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Turning Pay-To-Win buffs back into Unique Variants

49 replies [Last post]
Sat, 03/16/2013 - 22:51
Zeddy's picture
Zeddy

"Oh no, it's Zeddy with another suggestion! And this time he's going to nerf my Unique Variants so that they're 'balanced' and 'interesting' and that scares me."

Kinda, but not quite.

Note that this post has been entirely redone since its original creation. You can find the original everyone was raging about here.

It is not my intention to in any way reduce the power of Unique Variants

As an introduction, let's talk about Cold Iron Vanquisher. Cold Iron Vanquisher is generally stronger than Leviathan Blade against undead... until the wielder stacks some damage bonus exceeding +3. For every step beyond that, Levi will catch up to and surpass Cold Iron as it will have reached the damage bonus cap. Due to this, it is rightfully scoffed upon by dedicated swordsmen who are very fond of swimming around in damage bonuses like salmons merrily flopping upriver into bear maws.

What can be done to make CIV a desirable choice beyond looking stylish? I propose that inherent bonuses on weapons be able to stack past the hard cap limit for damage bonuses. So where a Levi can only reach +6 Damage Versus Undead, Cold Iron would be able to reach +9 Damage Versus Undead. And I'm not happy to call it quits there, either!

This part is different now

Check out Luguiru's post.

In essence, a UV would be able to let you break the limit on just how many bonuses you can stack. Past the bonus cap, you reach a point of diminishing returns and you will need a 2 extra bonus in order to go 1 past the limit. In other words, if you have Low versus Undead on your sword, it works just like currently. It's an extra +1 and you can reach a max of +6 with it like always. However, if you get a medium, and combine it with a +6 from elsewhere, you end up at +7. The tooltip would refer to it as "MAXIMUM+" or just still say Max and be all secretive about it like armour is. The highest you would be able to get would be with Shocking Salt Bomb with a Very High against Slime. Full Mad Bomber + Boom Module + Very High UV + Inherent Very High on the bomb:

The Mad Bomber and Boom Module add up to +6, the maximum. Shocking Salt's inherent +4 stacks directly on top there, making for a +10. Add the UV with it's +4, but halve it because UVs are affected by diminishing returns past the cap for a +2 and the highest you could reach is +12. The tooltip could refer to this as "DOUBLE MAX". Adding another Boom Module would do nothing. Only inherent bonuses and UVs break the cap.

So the max a Levi could reach vs undead is +8 and CIV would be able to reach +11. ASI and CTR on anything would be able to reach +8 with Very High UVs on them.

The catch

Luguiru's post again.

Every force has an opposite. So, too, must it be with unique variants. Since a low UV would give no bonus, it would have no penalty. At medium bonus, however, a low penalty would be applied to the "opposing" family. Let's use Luguiru's thing:

  • fiend <-> gremlin
  • construct <-> beast
  • jelly <-> undead

In other words, a sword with Very High Bonus Versus Fiend would have a Medium Penalty Versus Gremlin. A VH vs Gremlins would conversly carry a Med Penalty vs Fiends.

Attack Speed Increase

This would work kinda like the family bonus thing. Medium ASI would incur your with a Low damage penalty and Very High ASI would incur you with a Medium damage penalty.

Just like with family bonuses, an ASI+4 sword would be able to reach +8 when stacked upon a +6 bonus from weapons and armour.

Charges are more complicated and get their own section

Keep in mind that these only apply to the charges themselves, not regular shots and combos.

Swords

For Caliburs, +2 CTR reduces knockback by about a tile and +4 reduces it by another one. This can be seen as a good thing if you're into damage. I know you are.

+2 CTR adds a 10% chance for the final explosion on Brandish to be replaced by a harmless, white puff of smoke. At +4, there's a 10% chance for the same and another 5% chance for the second to last explosion to be a dud. If the second to last explosion explosion poofs, the final explosion will not spawn.

+4 CTR on Cutter will skip the first swing entirely. While the charge will lower in total damage, it would also make it slightly safer to use. The change only applies on the final level because the Cutter already charges amazingly fast and as such the increase would be comparatively low.

+2 CTR on Flourish reduces damage on the first hit by a low. +4 reduces damage on the second hit by a low.

+2 CTR on Thorn Blade removes a random spike from the charge. +4 removes another one.

At +2 CTR, there's a 10% chance for the Divine Avenger charge to only fire the two side blades in a V-pattern. At +4 there's another 5% chance to only fire the middle blade. Avenger would be unaffected.

At +2 CTR, the Curse on Gran Faust would weak by a step, and an additional one for +4. This also applies to self-curse. The same would happen for Faust and Sealed.

For Fang of Vog, see Gran Faust.

CTR +2 on Troikas and Hammer reduces damage on the first hit by a low. +4 reduces damage on the second hit by a low.

Travel length of the charge projectile on Winmillion is reduced by about half a tile at +2 and +4.

Handguns
On Blaster, +2 and +4 CTR reduces knockback by about half a tile.

+2 removes the last two bullets from the Autogun charge. +4 removes another two. This would make the charge attack shorter, increasing safety.

+2 and +4 CTR would reduce charge orbit lifetime on Catalyzer by two seconds each. Like with cutter, the extra CTR simply wouldn't do much and as such the penalty is comparatively low.

For Polaris and Supernova, see Blaster.

+2 and +4 CTR for Antigua would remove a shot each from the charge attack. Like with Autogun, Calibur and Cutter, some may see this as a good thing.

At +2 and +4, Magnus' charge explosion would decrease in radius by 15% each time.

Bombs
All bombs except shard bombs lose radius at +2 and +4. At +2, Nitronome and Ash of Agni end up with a radius between 5* and 4, while at +4 they end up at 4*.

At +2 CTR, Shard Bomb have a 20% chance for a random shard not spawning at all. At +4, there's an additional 10% chance for a random shard not spawning at all.

At +2 CTR, Vortex bomb duration is reduced by 0.2 seconds and an additional 0.2 seconds at +4 CTR.

Oh right, armours!
See family bonuses for weapons. Basically, for every step of defence that gets added, half that amount of normal defence would be reduced. This means normal UVs would only be half as effective. It also means that UVs would be purely beneficial on Drake Scale and Divine. (Normal UVs would still only be half effective, on the other hand.)

For each step of status resist, an armour would receive half penalty to the opposing status. It goes like this:

  • fire <-> shock
  • freeze <-> poison
  • stun <-> curse

If you suggest putting fire opposed to freeze, I will have to whack you over the head with a newspaper. Everyone would just laugh off the poison and freeze penalties.

Sat, 03/16/2013 - 23:32
#1
Shamanalah's picture
Shamanalah
my 2 cents

+1 for hard mode

-1 for everyone mode

Edit: I love how you don't even care about ASI

Sat, 03/16/2013 - 23:35
#2
Fleet-Miss-Gun's picture
Fleet-Miss-Gun
I'm bad at detecting

I'm bad at detecting jokes.

Serious or not?

Sun, 03/17/2013 - 00:11
#3
Zeddy's picture
Zeddy

@Shamanala

It's not that I don't care about ASI, it's just that the counter-balance for ASI was simple and easy to explain.

@Fleet-Sir-Stable-Ordinance

Dead serious. I don't bring out the walls of text for joke suggestions.

Actually, come to think of it, maybe I do...

Still, this one is 100% serious!

Sun, 03/17/2013 - 02:09
#4
Troupe-Forums's picture
Troupe-Forums
What this would do:Erase

What this would do:

  • Erase the value of all varianted gear ever
  • Throw the economy into chaos
  • Make one of the most popuar crown sinks (Punch) homeless because nobody wants to make their gear worse
  • Make 90% of the end-game playerbase and merchants ragequit because all the gear that they spent/invested $$$ on are now arguably less useful/valuable than the one you pick up from the supply depot or crafted yourself

What this wouldn't do:

  • Achieve balance between weapons and gear

Regarding 'It is not my intention to in any way reduce the power of Unique Variants'
Then what was your intention? Because that's pretty much the only thing that this suggestion would do

Sun, 03/17/2013 - 02:59
#5
Zeddy's picture
Zeddy
@Troupe-Forums

UV-less weapons are not capable of reaching CTR+10 and ASI+10. These are ridiculous amounts of boost that come at a very low cost. Any desirable UV would be pretty much a direct upgrade as damage penalty is not a very big deal. Let me illustrate with Barbarous Thorn Blade.

At depth 23, BTB's first swing does the following damage values from no bonus to max bonus:
252, 264, 277, 289, 302, 314, 327
Damage gained goes 12, 13, 13, 12, 13, 12, 13

The same swing, going from no bonus to very high penalty:
252, 245, 236, 225, 211
Damage lost goes 7, 9, 11, 14

Until that very last step where things get a bit wacky, penalties are far less than bonuses. Have you seen an ASI Max Gran Faust? They have stupid high swing speeds. Can you imagine the manner of greased lightning an ASI Max + Very High Gran Faust would be like? You would barely be even able to see it go by. There's nothing arguable about it. A -4 damage +4 ASI Gran Faust is much stronger than a 0/0 one. That's not even mentioning if it had +6 CTR without even involving trinkets or armour, with self-curse so low you can even immunize yourself to it.

The ASI +4 Gran Faust could still reach Max/Max with the use of full skolver and two elite slash modules. I doubt people who spend hundreds of thousands of CE on buying one sword, specifically bought for the purpose of being able to swing it faster, would think anything of using two trinkets. As a bonus, the sword they bought to swing faster could now be swung faster than any other sword there is. That's not currently the case; there is nothing exclusive about an ASI +4 sword at the moment. Anyone can equip full vog and two slash modules, reaching max/max. Only the elite can reach medium/max+very high.

In a fight between players, would you rather have the strongest sword or the fastest sword? I believe the rampant popularity of Final Flourish answers that one.

"Then what was your intention? Because that's pretty much the only thing that this thread would do if it was implemented."

On this forum, the phrase "it is not our intention to reduce the power of X in any way" can mean several things depending on who you ask.

Personally, the way I see it I think it either means "I think X gives enormous benefits at too little risk and skill, and I would like to see X rebalanced so as to have more depth and make the game more interesting and varied" or "I hate X with a passion and I will crush it to insignificance". You've already made up your mind on which one you think it is, of course.

Keep in mind that some of my prime arsenal have High UVs on them, this would affect me as much as anyone else. It would, for instance, turn my CTR High Dark Briar Barrage into the size of a Proto Bomb. Do I think that would make it weaker? I must assure you I do not.

Are you against the entire idea on principle or do you merely think the penalties are too steep? What if the penalties were cut in half?

Sun, 03/17/2013 - 03:23
#6
Troupe-Forums's picture
Troupe-Forums

I'll respond to the part of your post that requires the least thought to respond to because it's late where I am and attempting to respond to the whole post atm will likely end up with me making some silly points that make no sense

In a fight between players, would you rather have the strongest sword or the fastest sword? I believe the rampant popularity of Final Flourish answers that one.
Actually, many players favour slower, 2 swing swords over flourishes and brandishes. Personally I find it easier to get kills with my Gran Faust or Hammer than Final Flourish, with my latency. Flourish is only widely used among the elite players, that have spent many hours perfecting the technique

Sun, 03/17/2013 - 03:38
#7
Zeddy's picture
Zeddy

Flourish only saw less use after the range got nerfed to no longer match that of Faust. Before that it was all Flourish all day long. Faust is not used for its power; if players wanted power they'd use Brandishes. Instead, its used because the covered area makes it easier to hit other players safely, which is the purpose ASI fulfills.

Sun, 03/17/2013 - 05:18
#8
Feyi-Feyi's picture
Feyi-Feyi
@ Zedyy

Hi Zeddy,

I'm going to have to agree with Troupe here.
I like your basic idea (very much actually, on of the finer ones I've seen) but it would seriously mess this game up.

However: It needs more thought put into it. Some of your ideas are excellent: ASI vs. damage for example.
But some are really to much of a nerf instead of a rebalance; the CTR ones especially.
They make pretty much all 5* versions the equivalent of their respective previous evolutions.

I think this is the right way to think about it (regardless of economy and endgame players) but it's not finished yet.

Feyi

Sun, 03/17/2013 - 05:36
#9
Zeddy's picture
Zeddy
@Feyi-Feyi

Regarding the CTR balance, are you taking into account that the weapons would be able to charge about twice as fast as current CTR max weapons at very high? I don't think any of my proposed nerfs would go anywhere near halving the total damage per charge on them, but perhaps I should do some number-crunching and find that out in more detail.

Sun, 03/17/2013 - 06:15
#10
Terra-Necro's picture
Terra-Necro
But for people who have spent

But for people who have spent a lot of time in game and money to get the gear they want with the uvs they want, this would be like a slap in the face. I spent a lot of time working up cr in order to buy a stun max magic hood, and I'd rather not have that all go to waste... seriously.

Sun, 03/17/2013 - 06:34
#11
Skyguarder's picture
Skyguarder

"Every step of CTR on Brandishes removes one explosion."

Does this apply to the other lines too?

Sun, 03/17/2013 - 06:49
#12
Klipik's picture
Klipik
I have a better idea

Remove the cap on bonus stacking. Then a weapon with a bonus will always be better than one without, even if they both have Max from armor/trinkets and another VH from UV's plus the already High from the weapon. Yes this might make everything ridiculoisly overpowered. How to fix that? Make it so that the highest possible bonus you could get under this system is the same as the current "Maximum!", and the rest are scaled down.

Sun, 03/17/2013 - 07:08
#13
Little-Juances's picture
Little-Juances

The penalty should be at least 1 level weaker than the bonus so you actually win something..

Sun, 03/17/2013 - 07:12
#14
Mookie-Cookie's picture
Mookie-Cookie
...

As much as balancing is great, this seems a bit extreme. As far as I see it, UVs are paid bonuses to make your equipment better. Getting a good UV also becomes more of a hindrance than a joy. Getting that ASI VH, just to find that DB VH penalty, knocking the damage way down.

Plus, your modification to charge attacks seems very harsh. I mean getting a CTR VH on a brandish turns the charge attack into a forward "bang". Put a DB penalty on top of that, and the charge attack becomes a bit.. weak.

Every step of CTR on Autoguns causes two shots in the charge to misfire, causing the bullets to not be fired. These shots are picked at random.
Does this mean if you get CTR VH, the charge attack doesn't fire... well, anything? I mean, 6 bullets + Eagle; 4 steps * 2 = 8. So, CTR VH, effectively causes a phantom bullet to not fire.

If there should be penalties, they should be weaker than the benefits. I mean, DB vs Slime VH, DB penalty VH vs Slime.. I spent my money.. for nothing?

All in all, I'm all for balancing; but this seems to break UVs. Rendering them more painful than they currently are.

@Klipik:
I don't get your idea.. there's no cap.. but the current Maximum! cap still applies?
What happens to the other bonuses? You say "scaled down". Scaled to what? If I end up getting +9, it scales to +6? How is that at all useful?

Sun, 03/17/2013 - 07:20
#15
Thunder-The-Bright's picture
Thunder-The-Bright
mmm

I agree with juances up there. if there are "no" benefits, no one will take uvs anymore. because a +1-1, for normal people,is not 0.

@master: that is antigua, not autogun. autogun shoots way more bullets.

Sun, 03/17/2013 - 07:28
#16
Zeddy's picture
Zeddy

@Klipik
What do mean you have a better idea? It's almost the same as the idea I present in the introduction.

@Masterofkings
Antiguas are not autoguns.

@Everyone
I'm going go over all this again and readjust a bunch of stuff. I made the counter-balances pretty extreme because I find the ridiculous gain you could potentially get from them to require it, so I'll nerf things on both ends. Again, it is not my intention to reduce the power of UVs in any way.

Sun, 03/17/2013 - 08:10
#17
Qwez's picture
Qwez
+.8

If you double the bonuses per negative, I'll fully support this.

Though... maybe instead of having charge attacks progress per CTR to being different, how about have a cutoff at +3 CTR. So weapons with +4 or more would have a different charge attack than those with +3 or less. +4 and above would have a slightly lesser charge attack, +3 and less would have the normal charge attack.

Sun, 03/17/2013 - 08:45
#18
Shamanalah's picture
Shamanalah
my 2 cents

You are debalancing more than you are balancing

Seriously I'd like anyone to actually balance a game (or a custom map on SCII/WC3) before actually giving input to OOO

Because non of your ideas would balance SK out. Your idea would require more balancing than actually balancing the normal items.

"nerf all the armors"
"nerf all UV"
"make it that you get hit one time you die"

Why don't you just play Shmup? (shoot em up?)

Touhou or Dodonpachi seems appropriate for you

Edit: Don't get me wrong, I'm a balance maniac and started with a Wintermaul 3.0.0 and finished in 4.5.19. I made balance while I was playing in-game and was receiving feedback on the go. Balancing requires more than one guy having one opinion and going one way. The good thing about balancing custom maps is that you can always update it. The melee race wasn't strong enough so I tweaked it, just like it took me 10 version to tweak my Divine armor level (7). Just removing 5 armor and boosting their movement by 10% was good enough. Balancing is a whole process, you cannot just pinpoint one particular aspect and forget the others.

If you want to balance UV, you balance ALL UV, not just CTR because YOU think CTR is overpowered. While others might think ASI Max on Striker might be too OP. Balancing is about having enough feedback to make an objective opinion about your game

I cannot tell this enough: Please try to balance something you created before giving OOO input. It is really harder than you think

Edit 2: Giving a +1 bonus and a -1 nerf on each UV roll is INSANE and totally LUDACRIS. Please consider how many UV's are being made each and everyday and how UV ARE AN IMPORTANT PART OF SK ECONOMY!!!! Make it that 0.1% on any UV rolls you get a -1 to a specific monster type. Fine, this sounds reasonable enough (MMO = millions people play, 0.1% is actually high, Zod runes in D2 had 0.00005% to drop I believe. And there was plenty in the market)
If you put a +1 -1 on each UV then I will tell you, everybody but YOU will stop making UV

Sun, 03/17/2013 - 08:44
#19
Fehzor's picture
Fehzor

My only problem with this is that it's a bit late to do so. It'd balance the UVs and items, but it would hurt far too many people being everyone, and UVs aren't really an issue until we look at player vs player, where I do believe that UVs should be removed.

Sun, 03/17/2013 - 08:47
#20
Shamanalah's picture
Shamanalah
my 2 cents

UVs aren't really an issue until we look at player vs player,

Exactly...

Spiral Knights is more than just Lockdown...

Sun, 03/17/2013 - 08:57
#21
Luguiru's picture
Luguiru

Instead of family UV counterbalances being random, there should be a spectrum so if you get +# damage against X family you get -# damage against Y family instead of the negative being thrown randomly at W, T, V, and Steven:

  • fiend - gremlin
  • construct - beast
  • jelly -undead

The idea is the two "opposite" families fight differently so specializing against one makes you less prepared for its opposite.

Another thing for stacking family bonuses beyond +6. If the weapon naturally has family bonuses, like Vanquisher and Deconstructor, those surpass +6 normally; but for UVs they can only surpass +6 by giving up half the excess to transcend the barrier. Say you have a Vanquisher with +3 undead, flopping around with full Skolver and the Snarbolax shield. Your armor and shield give you +6 sword damage so you already hit the normal cap, the natural +3 undead on the weapon makes the bonus +9, but the +3 from UV does not simply get thrown into the pile for +12. You cut part of it off. That +3 from UV is +1.5 when halved, but since decimals are bad it gets rounded down to +1 and your Vanquisher has +10 undead after all this. It gives people a reason to use weapons which naturally have family bonuses instead of rolling another UV or twenty. If you switch out your Skolver torso for RSilvermail and get a +2 sword damage trinket the family bonus would be bumped up to +12 (Skolver helmet, +2 sword damage trinket, Snarbolax shield, RSilvermail, Vanquisher, +3 undead UV: +6 sword damage, +8 undead total). There better be a universal damage nerf if this goes live.

As for all the charge penalties, change it to cooldowns instead. Charge reduction bonuses would still load it faster but if a five second cooldown stops you from starting another sword or gun charge immediately since bombs only have charge attacks and giving the same restriction to them is unfair then you would be forced to either switch weapons or use the basic attacks which bombs do not have. Unless bombs get some kind of basic attack, like a small knockback kick, their cooldown would be two or three seconds at most if they get a cooldown at all.

Sun, 03/17/2013 - 09:17
#22
Addisond's picture
Addisond

You might not be intending to have this weaken UV's, but you kinda are. All those ASI VH flourishes that used to cost 25k CE are now kinda worthless.

Sun, 03/17/2013 - 09:36
#23
Shamanalah's picture
Shamanalah
my 2 cents

You might not be intending to have this weaken UV's, but you kinda are. All those ASI VH flourishes that used to cost 25k CE are now kinda worthless.

And all CTR brandishes... I mean 1 explosion per CTR? so CTR Max = only the charged swing

CTR Max Brandishes... like 40k ce? worth nothing... way to crash the economy >.<

Sun, 03/17/2013 - 09:55
#24
Luguiru's picture
Luguiru

For guns and swords their charge attack mechanics could be changed so instead of holding the weapon, you have to deal a certain amount of damage from the basic attacks which fills a meter which allows you to use the charge attack. Holding down the attack button while the meter is not filled will count as rapidly clicking so the button mashers get thrown a bone. Charge time reduction bonuses reduce how long gun and sword charges need to prepare once the meter is filled and lowers the damage needed to charge the meter. The meter is only charged by basic attacks, including statuses dealt by the weapon.

Sun, 03/17/2013 - 10:01
#25
Xi-Mi-Oi's picture
Xi-Mi-Oi
A thought.

Maybe it wasn't well thought out, but here is a thought I had in relation to solving the "I paid lots for my UVs and don't want to lose them" issue.
(Mind you that I am not really for or against this idea, just tossing a thought in.)

Suppose that all current UVs are unaffected by this update/change. None of the UV items that currently exist would lose their value, as a matter of fact some might gain value over time simply based on this change, and yet this would allow new UV items to have the new UV stat bonuses/penalties.

Either that, or have the option for players to remove penalties by creating another crown/CE sink to remove one or two (at most, so that it cannot be abused) UV penalties from any single item.

Just some thoughts, sorry if they don't make sense. :o

Sun, 03/17/2013 - 12:57
#26
Troupe-Forums's picture
Troupe-Forums

Another thing:
Seeing as you're talking about each step of CTR nerfing the charge, will heating my combuster takae two of it's explosions away? Will heating my shiver nerf it's radius down to 3*?

Sun, 03/17/2013 - 13:28
#27
Yukimare's picture
Yukimare
yah.... i want to see people

yah.... i want to see people with UVs have weaker gear...

-1

Sun, 03/17/2013 - 14:05
#28
Autofire's picture
Autofire
You are experiencing a PICNIC ERROR!

To put the question out now...

What happens if I get a random UV without trying?

A beast MAX on a Shockbrand craft giving me a negative undead MAX?

With this, can I please be able to remove UVs?

EDIT: Zeddy, your a bomber. You know bombers aren't practical in PvP without CTR max, right? What about CTR max on a proto bomb? Would you use it? I doubt it....that pretty much nerfs bombs through the floor while making non-UVd other weapons worth more.

Sun, 03/17/2013 - 14:45
#29
Klipik's picture
Klipik
whoops

Sorry, missed that part. But I did add the scaled Max cap.

Mon, 03/18/2013 - 01:59
#30
Zeddy's picture
Zeddy
@Shamanala I play shmups all

@Shamanala
I play shmups all the time! As for this: "make it that you get hit one time you die". When did I ever seriously suggest that? That'd be horrible.

Also, I did balance all the UVs. Are there other UVs than family bonuses, ASI and CTR?

@Troupe-Forums
Heating your shiver would not give it a 3* radius, nor would equipping Volcanic Demo. This is UVs only.

@Luguiru
I am having similar thoughts! I'll go over the concept again.

@Autofire
I am thinking the UV thing would have the most effect on 5* gear, so a Proto Bomb, having the minimal possible radius, would likely not see any decrease at all, just like a 2* Brandish would not have any more explosions to lose at a certain point.

@Everyone in general
Anyways, I made my second piece of Chaos today, and I noticed my Triglav charges just as fast as CTR Max Nitro, which is ridiculous. +10 CTR would hardly make a difference just due to most of the times spent chargespamming Triglav is already spent actually executing the charge attacks. Sword charge times in general need some serious nerfing, really, but for now I'll be decreasing the proposed penalties for CTR.

Mon, 03/18/2013 - 02:14
#31
Msaad's picture
Msaad
---

I don't get it, if every CTR of a brandish removes one explosion, and i have a Glacius CTR VH which is +4, and i get only 1 explosion for the glacius? If so, -1. And -1 to the ASI too :/. This would cause my GF to be useless.. and not only that, my status alchemers will do the damage of a proto gun if i have an ASI VH.

Mon, 03/18/2013 - 07:12
#32
Zeddy's picture
Zeddy

Everything's been entirely redone, with penalties heavily reduced.

Are the charge penalties too strong still? I would like input.

Mon, 03/18/2013 - 08:07
#33
Putkinen's picture
Putkinen
Err..

A Brandish that's effective against Gremlins would likely never be used against Fiends anyway seeing as the best upgrade path is a shadow weapon. All that bit accomplishes is making normal damage weapons even crappier.

Mon, 03/18/2013 - 11:07
#34
Shamanalah's picture
Shamanalah
my 2 cents

I play shmups all the time! As for this: "make it that you get hit one time you die". When did I ever seriously suggest that? That'd be horrible

Well with your original ideas of "balancing gear" with "balancing UV" then yes in many situation I would die one shot, even with a penta heart

Because you took the nerf hammer of Blizzard and put a turbo on it, added splash damage and are currently smashing Spiral Knights to pieces. That is what I'm seeing...

The game is better as it is then the way you want it to be...

-9000 to Zeddy idea

Mon, 03/18/2013 - 11:21
#35
Msaad's picture
Msaad
---

I still think the same way as Shamanala :/. Though OOO could improve armors/weapons by not nerfing the OP weapons, but by buffing the UP weapons..
(Because i think if this happens to F2P players, like me, i'll ragequit from this game.)

Mon, 03/18/2013 - 14:40
#36
Luguiru's picture
Luguiru

By keeping overpowered weapons overpowered and buffing underpowered weapons to match them, all weapons become overpowered and we deal too much damage. Everyone dealing absurdly high damage while everything, enemies in the Clockworks and knights in Lockdown alike, die with a few seconds worth of attacks rather than planning a means of attack alone or with other players.

Mon, 03/18/2013 - 16:20
#37
Mookie-Cookie's picture
Mookie-Cookie
...

Why did my brain read Antigua for Autogun? Damn you, late nights.

I'm still not all that keen on paying for penalties. As I see it, UVs are intended to be benefits-to-buy. Start slapping penalties all over the place, that hefty price tag looks much worse. I mean, imagine looking to get fire defense and getting shock, which reduces your fire resistance. Sort of made paying counter-productive.

Mon, 03/18/2013 - 16:55
#38
Klipik's picture
Klipik

+1 to regular stacking changes, but I think it should be just left there. As in, don't add any special conditions for ASI/CTR. I agree that UVs should be something other than a straight upgrade that caters to P2P players, but as Masterofkings said you should not pay for a variant and get something worse than what you started with.

Mon, 03/18/2013 - 19:15
#39
Phaseburst's picture
Phaseburst
/e uses WTF attack and deals -9999999999999 to this thread

one level of CTR would reduce effect, what happens when CTR is VH for DA? Perhaps it runs out of beams and shoots out pretty rolls of marked toilet paper like what was on the sealed sword, What would the Vortexes have? Their suction is already incredably low so should we decrease it? perhaps it would keep enemies away instead of sucking enemies in! Think of it as Graviton Antivortex! And what should the BaB do with all of it's knock back? reduce it? No, because that would make the weapon useless, lets reverse it and have all the knockback going to the middle, it would surely suck enemies and players into THE FREAKING TWILIGHT ZONE!!!!

no

More of an unbalancer than a balancer, UVs are supposed to make life easier, not the same, otherwise, why shred crowns to simply try to roll? Perhaps we are so rich like Queens. "Good afternoon, Your Majesty, would you like some Tea and Crumpets?

no

Stacking changes do not need to be implimented, we paid for what we have, and we do not need some person who is angry at UVs to decimate it all. Why not just save up and get a nice uv weapon for yourself? Instead of having Combustor CTR+ASI VH and making such a babyish swing even the zombies will drop dead from laughter, only to reanimate via grim totem who also is laughing madly at your weapon's weakishness.

no, just no

"It's only decreased by a little bit"
Well, each stage of UV also increases by a LITTLE BIT, so why neutralize the point of UVs?
Aaah the Shard Bombs, WITH 2 AND 4 SHARDS!!!!

Tue, 03/19/2013 - 05:36
#40
Zeddy's picture
Zeddy
@Toaster-Overload

You appear to be commenting on the balances as I presented them a couple of days ago. If you go over it all again, the penalties are a lot milder now.

The UV market is of zero interest to me. If this suggestion was implemented, on the other hand, I would be. I can get a max/max weapon easily through just equipping stuff, but nowhere other than the UV market would I have access to +8 CTR bombs and +8 ASI swords. They'd be interesting because they could offer unique variations not found in stock weapons.

I would hunt high and low for a set of CTR VH shard bombs if it meant I was able to actually spam a minefield with them at the ridiculously low cost of a few shards per detonation.

Thanks for reminding me about Vortex bombs! I forgot to add those.

Tue, 03/19/2013 - 18:56
#41
Phaseburst's picture
Phaseburst
Why

god why did you make this post in the first place? why cant you just suggest that damage vs enemies and generic damage is just separated? I really dont want to see the result of my poor iron slug, now more nerfed than ever, just waiting for that update that will come in about 12 years. If the monster specific weapons is what you want to be buffed against that certain type, why not just separate the two? do you know what will happen if the debuffs of balance has come?

The debuff~A story by Toaster-Overload

One day, there was a knight named Zeddy. Zeddy was very upset about his weapons not getting unique variants, so he caused the economy to collapse, screams and riots everywhere. Waves of molten slag erupted from crevices between each plate of the clockworks, flooding FSC (not much of a difference), the Blast Furnace (not much of a difference either), and the cooling chamber melting all of the popsicles and causing gremlin priests to go "frahfrahfrahfrahgagagagaga" while trying to make snow angels in the melted popsicles for good blessing. Meanwhile on cradle, the melted popsicle flowed up and into haven, causing everyone to get diabetes from having too much sugar. after that, the molten slag came and washed over haven, roasting all of the snipes which coincidentally are marshmellow colored. The knights, including Zeddy, moved to Seerus's lair, put him in a box, and shipped him to Arabia. Now all of the knights were happy in the warmaster's lair, eating his reserve candy and roasting gremlins to eat even though the gremlins tasted horrible, were high in fat and gave everyone diarrhea. Now everyone was very fat and diabetic, so Dr. Enterdoctornamehere started researching on the cure, however, because Zeddy destroyed the economy, all of the crystal energy drowned themselves in the slag. Dr. Enterdoctornamehere, however was not disturbed by this, for he had invented a new type of energy: Cholesterol! and also replacing crowns, people used Sugar! With reasearch speeds like snails in molasses, the doctor finally completed his research: Salt! after all, everyone knows that introducing a new problem to the old one will terminate it, right? Zeddy completely agrees with this and decided to give lard covered sugarcoated gremlins now saturated in salt to everyone. 9/10 of the population died :D! Now everyone had high blood pressure, heart attack, diabetes, and obesity to deal with: 4 times the fun! All hail teratoma, God bless gout, and have a well being to cataracts!

A few years later, Cradle is made out of Sugar/Salt crystals, and it rains lard and smells of barbequed gremlins. Only the remaining ungrilled gremlins survive, regretting have not on purposely weakened the enemies in the clockworks to avoid this wonderful apocalypse.

THE END

Tue, 03/19/2013 - 19:05
#42
Klipik's picture
Klipik
Hmmm

I feel like you saw this and then tried to make something better.

Tue, 03/19/2013 - 20:56
#43
Bella-Donna's picture
Bella-Donna
but but but

... my double max snarby coat would go from fire and shock max... to fire and shock med... :c

Adding penalties makes a uv worth less.

I agree built in bonuses are worthless as they are and need a boost, but the rest i cannot agree with.

Tue, 03/19/2013 - 21:48
#44
Phaseburst's picture
Phaseburst
@Zeddy

._. Insulin? really? you are not getting the point! buffs need to stay the same! I even made a story with a message inside to get the point to you. Nvm, I hope the others will get my point.

Eww, soda ocean, imagine how sticky that would be and of all the spills that the janitor would have to clean up

Tue, 03/19/2013 - 23:09
#45
Zeddy's picture
Zeddy
@Toaster-Overload

I am not Klipik. Why would you think I'm Klipik?

And I'm still not mad about not being able to get UVs. I don't even care about getting UVs; they're boring. They're not unique and they offer no variation. If I could charge things in under a second that'd make them unique and desirable, but to avoid having that be a pure benefit only the insanely rich would be able to have over the not-so-insanely rich, suitable penalties would need to be applied for it.

This wasn't even originally my idea, it was OOO's. UVed stuff used to have penalties on them. Bombs, for instance, would have a smaller radius. The game used to have a lot of cool things that people constantly ask to be brought back: RSS, Tortodrones, regular attacks for bombs, sleep, slooms, old behaviour for a lot of enemies. This is simply another old concept I'd like to see revisited.

Wed, 03/20/2013 - 01:21
#46
Msaad's picture
Msaad
---

Well then, this is the only "Old Concept" i don't want to see again.

Wed, 03/20/2013 - 01:38
#47
Severage's picture
Severage

I think people are overestimating how this will effect them...just saying.

It's like in WoW when they nerf a class by 10% everyone is like "ERMAGHERD WAT U DOIN" then a week later that class is still doing fine and nobody QQs.

~Sev

Sat, 03/23/2013 - 08:47
#48
Spirit-And-Soul
yea....no

i have uvs on my gear, like my chaos cloak, which are all that keep me from dying, and good uvs on my weapons too. im fine with uvs the way they are, and i dont want the uv mechanics changed. -10

Sat, 03/23/2013 - 13:07
#49
Thunder-The-Bright's picture
Thunder-The-Bright
mmm

did I say about the army that attacks you? no, I didn't. well.
I don't think it's a good idea, just because you are making too many debuffs. make them start on high+ and I'm fine. not sure about others though.

@spirit:
i have uvs on my gear, like my chaos cloak, which are all that keep me from dying, and good uvs on my weapons too. im fine with uvs the way they are, and i dont want the uv mechanics changed. -10

extend your mind man, there is not only yourself. also, on the last one: you are not the guy who takes decisions, it's the devs.

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