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Making gear more interesting

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Wed, 01/08/2014 - 03:06
Zeddy's picture
Zeddy

Related topics
Give Cold Iron Vanquisher the ability to kill Zombies even while under Grim Totems, by Glacies.
New thoughts on armor and class balance, by Fehzor.

In the above topic regarding CIV, Glacies suggests a special ability for it. In the topic, Tedme argues this:

"A special ability doesn't work. No other weapon has something like that, a, to put it in game terms, truly unique UV. In other words, it would unbalance everything in having one weapon with a special power. One could go through and give every weapon one, but this would be something OOO would never do, nor add to the game if someone else did. Sorry."

To this I say "Nuts to that!" In this topic, I will make suggestions for special abilities for various gear. Probably weapons mostly. I would also like for other people with ideas for special abilities to post theirs. Today we'll start with:

Brandish
Brandish special ability will be being a Brandish. It's effectively a nerf, but an interesting one that should make Brandish more fun to use.

While wielding a Brandish, a series of orbs appears over the player, right above where the charge bar usually is. These orbs can be empty or filled in with a glowing, orange hue. They start out filled. A 2* brandish has 4 of them, and this upgrades 6 at 3*, 8 and 4*, and finally to 10 orbs at 5*. When the player swings their weapon, two orbs get drained and the weapon inflicts the elemental part of its damage in addition to the normal part. If there is not enough orbs to drain, the weapon will only inflict the normal part of its damage. The sword itself will also not glow when it's not charged enough to do its swing.

The charge attack will drain 2 orbs for the swing and 1 orb for each explosion. Having less than 5 orbs left for the explosions will simply spawn less explosions. For instance, unleashing a brandish charge with 3 orbs will only spawn 1 explosions in addition to the swing. Unleashing the charge with only 1 orbs will only do the swing with the normal part of the damage.

The orbs charge at a rate of approximately 1 orb every 2 seconds. This is affected by charge time reduction and charge speed can be increased up to 24% at max. Brandish orbs are capable of recharging even if the sword is not currently wielded, but this happens at half speed. As such, it can be benificial to wield multiple Brandishes.

It's possible the change will be accompanied by a slight Brandish buff, but I haven't yet decided how much or in which manner.

Wed, 01/08/2014 - 03:10
#1
Hexzyle's picture
Hexzyle

Can we place armor suggestions here too?

By the way, many weapons already do have somewhat "special" mechanics, expanding on that shouldn't be such a big deal.

Wed, 01/08/2014 - 03:13
#2
Zeddy's picture
Zeddy

Yes you can.

While a lot of weapons do have somewhat special mechanics, none of them go to the extent of, say, Battle Sprites, introducing new statuses, invisibility, hud-elements and et cetera. No armours can be considered to have special abilities, either.

Wed, 01/08/2014 - 04:01
#3
Masterreeve's picture
Masterreeve
I make you black, bluue and red all over

Gimme a few hours, and I'll post an idea or two.

Also, is it ok if I use some of these abilities (to a certain degree/ altered state) in my own thread? I'm thinking the abilities posted here would do well for my Equipment Augmentation suggestions.

Wed, 01/08/2014 - 05:07
#4
Scirio's picture
Scirio
No other weapon has something

No other weapon has something like that, a, to put it in game terms, truly unique UV. In other words, it would unbalance everything in having one weapon with a special power.

When wearing a full valkyrie set you'll gain enough curse resistance to always have one weapon cleared of curse, no matter how much weapons you're carrying. Which is awesome for people without the money to fill up a 3rd or 4th slot. If that's not a hidden ability, idk what is.

I'd like to see the snarb set to be able to activate "rabid mode", your eyes turn green and a clone of you emerges from the ground, and does the same attacks you do like the duo shadow lair snarb. It'll last for about 3-4, maybe 5 seconds.

In return for that OP skill, after the rabid mode wears off your armor turns yellow and your power, defense and attack speed drop dramatically like when snarb is stunned by a bell. So it would be sort of stun + poison. Lasts for 4 seconds.

Wed, 01/08/2014 - 05:48
#5
Masterreeve's picture
Masterreeve
I make you black, bluue and red all over

@ Scirio
Actually, I'm pretty sure the Divine set, Deadshot set, and Heavenly Iron set also give only 1 weapon cursed no matter what. So no, it's not a truly unique UV

Also, towards the OP, I just remembered that I made a similar thread quite a while ago, more geared towards full gear sets as opposed to just 1 or 2 pieces.

Wed, 01/08/2014 - 12:09
#6
Fangel's picture
Fangel
Oh dear, PvP would be full of snarbolaxes

I think it would be neat if we got a new "armor ability"rather than weapon abilities. This might encourage certain uses of armors in otherwise illogical situations. These abilities would be armor-based, helmet would be there for protection. Ancient plate could activate an ancient power where all attacks deal 8% more damage for six seconds, and the player gains a foggy, prismatic aura. After six seconds the player would have MSD low for eight seconds, and the fog would turn into a mossy aura. Armor abilities would take a minute to charge, and each buff will have a debuff after.

Thu, 01/09/2014 - 07:21
#7
Trats-Romra's picture
Trats-Romra

I'm trying to figure out something to Cautery Sword...

I thought something to Iron Slug: Give to it the ability to break enemies' shields(like of the mecha, gremlins, including the mender barrier).
This is a good idea?

Thu, 01/09/2014 - 09:29
#8
Fehzor's picture
Fehzor

What if wilde hunting blade's charge attack granted you a 6 second boost to attack once used? DVS could grant you ASI at the same rate.

And thanks for the mention! <3

Also, updated and more concise (though still lengthy, just more info) version of it here- http://forums.spiralknights.com/en/node/80053

Thu, 01/09/2014 - 10:11
#9
Fangel's picture
Fangel
An even faster DVS you say?

My ASI VH dread venom striker is excited.

Thu, 01/09/2014 - 22:35
#10
Possiblespy's picture
Possiblespy
As long as we're giving armor stuff too...

Wouldn't it be adjective if Quicksilver Gear or an alternative branch-off of Quicksilver Gear let you react to shock the same way that a Quicksilver would?

Either not getting injured or being healed based on how many pieces you were wearing?

Fri, 01/10/2014 - 07:12
#11
Krakob's picture
Krakob
@Trats Romra

Cautery Sword: all hits vs slime interrupt equally to the third. Killing a slime with Cautery Sword will increase the chance of heart drops.

Fri, 01/10/2014 - 09:28
#12
Trats-Romra's picture
Trats-Romra
@Krakob

Great idea!
It's matches perfectly with Cautery descripition:
-Increase the chance of heart drops when killing slime because it's adapted from a medical tool;
-All hits vs slime interrupt equally to the third because it was made to kill jellies.
I was trying to figure out something like this.

Fri, 01/10/2014 - 10:25
#13
Krakob's picture
Krakob

Actually I didn't think about the medical tool stuff. I just figured, newer players might have a hard time staying alive in RJP (I used to), so why not help them with staying alive?

Sat, 01/11/2014 - 14:30
#14
Glacies's picture
Glacies

The Cautery Sword idea is actually a nice little thing.

I was thinking of an idea for the Vitasuit, Vitasuit Deluxe, and the Plague Needle:

Vitasuit: Automatically consumes a pill when below 33% Health when in your tool-belt.
Vitasuit Deluxe: Increase the healing-effects of pills. (Tier 1: 4 Pips / Tier 2: 8 Pips / Tier 3: 15 Pips)
Plague Needle: Standard attacks act a lot like Vengeful Quills, Charge Attack does not trigger this effect.

Sat, 01/11/2014 - 14:54
#15
Kirito-Bs's picture
Kirito-Bs
hmmm.......

even though plp say Acheron is too OP i think it needs a ability because even though it has high ad etc its just a normal sword which effect nothing but shadow and normal dmg.

But i don't have any ideas of ability i can add to it so if anyone has a idea just post it here.

Also Royal Jelly Set and the Ice Queen Set also could have a ability like the snarb set but the mode is called 'rage mode' and it makes u go on a rampage with improved attack but when its over your defense drop very low the time limited is counted on how many pieces of royal jelly gear your wearing.

The Volcanic Sets...... if we want a ability its 50% its gonna happen because it already has fire resistant and traits for each volcanic set.and again i cant think of an ability for it

Tue, 01/14/2014 - 20:38
#16
Trats-Romra's picture
Trats-Romra
Drake Scale Set

The Drake Scale Set could increase the effects of special conditions. Actually, I'm not sure of it. I'm undecided between increase the effects or chance of special condition. Increase the effects would be great, but it can be used to power up further Brandish-lines and FoV. On other hand, the Drake set don't have normal defense and increase the effect of status conditions could compensate this set.
I prefer increase the effects, but I don't sure if it could be a good idea. Increase the chances appear to be reasonable.

Someone help me solve that dilemma?

Wed, 01/15/2014 - 19:47
#17
Troll-Lolo's picture
Troll-Lolo
Doth tou even hoist?

Almost every single person that suggests the types of things in the thread responses.

HOW/WHEN ARE THE ABILITIES ACTIVATED? IS IT OUR CHOICE OR RANDOM?

That is all, I have no real contribution to this thread besides +1 to some of these.

Kthxbai

Thu, 01/16/2014 - 04:00
#18
Masterreeve's picture
Masterreeve
I make you black, bluue and red all over

@ Troll-Lolo
The abilities should all be passive, or apply when the player attacks/charges their weapon. I'd advise against adding a new button in the game just for these new abilities, as there are already too many buttons to press with the sprite skills and dash/bash added.

Fri, 01/17/2014 - 03:52
#19
Misty-Wellington's picture
Misty-Wellington
<insert witty comment here>

Wrench Wand's could be healing allies.

The downside so the healing couldn't be abused?

1) Wrench wand wracks up a charge for every, I dunno, 5? enemies you defeat with the Wand up to a maximum of 10 charges which carry over between floors. Each charge attack can be used to heal allies a modest amount of pips when using the charge attack.

2) The star that comes out of it has to physically hit an ally to get healed.

Fri, 01/17/2014 - 05:00
#20
Gunnerific's picture
Gunnerific
To the uncreative

This 'click-to-rage' thing you guys suggest to put on armours are basicly stack-ables of the Maskeraith's cloak i mean one could just stack the rabid-mode, maskeraith, the damage bonus pick ups, chaos, archeon and unleash hell on anything not in FSC.

I but i suggest a 'self-destruct mode' on Mad bomber to complete pyromaniacs like muah:
If you hold down your charge for too long on bombs(full mad required). the bomb explodes on you, you taking half of the bombs orignal damage (before the damagbonus buffs the suit origanlly gives and any other) but it deals more damage (possibly double?).
It would be great a tactic that requires great timing and estimation (with out the blast radius fuse helping) what bomb should be.

Cheers~

Fri, 01/17/2014 - 06:27
#21
Aplauses's picture
Aplauses
@Demotastic +0.5

Omega Shield: No interruption when shielding.

Ancient Plate Set: Received less knockback.

Jelly Mail/Helm: Received auto-shield which is enough to resist small damage only. Auto-shield regenerates over time.

Jelly Shield: More bouncy(knock enemies farther)

Fri, 01/17/2014 - 11:40
#22
Fangel's picture
Fangel
In retaliation to the buttons argument

It could use modifier keys by default, say, modifier + next weapon? We could keybind it otherwise later.

Sat, 01/25/2014 - 16:47
#23
Usevnsevnsixfivfor's picture
Usevnsevnsixfivfor

Dread Skelly armors make some (1/10 for one piece, 1/5 for two pieces, bosses don't count) gremlins get scared and not attack. DSS will do the same with 1/10 of slimes (excludes bosses).
Vitasuit Deluxe increases heart drops.
Wearing a piece of Ice Queen armor should make a small freezing area when you die (area of a T1 Ice Cube's death) and with a full set the freezing area increases to a T3 Ice Cube's area.
Arcane Salamander gears boosts Drakon's Firebolt range, barrier time, and Firestorm's fire chance.
Divine gears will boost heart drops, lazer damage, and aura time for Seraphinx.
Fallen gears boosts needle count, cloak time, and haze damage for Maskeraith.
Kat Claw/Eye/Hiss Cowl boosts defense against Spookats.
BKC boosts defense against Grimalkins. The BTS will shield against Grimalkins, with the piercing defense acting like shadow defense.
A monster that breaks your Heater Shield with a melee attack would be set on fire.
Aegis and Exalted Honor Guard should enable Sonic Mode on the shield. Shields do not have Sonic Mode currently, and I can prove this from a Silversap destroying 100% of my shield health when shielding with a GOS.
Volcanic Plate Shield prevents you from taking damage from fire when held up.
Ironmight Plate Shield makes you walk like you are shielding but not stunned when you are stunned.
Having a 100% damages SSB grants an extra point of ASI until the shield befins to repair itself.
If your Dragon Scale Shield is attacked by a lit Oiler, the shield will absorb the fire and unlight the Oiler. This does not freeze melted Ice Cubes.
Using Shivermist Buster or a Jack Frost on melted Ice Cubes with at least one piece of Bombastic (the heating systems transfer its heat to the SB that freezes anything that isn't a melted Ice Cube) will not refreeze the Ice Cumes.
Using AoA or Scalding Hot Cocoa on Oilers with at least one piece of Volcanic Demo will not light Oilers (the cooling systems calm the fire a bit and puts in a substance that prevents fire from spreading on oil).
Using Voltaic Tempest or Gravational Vortex with at least one piece of Mercurial Demo equipped will not shock Quicksilvers (the armor absorbs some of the electricity and cannot shock Quicksilvers for some unknown reason).
A full set of Mad Bomber adds +6 universal ASI but subtracts 6 handgun and sword ASI- thus putting bombs on +6 ASI.
Full Volcanic Salamander makes you immune to the fire and take only 25% of damage from Fire traps ONLY.
Full Ironmight Plate makes you take only 20% of damage from spike traps.
Full Deadly Virluisk makes you immune to poison and you take only 25% of damage from poison traps ONLY.
Full Dragon Scale makes you immune to poison and fire from said traps ONLY.
Full Mercurial makes you immune to shock and you take only 25% of damage from shock plates ONLY.
(There will be no freeze themed freeze trap immunity since FoV solves that.)
Full Azure Guardian boosts damage from Leviation Blade (reskins don't count nor does CIV), Valiance, and Nitronome (branches don't count) by two points.
Almiran Crusader boosts damage to shadow weapons (except Acheron and GF) by a point per gear.
Ancient Plate boosts damage to Sudarska or Triglav by one point per gear. Full gear increases ASI of said weapons by two.
Chaos gets chance to be immune to shadow damage from an attack 1/10 of the time.
Full Deadshot Mantle lets you shoot Phantoms with guns at any time--even when they are invincible.
Full Grey Feather lets you walk and attack faster while you are stunned compared to normal.
Heavenly Iron Armor boosts damage to Phantoms, Carnavons, Darkfire Vanaduke, Margarl, and Black Kats by a point per gear.
Full Justifier boosts gun damage by 20% while stunned.
Full Nameless Poncho boosts gun ASI by 20% while frozen.
Radiant Silvermail makes you immune to fire while poisoned or cursed. Works great with FoV.
Full Royal Jelly Mail makes you immune to the three types of mini jellies.
Full Shadowsun boosts gun CTR by 20% while poisoned.
Full Skolver makes you resistant (not immune) to Freeze caused by Beasts.
Full Vog makes you resistant (not immune) to Fire caused by Beasts.
Full Snarbolax makes you very weak to stun, but resistant to freeze and poison caused by Beasts.
Full Valkyre makes you immune to stun from Fiends ONLY.
Ancient Plate Shield gains no interruptions but still retains invinciframes.
CoA resists damage from Vana and Almiran guards.
GOS and The Bitter End has a smaller shield diameter than others so that you are less likely to be hit.
Omega Shield regenerates faster than other shields.
Shield Bash does increased damage and knockback with Royal Jelly Shield.

Sat, 01/25/2014 - 16:48
#24
Usevnsevnsixfivfor's picture
Usevnsevnsixfivfor
DP

Also, only 5* armors, and shields (except for the ones that end at 3 or 4*) should get abilities. Not weapons.

Mon, 01/20/2014 - 18:52
#25
Usevnsevnsixfivfor's picture
Usevnsevnsixfivfor

DPd upon editing.

Sat, 01/25/2014 - 09:29
#26
Michaelb's picture
Michaelb

Some suggestions:

Big Angry Bomb: Able to cause damage to Shankles even when they have their shells up.
Quicksilver Line armors, 4*, 5*: Cause speed increase for 15 seconds after shock would be induced.

Sat, 01/25/2014 - 15:16
#27
Vanguard-Xelon's picture
Vanguard-Xelon
What if they Overided your

What if they Overided your shield charge or evade ability to do certain effects?
and what if wearing the helmet changed your evade, wearing the shield effected your charge and wearing the armour effected your blocking
for example:
Standard Cobalt and Proto armour would have the 2 basic moves
someone in Skelly helmet evade ability would work as a teleport or you would stealth, the shield charge could deal shadow damage and your armour could make your shield have extra shadow resistance or could poison the enemy when you shield bash them

wearing Mystic Salamander could make you send out an acid breath attack that would freeze them, volcanic would burn and virulusk would poison, the armour prior would stun

Jelly armour could make your shield form a jelly blob around you that grants extra piercing defense for a few seconds after bashing the enemy away, the helmet could make your evade form a jelly trail on the ground that's flammable and the shield charge could end with a heavy knock back attack or do an attack similar to the slime family

Gunner sets would have different shot follow ups and attacks while performing the actions like the evade would make you jump backwards while shooting bullets into the enemy and the charge would make you fire over your shield whilst leaping forward

Wolver sets would make you blade dash or dance and let you do a Zelda like spin attack

Bomber sets could drop bombs as they dodge and maybe throw a grenade version of the bomb your holding

Guardian armour would let you perform a stop that knocks the enemy back for the evade and maybe a attack that pulls the enemy towards your shield for easier kiting, it would also increase your health because lets be honest it makes no sense to have a tank with lower health than the dps

Valkyrie armour could provide a defensive bonus passive, fallen armour could provide an offensive bonus passive, heavenly iron could provide a speed bonus passive while all having the standard evades (or you could trigger the passive with the shield charge)

Owlite armour could cast different spells, like a knockback spell, a freeze spell and a when you raise your shield you create a rune trap after shield bashing an enemy (to balance that you could only have one active at a time) that stuns enemies or something when they walk over it (could also change with the armour your wearing)

Dragonscale would have fire bombs, flame breath and the such

I think it the weapons are unique enough but the weapons that you get from bosses could have neat effects like a berseker mode for snarby and maybe the Roarmalus items would create a laser beam attack that enemies get stuck in so their is more reason to get them other than "its a flourish that shoots spikes" or "its a fire cutter"

Sat, 01/25/2014 - 15:31
#28
Masterreeve's picture
Masterreeve
I make you black, bluue and red all over

@ Michaelb
Giving BAB a skill like that would allow it to kill golden shankles, which would ruin some of the puzzles in the game. Make sure it doesn't affect golden ones. Also, it should apply to wisps as well.

Sun, 01/26/2014 - 14:02
#29
Zeddy's picture
Zeddy

Blast Shield

A shield intended for use by bombers. It is, in itself, a bomb. The shield provides the same amount of normal defence and health as Barbarous Thorn Shield, but nothing else. When taking hit from a melee attack, the shield instantly breaks, and produces the effect of a small blast bomb. At 5*, it would carry the damage of master blast bomb and radius of super blast bomb.

Heater Shield

When shield-bashing with heater shield, it inflict minor fire rather than moderate stun.

Tue, 03/11/2014 - 09:03
#30
Trats-Romra's picture
Trats-Romra

I just think that this thread is worth to revive, because this is a good one.

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