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New bombs and demo armour

3 respuestas [Último envío]
Jue, 01/24/2013 - 11:57
Imagen de Thercio-Henrique
Thercio-Henrique

Shadow DBB:

A shadow DBB ... it would not be a second path on the DBB line, we would get a 2 star recipe and then craft to 5 star like a common non-token weapon (like flourish and BTB).

Stats:

All the stats are the same of a DBB

Damage type:Shadow

May knockdown light beasts and gremlins.May interrupt jellies.(i am not sure about constructs though. what about knocking down mecha knights and interrupting gun puppies and retrodes?)

Reason:

Bombers already use DBB to fight gremlins ,and even Though seerus wanted a anti-gremlin bomb, looks like he got a anti-jelly bomb instead.DR works fine against jellies but i think some bombers would prefer a shadow DBB to fight gremlins (and royal jelly minis) instead.

Elemental blast bomb with 2/2 chance of stun.

Radius:Same as 3(something between 3 and 4?) star blast bombs

Base damage at depth 24 : 217

Charge time:2,2 sec

Damage type:Elemental

No knockback

May knockdown almirian crusaders, mecha knights and devilites . may interrupt light constructs , undeads , fiends and jellies.

Reason:

Basically a elemental ,party friendly nitro with a lower radius. i suggested this because bombers usually say that construct and undeads appart form kats and almirian crusaders are easily kitable which ,if i remeber corretly are 'disabled' with stun. i dont think that the stun will make stagger storm obsolete at all because of the small bomb radius and stagger storm keep 'refreshing' the status and this bomb does not do that.

I was planning to suggest a elemental DR but i though that probably OOO would make it P2P only.Then i though about suggesting it to be available to the F2P (with the existing DR still being P2P only) ,however, I remembered a tread about a normal damage type WRH here and the people said that P2P weapons should have unique mechanics then i gave up.

Not omnidirectional bomb with 2/2 shock

Range:10 squares(a triangle with 7/7,5/8 range with a semicircle of 3/2,5/2 range at it's end ).

Charge time:2,2sec

Base damage at depth 24:197

Damage type:Elemental

No knockback

may interrupt light undeads and constructs.may interrupt polyps(i think they need a different timing to ne interrupted though).

(This should not be counted as a gun because it does 'areas of damage' and do not 'shoot bullets'. When the fuse goes of it does not shoot a bullet that go towards the enemy and hit him,its a instant hit.)

Reason:

Anti-turret bomb.Its also very good to fight kats and almirian crusaders but the main purpose here is to fight turrets.Besides, bombers need a long range weapon since the shard bombs were modified.

This bomb in my opinion is not overpowered because even though it has good range it also got guns weaknesses. because of the lack of crowd control up close and bombs can only use charge attacks players would prefer guns at close range than this bomb.

Low radius , charge and fuse time, high damage and knockback bombs

range:2 star blast bomb

Charge time:1,2sec

Base damage type:250

Damage type:Elemental and piercing

4 squares of knockback

The elemental one may knockdown almirian crusaders, mecha knights and devilites . may interrupt light constructs , undeads , fiends and jellies.

The piercing one may knockdown light beasts ,light gremlins and devilites.may interrupt trojans , greavers and light undead

Reason:

The elemental one is supposed to be a lockdown oriented bomb to run away from swordsmen while the piercing one was planned to help bombers fight greavers and maybe to pure bombers to kill trojans faster.made for pure bombers and probably only useful for them (similar of how callahan is only useful for gunners).The high knockback is both a defense from swordsmen in LD (because hitting them once then experiencing a WRH,FF,DA,GF combo is not funny) and way to make sure its DPS on clockworks will not be too high. unless your enemy is going towards you relatively fast (like strikers, greavers, kats,or almirian crusaders) or is a heavy(like a lumber,alpha wolver or trojan).If you are on the offensive against light monsters the DPS will be lower(like a self defense oriented bomb) and,if i am not wrong , heavies like trojans got 2 times the health of a common monster.

Shadow bomber armour:

8 bars of normal defense

7 bars of shadow defense

3 bars of shock resistance

Bomb CTR:med

Reason:

Bombers only got elemental defenses right now, monsters that inflict piercing are considered easier to players and greavers are considered the hardest enemy to bombers right now.Besides the most valuable status resistances ATM are fire (because of FSC) and shock ( even more valuable to bombers because while afflicted by this status they can not shield ,attack and get reduced mobility) so a bomber can get one piece of this armor plus a piece of V. demo to get a fine all around set.

Piercing bomber armour

5 bars of normal defense

6 bars of piercing defense

3 bars of shock resistance

Bomb CTR: low

Bomb fuse time reduction:med (reduces fuse time by the same amount that CTR reduces charge.Trinkets with this UV should be added)

Reason:

LD oriented armour.90 percent of players in LD are using flourishes so piercing defense is important.Shock resistance again because bombers are severely disrupted by shock and 70 percent of the players are using polaris(the other 30 percent use storm driver).i was first thinking about giving this armor bomb CTR med and bomb FTR low but i did not because recons already got CTR max so this armour would be almost useless to them.

This armour is also a usable choice for greavers with a ctr med trinket ,a FTR med trinket and a lvl 10 bomb to get max CTR and FTR on your bomb being defensive offensivelly (if this makes any sense) instead of getting the shadow bomber armour.However, that guy with mad bomber over there will do a lot more damage than you.

I dont think that this armour is OP at all in comparison to mad bomber because even though it is a low bonus less mad bomber and a lot of resistances appart from it, this armour bonuses are focusing in a UV that wont increase DPS. It is like a bullet speed increase for your catalizer hit more often or a AA accuracy increase for helping you with your winmillion combo.Besides,the quantity of penalties of a armor it is exponencial to its bonuses(this means that this armour should not be exacly in middle of V.demo and mad bomber,but a bit closer to the latter) and, last but not least, this armour got a low normal defense.

Compare it to the PMoS. This armour got one more resistance resistance bar than PMoS but the latter got 3 bars of normal defense and 2 bars of special defense more than this armour. if anything this armour is UP.

Bomber shield:

6,5 bars normal def

7,5 bars shadow def

8 bars of health

3 bars of shock resistance

Bomb damage increase:med

Reason:

Even with my suggestion of a shadow armour to bombers they still got a lot more elemental defense than piercing and shadow defenses and because of the inability of using your shield in LD and considering how easily the monsters that inflict piercing are defeated by bombers i am suggesting a shadow shield.I decreased this shield normal and special bars to make up for the shock resistance.

This shield got damage increase instead of CTR or FTR because a bomber with the mad bomber armour and LVL 10 bombs would get CTR max and DMG VH needing only a med bonus to max damage bonus and could get FTR max by 2 FTR trinkets and a med bonus(med bonus are not so expensives), a bomber with the piercing armour and LVL 10 bombs is likely to get both CTR max and FTR from UV and/or trinkets max and would welcome a damage bonus med.a bomber using full V.demo ,fully using the shadow armour or using a mix of the two would get CTR max so these armours are neutral about FTR or damage bonus and even bombastic alone cant put your damage to max favouring a damage bonus

I am actually not sure about how much i should decrease the defens2s because BTS got 0,5 defenses bars and 2 max defeses decreased in trade for a dmg me in comparison with RJS (i am counting sleep because i think that OOO said that it will come back in the future) while skolver
only loses 1 max defense and 0,5 bars of defense.so instead of keeping normal def high and special defense low like skolver and BTS do i tried to do the opposite because normal defense is considered the best defense even on T3 because every melee attack deals half normal.

I would like to thanks the guys who helped get the data on the Lancer Knightz guild project and the bomber guide.I based these bombs with the information there so without them i would not be able to do these suggestions.

Luguiru even though you said that you would stop doing it ,i would like if you read this thread and gave a detailed response to it

Constructive feedback? suggestions? shooting down(points over to AA gun)?

maybe if i get good or at least constructive feedback i can try to make a post about gunners (of course suggesting some nerfs , and , eventually one about swordsmen (again suggesting some nerfs).

I am sorry if i suggested anything stupit like for example: I was going to suggest for the elemental blast bomb and the very small radius elemental one to knockdown retrodes.However, im not sure if they can be knocked down.i was also going to suggest the very small piercing one to interrupt alpha wolvers but i think that alphas ca not be interrupted(i was watching videos of players using DBB with damage max and... all the common wolvers were knocked down but the alpha ones did not even flinch).

I am also very sorry by the lack of names.I can not think in any.what about you guys give me some suggestions?

sorry for the bad english(mainly ponctuation).if you can not understand something just post about it.

TL;DR:

A shadow DBB ,a low radius elemental party friendly blast bomb,a long range non omnidirectional bomb elemental bomb,a very low radius,low damage,high damage and knockback bomb with piercing and elemental lines,a shadow bomber armour with CTR ,a piercing bomber armour with CTR and FTR and a bomber shield with dmg med and shadow resistances.if you want to give feedback or ask about something i suggest reading the entire topic about this bomb/armour/shield because i placed some aswers to questions that some of you may ask.

TL;DR the TL;DR:

Common are you that lazy?!
lol JK.but really read the first TL;DR (i do not plan on offend anyone with this joke.if you got offended by it just post and i will remove it).

Jue, 01/24/2013 - 12:30
#1
Imagen de Little-Juances
Little-Juances

Messing with fuse times is complicated.
How would I foul and kill a trojan? But it could perfect for killing greavers.

Mixed feelings.

Jue, 01/24/2013 - 12:38
#2
Imagen de Skold-The-Drac
Skold-The-Drac
Need another skeleton.

Short answer on bombs. No.

Reasons vary, but all fall under a consensistant answer of "bombers are intended for AoE, not one-shotting like swordsmen" look at the general notes under shard bomb nerf...

On armors, more reasonable request would be that they adjust the armors that they currently give. More often than not the only confusing armor to place is merc. Demo...

On shield? While yes, bombers should get a shield they enjoy particularly, i'd rather witness it be a reskin the swordie shield...

Jue, 01/24/2013 - 13:56
#3
Imagen de Luguiru
Luguiru

More bombing stuff? Automatic high expectations activated. Buttocks toggled to clench. Naughty jokes on standby.

"A shadow DBB ... it would not be a second path on the DBB line, we would get a 2 star recipe and then craft to 5 star like a common non-token weapon (like flourish and BTB)."
"All the stats are the same of a DBB"
"Damage type:Shadow"

You know, Barrage is a pierce version of Nitronome with significantly less knockback. People would use it more if not for the obnoxious animation combining a bright flash of blue with shaking your screen. Having that happen on Big Angry is fine, but Nitronome is supposed to be the bomber equivalent of Leviathan; you can take it anywhere and do alright. Not amazing, but not bad either. Barrage came out when there were no bombs with pure pierce whatsoever for 4*+, the closest we had being Radiant Sun with split element-pierce, but we all know what happened to that bomb.

What am I trying to say? Barrage filled a gaping hole. For shadow damage we have thr- four bombs: Graviton, Salt, Dark Matter, and the Seerus bombs. The suction effect of Graviton is great against jellies and stupid mobbing gremlins. It also works well against constructs who move in groups. If you only care about the suction effect it also works great against zombies and Grimalkins.

"Elemental blast bomb with 2/2 chance of stun."
"Radius:Same as 3(something between 3 and 4?) star blast bombs"

The 4* radius is about three spaces, the 3* is around 2.5 spaces.

"Base damage at depth 24 : 217
"Charge time:2,2 sec"
"Damage type:Elemental"
"No knockback"

So it has the rate of stun on Big Angry, the damage rate of Nitronome, the lack of knockback of Barrage, a two second charge time when the base charge time for most weapons, including Nitronome and Barrage, is five seconds, a slightly smaller radius as Deconstructor line has, and element damage. Well then. You could have said Deconstructor line with element instead of normal or split normal-element, minus the stun. It has knockback but that can be taken out.

"Not omnidirectional bomb with 2/2 shock"
"Range:10 squares(a triangle with 7/7,5/8 range with a semicircle of 3/2,5/2 range at it's end )."
"Charge time:2,2sec"
"Base damage at depth 24:197"
"Damage type:Elemental"
"No knockback"

Not having a radial area of effect would automatically be denied by the hairy pink cube. Even the old shard bombs respected that rule by having the shard pieces fly out in all directions instead of only one. It may not have gone in every possible direction, but it covered eight ways. Radial effect. Center going out symmetrically from the epicenter. The new version of the shard bombs does the same thing with the second part, tossing out some shards on the ground in multiple directions, but for each direction there was a mirrored shard on the other side to make the effect radial.

Same problem with the charge time as earlier. The range/area of effect seems like you took the old shard bombs and turned it into a shotgun.

"Low radius , charge and fuse time, high damage and knockback bombs"
"range:2 star blast bomb"
"Charge time:1,2sec"
"Base damage type:250"
"Damage type:Elemental and piercing"
"4 squares of knockback"

Is the charge time supposed to be 1.2, slightly more than a one second charge time, or one to two? You need to use a period for decimals. Other than the knockback this is basically the first one but more exaggerated. Big Angry is going to have a few words with this bomb about knockback in a dark alleyway in the middle of the night.

"Shadow bomber armour:"
"8 bars of normal defense"
"7 bars of shadow defense"
"3 bars of shock resistance"
"Bomb CTR:med"

Is this supposed to be VDemo with shock resistance instead of fire and shadow defense instead of element? I can tell you right away the base defenses on VDemo are ~7.2 bars normal and ~6.2 bars element, so we already have a problem with balancing branches of the same item tree.

"Piercing bomber armour"
"5 bars of normal defense"
"6 bars of piercing defense"
"3 bars of shock resistance"
"Bomb CTR: low"
"Bomb fuse time reduction:med (reduces fuse time by the same amount that CTR reduces charge.Trinkets with this UV should be added)"

Is this supposed to be a pierce specialized bomber set? With the last one it had a couple bars too high and now we have a couple bars too low but it has an effect no one has ever thought of derpbillion times and there have not been as many threads for. I got a headache writing that sentence. Charge effects are apparently ~-7% time needed to prepare a charge attack, though it may vary by weapon type. If this armor gives +2 of an effect which speeds up fuse times each part would speed up bomb fuses by ~14%, or ~28% for the whole set. Now put that on a bomb which has a fuse time of about one second like Barrage. How much is -~28% of one second? Not a lot. With slower bombs like the new shards they could use a little speed at times, but in other times having a consistently fast/slow fuse means the bomber has to plan ahead or fall flat.

Using Lockdown to justify balance is not priority. Balance it for the Clockworks first. From what I can tell the majority, if not entirity, of Lockdown imbalances by equipment are due to those items being imbalanced in the Clockworks; that imbalance becomes stretched and inflated in Lockdown because overpowered items are more noticeably broken when they are being used against you.

"Bomber shield:"
"6,5 bars normal def"
"7,5 bars shadow def"
"8 bars of health"
"3 bars of shock resistance"
"Bomb damage increase:med"

Shields have five bars for status resistances if the effect is naturally on the shield. If this is supposed to be the Snarbolax shield for bombs it looks a lot better set up than everything else in this thread, mostly considering shields are easy to balance without any kind of crazy unorthodox effects like the Lockdown modules. Balancing those is possible but significantly more difficult to figure out.

"Luguiru even though you said that you would stop doing it ,i would like if you read this thread and gave a detailed response to it"

Who said I would give it up? I said I would not give detailed responses to every thread that shows up and only make them for threads I find interesting. If something is painfully inane I am likely to ignore it. Let other people talk about it. Usually when I walk in the door everyone calls for their tab and a doggy bag. I have been doing it this way for a while now but people seem to think I only look at threads that happen to show up when I can sit down and poosh buttons on my rectangle of squares.

Could you do something with fonts to separate where things are? It looks like a grocery list. Eggs. Ham. Cereal. Homicidal explosives.

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