http://forums.spiralknights.com/es/node/111176
ok there was a sugestion about how to change a little bit the Shard (family) Bomb, and to summarise here are the basic concept from that post
-Jcyrano (my self) wrote:
although it is likely that a Shard Bomb "hit "more than once the opponent is strange that a bomb does not hit in the area but rather on its perimeter, while there are many problems with these Bomb due to" Inviciticks "perhaps you can make a small change to this for make it more effective without them getting unbalanced. In this picture: https://encrypted-tbn1.gstatic.com/images?q=tbn:ANd9GcRhMvLdGOInrECB0whu... (belonging to League of Legends, Riot MOBA) (note Ziggs using a "minefield" vs. Katarina) an outer pattern similar (rotated) of the pattern of the fragments of the Bombs above mentioned (Shard Bombs, sorry could not resist) is also observed an inner pattern, is that pattern despite not very thought It's the one that really solve the problem of the Area because no matter where we stand within the area there are always three fragments that could harm us (well obviously not us because WE're the bomber that set it... you get the point, right?). Obviously it would have to give up something to set this arrangement, maybe reducing some damage of each fragment holding the final damage of the Bomb, reduce the push from explosions fragments, perhaps making internal fragments erupt shortly before external or eliminating damage from 1° explosion (the Bomb itself).
-Bopp wrote:
You have a suggestion about how to improve shard bombs. And your suggestion is to add an inner circle of shards, while keeping the current outer circle of shards?
-Jcyrano (my self) added:
unless it's overpowering it, the idea is to turn it into an Area of "effect" instead a perimeter of: "maybe if" unless it's not a good idea from the balance point of view and the outer ring should be changed... that works too.
Let's face it, consistency is what makes Bombers pick other bombs such as DBB over the Shard family bombs, the inner ring gives you consistency in the Bomb area while the perimeter remains random, for example, fighting Gremlins is a tedious task because of the random behaviour, why add randomness to a unnecessary amount level?, but since the idea behind the shards was to hit from the center towards the perimeter we shouldn't overwrite that just on behalf of consistency and normalizing regimen, let's keep originality to a healthy point without falling behind... my 2 cents...
also turn the shard family bomb into a serious zone limiter just like the other bombs because so far some knights jump into the shards to "avoid" throughout "invicitiks" sword damage from other knights, that way jumping into the shards will be as punishing as getting hit by the same kind of damage from a sword... that until "inviciticks" get solved...
Holy-Nightmare posted:
Though this thread probably should also be linked to the suggestion subforum I would have to agree that this would be helpful.
(so I created this post because he was right)
also he added "In addition to this I would also like to see the knockback on shard bombs practically removed.... instead boost the knockdown rate and only give a pinch of knockback on the initial bomb."
-Jenovasforumchar stated that he was tired but he read all the text and that he agree with the overall idea and: "that I like to have shards beeing useful again. your post seems to give a good wink into this direction."
and Jcyrano (my self) stood corrected by Holy-Nightmare
the knock back only in the Bomb itself but not in the shards is a really good idea...
So overall remove the knock-back from the shards or set them to a DBB value and make the Bomb it self knock-back (a fair amount, but fair) add a center ring of 3 shards to grant area of consistency without removing the perimeter of randomness, keep the originality of the Shard (Family) Bomb but give consistency since that's the reason behind the bomber picking the other families of bombs...
have a nice day, thanks for reading so far
atte Jcyrano
PD.: big thanks to Bopp, Holy-Nightmare, Jenovasforumchar
Editing:
-Blandaxt wrote:
Nice ideas, but i feel this kind of bomb will just dish out damage like the dark retribution where it will just dish out damage without retaining any shard like properties besides the graphic explosion animation. It would be a functional weapon, but it would not be unique in any way. So i propose a shard bomb unique quality where any monster that gets hit by an explosive shard bomb would have a another shard bomb stuck on it similar to the catalyzer gun's bullet orbit ability. This shard bomb would then explode 5 seconds later on the monster or when a player attacks the monster. Also, bigger monsters would have many more shard bombs (2- 3) stuck on them for each shard bomb that explodes on the monster. This would let the shard bomb deal extra damage while still retaining a unique bomb mechanic that no other bomb have (though the catalyzer gun does have that ability also).
-Jcyrano (my self) Replied:
also remember that dark retribution is a persisting damage bomb, like the wicked Sister of a graviton charge dealing damage while absorbing them not only exploding
the Shards would do damage exploding, not persisting on the ground... they explode to harm enemies.
and yes the idea of the shards being carried like a (Kael'thas) Living bomb is awesome... really Awesome that should be a Bomb on itself... A Fiery bomb
Nice ideas, but i feel this kind of bomb will just dish out damage like the dark retribution where it will just dish out damage without retaining any shard like properties besides the graphic explosion animation. It would be a functional weapon, but it would not be unique in any way. So i propose a shard bomb unique quality where any monster that gets hit by an explosive shard bomb would have a another shard bomb stuck on it similar to the catalyzer gun's bullet orbit ability. This shard bomb would then explode 5 seconds later on the monster or when a player attacks the monster. Also, bigger monsters would have many more shard bombs (2- 3) stuck on them for each shard bomb that explodes on the monster. This would let the shard bomb deal extra damage while still retaining a unique bomb mechanic that no other bomb have (though the catalyzer gun does have that ability also).