are not your babysitters. For someone to like/dislike your idea you must have an idea other than an unspecific subject. Otherwise I may as well suggest duck enemies that quack.
That was a nickel out of my noggin to your forehead.