Forums › English Language Forums › General › Suggestions

Search

UPDATE 3.0 Cutters NEED Buffs/ A research supported Dual-Wield Suggestion: ALL WEAPONS (w/ Mechanics) Nay-Sayers WELCOME(w/ why)

54 replies [Last post]
Wed, 05/21/2014 - 12:12
Mrgrey's picture
Mrgrey

I've made a more detailed thread in the past, and reserve this post to add more to it later if there is large discussion on it. P.S. I need to learn to code here. It was well received, yet this one got a bit less hopeful attention. Feel free to read the past one, but this one is organized better.

UPDATE 1: includes a remix of this thread and the one the mentioned
UPDATE 2: Some grammar/word choice changes, also added in a more specific poison cloud idea/status description for the status section.

Topics
DVS
WHB

TL;DR
Cutter Buff:

  1. Fix hitboxes.
  2. Buff damage to compare to other 5* swords.
  3. Give WHB Stun chance, and both DVS/WHB higher chance of causes.
  4. Add in pure normal dual wield (replacing ghost) that deals normal damage as high in bars as FF or slightly lower.

Dual Wield:

  1. My Rough Dual to Single Comparisons.
  2. Read it, there is no TL;DR
  3. Lazy butt!

Notes:

  • Change flourish line animations/attack, wide swings with rapiers seems odd considering fencing suggests you only swing upright and to top, and generally are only aiming to stab vitally. It should be heavy focus on the pokes, because right now it's the wide swing then poke that people use- the poke being less useful for them.
  • YOU DON'T PIERCE WITH A SWING, you pierce with a stab :/. You slice with a swing... come on now.
  • Finish spurs damn it.

Thinks: I should add artwork for all these...

My questions to the admins (and players who may actually know):

  • Do you guys know why the cutters haven't been buffed?
  • Is interrupt based on damage amount, or weapon?
  • Why isn't the spur line finished? Again, effort put in to making an awesome weapon, yet unfinished.
General Consensus of Cutters:

They're pretty terrible considering you can't really use their full combo without taking damage at EliteT2/ and overall T3. To successfully, and safely use them you basically have to use the first 2-3 strikes and shield- in comparison to many other 3-combo weapons interrupting and allowing you to do a second combo.
My Background:

I main the cutter series, (CTR:VH, ASI: H) it's a very fun weapon and the WHB looks f***ing badass! I love "dancing" around enemies, and literally have mained the weapon since my first set of 5* gear (I started 2 months after release of this game- the good old days, mist, 2k for 100ce- yeah CE, and none of this forge stuff). By no means am I a worthless asset to a team either, I know how to push enemies around on the map to set up for a team beating, I also have other weapons that help as a support role (ex: crowd control).
I main WHB with the BTS, and that brings up my damage high enough that I can interrupt with charges up to when playing with 3 players (on most monsters- not all).
I recently equipped a different shield and basically lost that ability, along with a majority of my damage in Elite T2- T3 was just the worst. It would take about 3 full combos (5 swings+5wolver ghosts each) to kill some monsters while teammates were taking out in max 1.5 combos (3-hit swords).

I generally don't understand why the devs put so much effort into making such an awesome sword visually (WHB), but didn't give it the ability to deal with enemies nearly as close as other 5* weapons. Even the DVS is outdone by other poison weapons/the Obsidian Edge.

    My Inspired Suggestions:
  1. Buff normal damage weapons as a whole with damage to at least compete fairly with other weapons like FF/Archeon/DA/GF because a 5* weapon should be able to get us through T3 without such a high risk- even heavy swords get interrupt.
  2. FIX THE HITBOX FOR THE CUTTERS AND THEIR GHOSTS
  3. Statuses
  4. 3a. Give better chances of causing status effect to DVS.
    3b. Give DVS a cloud of poison after the 3rd, and 5th hits. Similar to those annoying Jade Greavers.
    3c. Give WHB equal chance of causing STUN (ex: GOOD chance of causing MODERATE x-status) with wolver bites. We don't need any of that piercing split stuff, because this sword is a sword for use everywhere, and it doesn't need to have the negated damage to an enemy type- normal is already mostly weaker to all damages even when a sword is negated by resistances (being incapable of completing/hitting a full combo means less damage).
  5. WHB has a natural bonus against beasts. Beast are stupid-easy in this game to avoid with any weapon- buff beasts to make this more worthy opponents of a VH status.
  6. Interrupt for Cutters:
  7. 5a. For the WHB add med interrupt chance to the 3rd and high 5th swing.
    5b. For the DVS add interrupt to the 4th swing.
  8. Change the charge for the cutter series, and make it viable in T3.

***CUTTERS:

Readme: Small, but significant reads on Cutters

I honestly don't think we need to many versions of these. I think it makes sense to make 1 pure normal cutter line, that deals Final Flourish comparable damage, with no statuses. Replace the ghost swing with an actual sword swing of a second sword (makes sense why it would do as much damage as a normal swing instead of ghost). Change combo animation to show second sword. For the charge, add in slashes like the DVS charge to pop up from the swings, and do it for both swords.

Overall, fixing hitboxes, giving WHB stun, having both DVS and WHB have high status chances, and adding in more reliable interrupts would make them viable in T3 (they're 5* weapons ffs). The charge needs work, but those additions at least it wouldn't be so bad.

Dual Wielding

Overview

Generally the idea with dual wields in my suggestions: Either spam damage, or spam statuses, but not about dealing a whole bunch of damage (unless pure normal). It's about attacking a lot, with decent damage, but mostly just constant DPS. Combos/chains are going to have more attacks involved, except special cases. Pure normal damage versions are meant to cause massive doses of normal damage with no statuses, or extra perks. Just Plain-Jane damage.
Only starts at 4* because that's when people really understand importance of damage types.
Variety

Create versions of a weapon that have dual weapons with split damages on each version, that are SLIGHTLY WEAKER than their pure damage alternates. So it's 1 slot, with dual damage type and dual animation, but single weapon damage basically, and because of damage resistances this already begins to balance itself out. Just need to make sure that normalized damage to neutral monsters isn't higher than their pure damage weapons (in some cases).
Distinction

Both weapons will have a mix color design so that when switching which to start combo with it's not too weird a change, only difference is that colors will invert when you switch (no animation of switching which of the two).
Selection Mechanics

You select which to start combos with by charge+scroll-wheeling or charge+spacebar- because right now that doesn't do anything in-game (will remember last selected)- but charge combos are set to the way I describe.

I'm tempted to say that for most of these weapons it should be a way to focus on causing statuses, and less so on damage. Maybe that's just me though.

I don't think ALL of these ideas for duals should be implemented. I'll *** those I think are worth adding.

Ex: Guns

***Dual Antiguas: Shoots very fast, one deals shadow, the other deals elemental. Out of a six shot combo 4 shots alternate between the two guns, and ends with a 5th shot using both guns (causing 6 shots). Charging is your person holding their hands over their hips like quickdraws, and when released, plus both out in front and fires each individually with a final spiraling shot of both bullets, or a half and half colored ghost of animal.
Dual Alchs: One shot, second shot, add in a third combined maybe? Charge is a split colored ball (like a pokeball/T1 health/clear status orbs) that breaks off into the different damage types. 5* version splits off the damage types in diagonals. Shoots one shot of each in combo.
Dual Blitz: Charge holds them up at sides, and on release, spins to create a circle (180°). Split damage type, weaker than pure blitz, fires each gun one time per combo. You can select which one it will start with by what I explained before.
Dual Magnus: One damage, then the other. Charge holds both up, slows down walk, and fires both at same time for 1 split damage bullet. Knocks you on your butt.
Dual Pulsar: Ugh hate this line... One shot, one shot, combined shot (both guns up), combined shot that takes a bit longer to bring guns back down. Combined damage charge with a smaller explosion comparable to 1* less version or 2* less. Charges with both up, but the animation is longer than usual, and both guns move character's hands up (like shooting a strong handgun would).
Dual Protos/Blaster: One damage, 2nd damage, 3rd is combined shot without extra time to bring back down because they're small guns.
Dual Catalyzer: This one is tricky, just make it deal double damage type on each shot with both raised? Charge is double damage-type in one.
NORMAL DAMAGE VERSIONS ex: Dual Valiance (Antigua-fied), less range, and less knockback except charge has normal charged knockback, has overall higher speed, and higher damage, but spread over 4 or 6 shots instead of 3.
Bombs

***Ex Bombs: Pulls out (sideways charge, keeps running animations with glow though) 2 different damage type bombs, with 1* less radius than what it actually is for each bomb- maybe even 2*s less (5* bombs would have 4* or 3* radii- probably the latter). After the first plant, like a sword in a swing combo you click again to continue your combo/chain of planting, and it's already charged (because you already charged earlier). Lastly, the charge effects won't last as long as their pure damage counterparts. Probably gonna have to get rid of knockboacks
Dual Blast: Mixed damage, with the mini explosions at diagonals creating different damages. Allows for a third bomb!
***Dual Crystals: Mini explosions of 2* less range, and significantly less knockback/damage per bomb. Have fun my crystal bombing buddies! Just spam the helk out of these, for lower damage && TONS OF FUN!!!
Dual Vortex: Has a mix damage explosion, and the vortex is mixed colors
Dual Dark Retribution: The normal DR has 2 sets of spinning damage orbs, just make it so that instead of have such a big radius for the spinning orbs, you can create 2 sets of smaller (2* less versions) spinning orbits, where they deal damage according to the one you planted. I'd say make it a poison/dark damage weapon that does less damage than the obsidian crusher. The poison mini-bomb will do normal damage.

Note on Bombs in LD: This is something that we need to consider, because in LD spamming a point with these will become ridiculous. I currently suggest that they not be allowed in LD.

Swords

Okay, so let me get this straight and squared away. People WANT dual swords- but realistically it doesn't work for reasons of being OP mixes. My proposals suggest that they be made in a way that we don't mix sword types for most. Most swords are already amazing but there are situations where a second sword would be interesting. I want to start by saying that I want balanced weapon variations- and overall balanced weapons. Also blocking with dual swords: is possible. Cross block, or just leave the shield. Shields are not held by our characters, they're attached to the forearm (ex: Archeon/Silent Nightblade). Also, the idea of a dual sword weapon is already existent for this weapon family (the cutter), it just isn't in the literal form- and it also is a crap weapon choice atm. We could single that out and make it a dual, and should in my opinion- but for the helk of it I'll make suggestions for the other swords as well.

Calibur + CIV: Make this one do slightly less normal damage than its counterparts, but give it faster speed, and the last hit does knockback AND moves you forward. Charge is a 360 spin with both weapons out, doing 6 hit sections (3 per). Charge has little knockback.
Brandish: This is tough, because they're OP in my opinion as is, I don't want to give them more statuses... but I'll try. Start-off, charges are not such huge explosions. Explosions are all split damage. Charge holds both down at sides outward instead of in like normal, and slashes inward to cross swords. Combo is attack one, holds first sword there, attack two to get to sword one area, swings both on third strike in one direction together. The first two have slightly higher chances of proxing status.
Flourish: Again, tough stuff. FF line is op, and other two need love. Give this line a parry blade/dagger. First attack should be a thrust stab, second a non-moving poke with the dagger, then another rapier stab, and for the fourth hit give a spinning swing with the dagger (short distance) and final stab with the rapier as he comes out of the spin lunging forward. These are all already mixed weapons but for this you could give it status to the dagger with normal damage, and piercing on the rapier- albeit that's complicated. Non-complicated, make it all damage, and good status chances on dagger. Overall give less damage in piercing though, and split it with elemental.
***Spur: Maybe we should make this the 5* version. Make it a 4 swing combo, it's faster than 4* version, and shoots same distance each swing. Deals some more damage, and charge can shoot 2 discs, one that deals okay damage that goes through enemies, and another that explodes on hitting first enemy. Generally I can't comment on this because there aren't versions of it, and so no need to split damages I guess- though there should be more of this weapon considering almost every other line has various versions. OR make it so that it's a 3 hit combo with a chance of causing random damages on the projectiles!!! The the charge could be a 360 spin that shoots out 6 discs in different directions and each has good chance of causing different status of fair damage :3 (Fire, Freeze, Shock, Stun, Poison, and Sleep- yes I said sleep).
Hammers: I'd rather not...
Troika: This is INTENSE. It's a constantly moving swing, swings with the first, does the second swing to do a 360 hit with the second sword. Charge holds both behind by raising arms upward, to smash both down at once and the explosion deals dual damage (ex: normal/elemental) with knockback. The regular swings have good chances of causing moderate status damage, but deal less damage themselves than a normal troika line weapon.
GF/DA: nope.

Cutters already mentioned.

If you disagree say why.

Wed, 05/21/2014 - 12:33
#1
Crimson-Xe's picture
Crimson-Xe
Normal weapons do normal

Normal weapons do normal damage. If they got a significant damage boost, it wouldn't really be normal damage anymore

Wed, 05/21/2014 - 12:39
#2
Sandwich-Potato's picture
Sandwich-Potato

Dual Wielding?

Not this again.

Wed, 05/21/2014 - 14:35
#3
Tsubasa-No-Me's picture
Tsubasa-No-Me
My thoughts.

1.) Hitboxes need to be fixed. It would help a Ton with alot of things. My Poor Suda Slam.
7.) Normal Damage is underwhelming right now. Lot's of people think so. Lots of people think they arn't. OOO apparently doesn't give a {BUCKETS!}. I've not seen an official statement about it either way.
4.) Have you compared the WHB's charge? Go compare the DVS to the WHB... The WHB actually has an IMMENSE chance to Interrupt. See Here. Zambis don't care about a DVS charge to the Face, But even Jellies stop trying to stab you when there's a Pack of Wolvers on their Backs.
3.)The above makes me think that OOO COULD make certain hits in a combo interrupt more... But they don't. For some reason. Still haven't seen anything pointing otherwise :C
8.)Nick himself (Lead Dev, I think) has stated that IF dual wield weapons were to ever make it into the Game, they would be in their own class. Similar, I think, To what you've suggested. Nick Also Said Far before, that the Endgame was dependent on the Use of Shields, so they didn't exactly know what to do About it. Honestly, I think Suggestion veterans are mostly Tired of bringing the same stuff up, over and over. (Mostly 'cause they don't often see any response at all, I think.)
5.)The Point (terrible Pun, I'm sorry) about the Flourishes has Been Brought Up before. TOOOOONS. I wholeheartedly agree with you there. Unfortunately, The Most I've seen as a response, is a Perhaps mistaken and indirect Nerf to the Toothpick's First swing. It Used to be the exact same size as any Heavy Weapon. Now it is almost unnoticeably smaller.
2.)I Love the Winmillion. I hate it's terribad Hitboxes. I think Reworking the Sword in general might be a wise Idea.

In no particular Order,
~Tsu

Wed, 05/21/2014 - 17:34
#4
Ganzfeld-Effect's picture
Ganzfeld-Effect
Giving the Flourish line an

Giving the Flourish line an overhead arc for the first swing and taking away its wide hitbos would be a start.

Give Rigadoon/Flamberge a higher chance for the status and more than "minor" for Rigadoon. Giving both "Fair" would be... well, fair. Would "Good" chance be too much?

Just bump each Spur line up one star level, buff the damage a bit, give it the original wide hitbox and make the charge phase through things like blocks (and probably the projectiles on Winmillion.) Maybe slow down the attack speed slightly if this goes into play? Instant 5* without having to make an entirely new weapon.

Cutter line should have a slight delay increase between each ghost blade. Enough to stay viable in PvE, but also enough to where there's a higher chance of every hit landing in PvP. I think the hotboxes are fine... I use WHB extensively in LD and it does just fine for me. DVS could have a small increase on chance to poison though, but it hits enough times in a row I would think it was fine as-is.

Troika lines should have identical speed to Sealed Sword and its upgrades. Give SS and up the speed of the Troika, or somewhere in between. Heavy swords are supposed to be heavy. We shouldn't be able to have an almost instant swing with them. Give the charge on the Troika a slight delay between both hits. This will ensure both hits have a chance to land in PvP. I would also suggest having a chance for status on the first and second charge hit, rather than just the second.

Have I crossed a line I shouldn't have?

Wed, 05/21/2014 - 23:00
#5
Mrgrey's picture
Mrgrey
"Normal weapons do normal

"Normal weapons do normal damage. If they got a significant damage boost, it wouldn't really be normal damage anymore"

When my special damage 4* weapon does more damage in a combo to a monster than my normal weapon does, we have an issue. Plus, the weapons that are "specialized" are supposed to have normalized damage to monsters who are neutral to their damage type- they're dealing more damage to neutral monsters than normal damage weapons are dealing to most monsters. That's a problem. Specialized weapons should work for specialized situations- not all the time/most of the time. Ex: Shadow vs Jelly compared to Norm vs Jelly sure have shadow be higher, shadow vs construct compared to norm vs construct they should have more or less even damage- now my silent n.blade does more damage (4*) than my WHB (5*) overall because it does more damage in shorter amount of attacks, and interrupts sooner allowing me to generally leave unscathed- WHB doesn't interrupt normally until last hit- if that- and monster usually attack by 4th attack of any weapon- almost definitely by 5th swing of cutters.

So. 4* specialized weapon is better to neutral monster than 5* normal weapon is vs same monster... normal damage weapons should be better in normal vs normal comparison. Specialized should be better in specialized situations, normal should be better in neutral situations.

"Dual Wielding? Not this again."

Ignorant post? Not this again.

TSUUUUU, be my friend!

1. Yes fix the hitboxes, but first and foremost on weapons that have the worst hitboxes (proven through testing).
7. There was no seven, I see what you did! Also, normal in very few cases is working well. I just think that in overall comparison to neutral damage of specialized weapons, normal should be stronger seeing as the whole idea is that normal is supposed to work pretty well for every situation- not be outdone by specialized weapons- because there are more specialized vs xMonsters+yNeutral Monsters than specialized vs zResistant Monsters.
4. Tsu, I main both cutter lines xD. Yes I've compared both a whole lot, alone in single party WHB interrupts like a boss. In my background section I specify that in higher party numbers, it becomes more difficult to interrupt with event the charge. Plus you know as well as others do that singling out an opponent long enough to finish the charge (I can get up to 3 jellies sometimes, so not good for danger rooms/wave rooms) isn't always possible, so being able to interrupt with the normal combo like other 3-hit swords do at 3rd/4th hit is need to finish the five hit combo sometimes.
3. Yeah, I have accepted that 0 f***s have been given and applied to the issue, I just want to know why- then we can argue why they should do something.
8. Yeah in my old thread (which you posted in, and I quoted you) I brought up those points. I'm just addressing a valid solution to dual wielding without the number crunching- like if an admin came in here and said "Hey they devs read this and think it's interesting" I'd flip out, and do something crazy I can't think of right now- I just wanna know they care about issues like this. I'm a suggestion vet myself, which is why I don't even comment on some stuff. I lurk the suggestions 5 times a week or more, I'm sick of seeing previously suggested solutions to this that are the first thing they thought of. The "let's get rid of shield for dual wield" is the very first thing everyone thinks of, like let's hear the next idea you have or something. I went in depth on how to solve that issue. As for responses- yes, I had in my last thread a lot of people say +1 but not really elaborate on what they agreed with.
5. Yes it's smaller, and I noticed. For a sword its size the swing makes sense, for the TYPE of sword it is, it does not. I'm 100% sure the devs for the game know what rapiers are for, and probably thought that it made the sword more viable because a wide swing helps SO much in a monster-rich situation (GET THE F*** OUT MY WAY MUNSTERS while in a corner he yelled). I could make an entire thread on the way they need to fix this, probably wouldn't get attention.
2. Yeah, follow through on good ideas OOO we love them!

Cerrin
Or what if it was a diagonal overhead swing, that way it was still slightly horizontal, and not totally a straight hit (since vertical doesn't matter on this game- I forgot). Glad you agree though.

No, I completely agree. Those weapon statuses need major buffs- maybe buff statuses and nerf a tiny bit on piercing. We need more stunning weapons- that's why WHB fits! Plus, stun is apparently anti-beast (those bells!).

Spur discussion, I like. I feel that the speed of Winmillion right now is on the spot though. When you say phasing the charge through blocks, what do you mean?

I personally suck with WHB in LD. If I hit someone it's cool, but they can instantly hit me for far more damage with GF. Also, faster wolver bites that are out a bit further would work better for my playstyle. I find that they just need to hit faster, and more accurately. Boost in LD allows for dodging the ghost as is, any slower and even a guardian could.

I'm confused if your Troika suggestions are suggestion additions to mine, or to current game.

Nope, no crossed lines for me.

Thu, 05/22/2014 - 04:38
#6
Sandwich-Potato's picture
Sandwich-Potato

The reason I'm against your dual wielding is because you're making bombers once again lose out in Lockdown, and also that if you spam 4* blast bomb nothing can ever touch you.

Thu, 05/22/2014 - 07:28
#7
Mrgrey's picture
Mrgrey
"The reason I'm against your

"The reason I'm against your dual wielding is because you're making bombers once again lose out in Lockdown, and also that if you spam 4* blast bomb nothing can ever touch you."

Sandwich, I'm not a bomber, but would like to think of a more acceptable use for the bombers. How does it make them lose out in LD? They still have bombs and 2 that plant fast with a smaller radius, wouldn't that mean more spam if they have ctr reduction to plant 4 bombs instead of 2? Thought that would be awesome :(. As for the Blast bomb, the idea is that the 4* and 5* versions are supposed to be smaller than the regular 4*/5* versions. Like for the 4* it would the 2* radius, and 3* radius for the 5* versions. This being for each bomb that you could plant individually. The idea for the bombs when I made it didn't include the blast bombs, but more so the elemental ones, but how could we properly accommodate bombers?

Thu, 05/22/2014 - 09:03
#8
Ganzfeld-Effect's picture
Ganzfeld-Effect
Good, good.

Diagonal swing would work, however I would think it would be purely a visual difference and would still have a 1 block hit radius. Either way, I like.

I feel nerfing their damage a bit in favor of increasing the chance and level of status is a bit seems a bit against the point of upping the status. The point would be to give people incentive to use the status lines; if we drop the damage down a bit more, they would still choose Final Flourish or Barbarous Thorn Blade simply because it would kill faster than Rigadoon/Flamberge before the status even triggered. I feel keeping the damage as-is and upping the status chance/level of status would be fair.

Dread Venom Striker makes sense when it has Poison, as it's laced with it. How would a Wild Hunting Blade cause a status? As it stands, it's literally a hunting blade. While I would love to see it get a chance to stun, I would also need to see how it would make sense rather than just giving it the status.

Ah, right. When I said "phasing through blocks," I meant have the disc pass through blocks like they weren't even there, but still damage them. It would make it unique in that aspect.

The hitbox could be increased a small amount I suppose for Wild Hunting Blade, since the "wolver" effect leads one to believe it would strike out in front more.

I read what yours were, had it in mind, then forgot what they were halfway through. Assume what I said are just mechanic changes to what we currently have and not additions to what you had.

Thu, 05/22/2014 - 09:13
#9
Fangel's picture
Fangel
"Make cutter line charge attack more viable in tier 3"

The charge is just fine in tier 3, it just takes a fair amount of setting up and timing.

I like your approach to dual wielding as it is a bit fresh. I'm still going to be against it though, as it clearly favors gunners with bombers and swords as an afterthought.

If we were to introduce dual wielded guns as their own line, I would be fine with that. Preferably not any of our current lines, but maybe crafted from previous guns. (i.e. We need two antiguas to craft the new gun, but they wouldn't handle like antigua clones)

Thu, 05/22/2014 - 12:18
#10
Sandwich-Potato's picture
Sandwich-Potato

Well, you DID say dual wielding bombs should not be allowed in Lockdown, but even if they were, a 4* bomb radius is significantly easier to dodge than a 5* bomb radius, as people can sit right out of the reach and snipe the bomber. I mean even a Vortex would be better then, because it could catch people unawares.

In addition, dual wielding a Nitronome with a 4* radius would be ridiculous because nothing in the Clockworks could ever touch you, except for turrets, which you can dual wield DR on.

Plus, what Fangel said. This mostly favors gunners.

Thu, 05/22/2014 - 15:03
#11
Mrgrey's picture
Mrgrey
Cerrin Is it possible in

Cerrin
Is it possible in this game to have it be 2 squares, but fill up one full square in front, and 2 halves on left and right? I think that would work too, but a basic one hit front does sound good to me, as long as the other mechanics for the 2nd and 3rd swing are lunge style/step forward 1 block attacks. For example:
1 block hit Attaque au Fer/a beat
a lunge attack put together with the player lunging forward (2 block) Balestra
a leap forward with a thrust dunno what it's called.
http://en.wikipedia.org/wiki/Glossary_of_fencing

Well I wasn't saying a significant amount, but I do see what you mean. I guess my worry is that we get something that's super strong and has status, because honestly doesn't the FF have ridiculous damage output? Like full bars? If anything I think the FF needs to be a bit nerfed, along with the flourish lines in general- damage wise that is. Not including statuses, I think that the FF is fine having more base damage than the others, but over have the flourish lines do a slightly smaller amount of damage so they're not so far away from a majority of other lines. Maybe it's just me that feels the difference is so high.

Giving a weapon status bonus doesn't need to make sense more than color scheme and mechanics purposes really- but if you insist... according the Gloaming Wild Woods levels (Snarby), stun is beasts weakness, because of this and the fact that the description for the WHB is revolving around being an anti-beast weapon (the natural VH vs Beasts) stun seems appropriate. Another thing to consider is that when someone is stunned from something it's either surprise, or pain. You could say that the jagged edges leave a tearing enemy stunned after attacks.

Ah, but wouldn't that mean you could hit monsters behind cover?

Yeah, I mean I've seen/made better suggestions for the two of the cutter lines. For example, some have suggested (me too) a poison cloud after the DVS instead of a second swing and making the damage better overall for the main swing- but only doing so at certain swings, like the 2nd and 4th, or 3rd alone. OR to fix the hit box issue, and go with what alpha wolvers can do, why not have a target be "marked" after the main swing of a WHB and have the glowing wolver be guaranteed a hit by homing in on the enemy- makes sense seeing as the main swing has decreased damage. Albeit, if we go with the striking out further, I like that because it changes from a 1.5 block attack to 2 block attack like most swords. I guess it's difficult, and leaves the question of should we allow players to dictate whether or not something gets hit with the wolver, and give them them the ability to attack further, or make the wolver get the strike in without issues (by homing- obviously not long range because it's immediately after your main swing). Alternatively, when the wolver comes in for a bite it could deal damage from where the ghost starts, so that anything it passes through takes damage (because if you notice the wolvers start further away from the center of the swing, and bite inward).

For your troika suggestions, I'm wondering if that's a subject for a seperate thread, but I do think we need balance in game. I feel that the idea is that the Troikas are suppose to be the heaviest, and biggest damage dealing weapons- so they're slower. I do agree that the sealed sword lines need to be slower though. Only slightly. These weapons are normal damage though, so in that sense they're relative. Do you feel that the speed change would really make Troika line weapons more viable? I feel they work fairly well in game at the moment, but the overall damages of normal weapons compared to specialized needs to be slightly reworked.

Fangel
Even if the charge is fine in T3, the reason there's a need for shield like Nick said IS because there are too many monsters to just keep attacking. For the same reason, the charge in T3 is less viable, and requires the player to use the normal combo more often (you still get chances in T3 to use the charge, just not as much). Plus I've been in 4-man parties, elite, in KoA runs where slags take a charge to the face, and still attack me through it. This is an example of why it needs a damage buff, or an interrupt buff on both charge and combo- but mainly combo. Since T3 demands use of the regular combo on almost all swords, the WHB and DVS need boosts to be of more proper use- and by no means am I saying make them the best in the game for everything- but when I can't do more than 3 swings on a 5* sword that isn't dealing much damage per swing (since it's divided by 5 swings/ghosts)- I need a little more interrupt so that I'm dealing more comparable damage to other 5* swords in the same situation. Especially when swords going against resistant enemies cause interrupt on their third swing and even my WHB which is neutral damage to the same monster doesn't interrupt on even the fourth swing- that's ridiculous since it gives the resisted sword a chance to do at least 2 more hits maybe a third to deal out more damage faster than the neutral sword (AGAIN, AGAINST A RESISTANT MONSTER).

How does it favor gunners? I actually intended for it to favor swordies and bombers. I thought it was just aesthetically nice for gunners. The idea I thought out most in terms of use, and balance was the swords.

Okay, I was using the antigua as an example because it already has 6 shots, so it's not all that much more work for devs to make an addition to an existing gun. What would you suggest as a new line? I still stand by the fact that it has to start at 4* since that's when people really become aware of status resistances, and weaknesses.

Sandwich
I did because I feel that with CTR you'd be planting 4 bombs in a square of different statuses. The idea is to allow mobility while still planting the bombs. You know- since you'd plant one and still have the other one available temporarily (the length of a sword combo swing maybe a bit longer) to put down.

Okay, well like I said. Probably the best bet in that situation would be to give the 4* version of dual wielded nitronome a 3* radius, and not expand the radius in 5*, but just give more damage/knockback? What would you suggest as a solution?

I still don't see how this favors gunners.

Thu, 05/22/2014 - 16:55
#12
Fangel's picture
Fangel
Oh geez, that's a wall of text.

I think we have an AKD runner up now.

For the cutter-line charge to be effective in tier 3, players must use it as a counter-attack. This may be where it's hard to predict, and cutter, although alluring to newer players, is actually a much more advanced sword. It's definitely a single-target weapon, meant for running in, dealing a lot of damage quickly, then backing off. Echo actually says something similar to this in the Hall of Heroes - check it out!

When using a cutter charge attack, let the enemy attack first, and keep your distance, and try to attack from the side while their attack cools down. The ghost blades may not hit every attack, and you'll have to weigh out if landing the final attack will risk you taking damage or if you should shield cancel it. I can agree that the charge attack needs to interrupt enemies more, but only the final slash of the charge really needs to be modified.

The cutter line also becomes much more amazing with damage bonuses. It's not often I do this myself, but whenever I do it's quite satisfying.

The suggestion towards dual-wielding leans more towards gunners as there is essentially no penalties and it's actually the most realistic of the three. Dual-wielding bombs is both silly and due for some overpoweredness with the current charge/fuse times. With swords, we already put out a large amount of damage with swords, and we cannot make a dual wield ability without cutting the damage down on both swords and have it be balanced.
A parrying blade itself is one idea you suggested, but that's essentially a shield.

Gunners who dual wield guns get quicker firepower, but smaller clips, (possibly double reload times because two guns), and combined finishers. This seems like something viable in our current system, as long as damage types are not mixed.

Thu, 05/22/2014 - 19:38
#13
Mrgrey's picture
Mrgrey
Fangel Yeah... I do

Fangel
Yeah... I do that.

Alpha Delta Kappa?

It's not fast enough to get out safely in mob situations. Well most of the time. I'm generally getting at the fact that the charge doesn't make up for the lack of being able to use the normal attack, and that the normal attack needs to be better. The charge does need fixing, but not as bad as the normal attack. I never said it's not useful, I know how to use the WHB charge well, and am fairly successful. There are times though where it's just not an option. Given those same situations to other weapons, it doesn't matter because their normal attacks are safe, and deal loads of damage. Without the interrupt in mob situations, the normal cutter chain/combo isn't safe- leaving the user to think well... lemme use the charge- oh wait that's not safe either. If a majority of specialized weapons are going to deal more damage (even to weaker/neutral monsters), are also safer, then what's the point of the cutter besides enjoyable playstyle? If they're gonna put effort into making a weapon different than most swords, I'd like it (along with others) to be a worthwhile investment beyond appearance.

I was thinking that more than the last though, because the time it takes to complete (depending on the monster) can give enough time for them to attack by the 4th swing.

Damage bonuses make this weapon viable in a ton more situations- which is what I do. I recently switched shields and the lack of damage bonus turned the sword to crap, which is what really set me off to repost a thread on this topic. Without the damage buffs from gear/trinkets, this sword doesn't interrupt as much on charge. I don't remember exactly how much but it was extremely low (of the 5/6 swings). Overall the damage bonuses are crutches that let this weapon work right now. The same bonuses are AMAZING on I think all other swords- that function fairly well without it I'd say. We shouldn't have to rely on the bonuses to have an okay sword.

Well the idea with guns was going to be this: You gain extra damage across multiple monsters (because 2 different damages), you lose extra damage to those resistant by at least half of your full damage (because your player shoots bullets from each in the combo, and you can't just shoot one of the guns), then make their neutral damage be slightly less, but equal to specialized weapons (but overall make the neutral damage of any non-pure normal damage lower than damage of normal weapons). The last hit the dual guns would have would do dual damage, and although would be pretty good against monsters neutral to both damage types, would be slightly negated to a monster who was weak to one, and resistant to the other- and not OP against a monster was weak to one, and neutral to the other. There's not really a penalty besides the fact that it's a longer combo, and so it takes longer to dish out the damage (like the cutter lines- it's a more natural penalty). Overall, wouldn't it be balanced since you can't really do heavy amounts of damage to all monster types, but just have medium specialty to a broader category? As of now, that's the "negative/penalty" to specialized damage weapons. You don't do as much damage to resistant monsters, you do good damage vs neutral, and you do great damage vs weakened monsters. Here's it the same, but mix damage, not as high output to one monster type (best case scenario is a monster who is weak to one of the guns and neutral to the other). My dual wielding suggestions give players a few things (guns, bombs, and swords included):
a) Dual Wielding
b) A weapon that is useful across a varied field of monsters
c) A cheaper option than making 2 weapons of different specializations that is slightly weaker toward specialized damage (because you'll deal less of it), but overall okay choice for majority of situations
How is the parry blade a shield in my suggestion? It's attacking... not parrying.

Gunners who dual wield the weapon in my suggestion don't shoot faster necessarily- maybe a little, but I didn't suggest a speed change. Clips are smaller per gun, but the overall weapons have the same amount of shots (minus the antigua being a 5th shot that shoots both guns for 2 bullets... so still 6 shots). Double reload sounds good to me. Just has the person reloading each alone I guess, but this isn't needed according to my suggestion since it's still got the negatives that I mentioned earlier (doesn't get bonus damage toward every monster, and there are resistant monsters to 1 of the 2 guns).

Sat, 05/24/2014 - 10:37
#14
Fshuolong's picture
Fshuolong
Dishonest is a Disgraceful.

Furious Folk,the only Dual-Wield look has this.

The Dual Wielding should be disable when entering LD as it may be unfair for others.
Not many people support DW..
Lack of Developers
Lack of Servers
Rarely listen to 'Community'
Lack of others.

That's all I should said.

Sat, 05/24/2014 - 11:49
#15
Feyi-Feyi's picture
Feyi-Feyi

Your 'buffs' are bordering on OP.
From your post you have clearly shown not to understand in game mechanics.

Cutters have incredible DPS already, but invinciframes stop them from delivering all of it.
Run a shock weapon with it, and then you'll have a good time.
A weapon with that high of an attack speed can't realistically have a greater chance of inflicting status, since it will almost always proc.
Making it interrupt on hits would mean you can continually combo without ever being in danger.

Regarding dual wielding: Developers have already stated why they don't want to implement it.

Regarding flourish: if it only did the stabbing attack, it would be practically worthless without AT.
There are definitely swipes in sword styles using weapons which look like a flourish.

Tue, 05/27/2014 - 07:42
#16
Mrgrey's picture
Mrgrey
@Icesalex: Dishonest is a

@Icesalex: Dishonest is a Disgraceful.

What?
What's DW?
No, some dual mechanics could work, both in LD and in PvE.
The rest... okay?

Feyi
How don't I understand game mechanics? I have played the game long enough to have a pretty good understanding of it so far. Enlighten me.

Incredible DPS that you can't fully use without stopping your attack early to block/avoid damage.

I've run a shock weapon with it, for various reasons this isn't a solution.

Always proc? I've seen the trollaris proc on most sets of 3 shots/ spam of 3 setsx3shots. Also, if we add stun to WHB- it's stun... stun doesn't deal damage directly. WHB is Normal damage and LD (if that's your concern), is extremely bad, so even stunned a person focusing a WHB use isn't gonna be a huge deal. I imagine in LD it'll be a slight help.

Interrupt, Feyi, I think I've seen you around and imagine you know how many other 5* weapons interrupt in their combos within the time frame a majority (if not all) monsters give you to attack- allowing there to be a continuous restarting of the combo.

False. I've seen people poke fine without AT- and yes there are swipes, but not usually to that degree. Plus, the focus of a rapier is a fatal stab, for that reason I would say that it is a better characteristic of the in-game sword- not a wide swing like that of other types of swords. They're based off of rapiers/stilleto daggers from what I can gather. You say "Look like a flourish" your definition of looking like is...? Many swords have a long straight blade with a hand guard, but this is a rapier (hense the 2 poke/lunge attacks in the combo vs the 1 wide swing).

Tue, 05/27/2014 - 07:55
#17
Autofire's picture
Autofire
You are experiencing a PICNIC ERROR!

Honk honk

Would you be happy with a cosmetic change?

Tue, 05/27/2014 - 12:28
#18
Mrgrey's picture
Mrgrey
Lol Autofire

Not a picnic error, and I've read your thread before. I'm not looking for a simple cosmetic change. Thanks for bumping :) Feel free to stick around!

Wed, 05/28/2014 - 06:19
#19
Dandi's picture
Dandi
I still didn't read it all,

I still didn't read it all, it's a quite long pate, but my thoughts about the dual wield thing is that it should be same weapon only (Two florishes, two brandish, two valiance, no mixes) and NO SHIELDS!

That way you have a bigger control over stuffs, like four players spamming dual polaris.

Wed, 05/28/2014 - 07:43
#20
Autofire's picture
Autofire
You are experiencing a PICNIC ERROR!

A lot of your purposed attacks include getting a large area around the knight...in a circle, ya know. This is too bomblike since the range is so great. They cannot be included, as the Shard Bombs have shown.

I think that dual wielding should be on a very limited per-weapon basis. For example, no dual pulsars.

Including no shield would massively hurt many players. That just promotes the not-so-pleasent trend of 5* guys taking SSB all the time. Which brings another question up: If you can't wield a shield, does your shield boost go away while wielding a dual weapon?

Wed, 05/28/2014 - 08:47
#21
Mrgrey's picture
Mrgrey
@Auto & Dandi

@Autofire

"in a circle"

Not totally true, I reread and would like you to give examples if that's okay. I do suggest that they will overall move in 360 degrees, but never at once will be doing damage in 360 degrees- there are 180 degree turns x2 for one set of swords, and for the dual blitz it's more like a wave (similar to the current shooting pattern, not the current charge).

"I think that dual wielding should be on a very limited per-weapon basis. For example, no dual pulsars."

Agreed, I only added the other weapons for those who would inevitably suggest a certain weapon. I only think the *** marked suggestions should be implemented.

"Including no shield would massively hurt many players."

Devs said that you need shields for endgame, so this is not an option. Yes shield boost goes away.

@Dandi

We can't get rid of shields. Devs said so.
As for stick to one weapon, I generally did that, just mixed statuses/damage types.

WHAT DO YOU GUYS THINK OF MOVEMENT SPEED DECREASES ON DUAL WIELDS?
This way there would be a negative side to using them, and it would only happen on the heavier dual wields?

Wed, 05/28/2014 - 14:25
#22
Sandwich-Potato's picture
Sandwich-Potato

How much MSD? We knights can tote around enormous Sudaruskas and Triglavs without any MSD, so it would logically be low or medium, which is easily countered by a mere Sprite Perk.

Wed, 05/28/2014 - 14:30
#23
Ironic-Biscuit's picture
Ironic-Biscuit
YES

This will be the time OOO listens! Right guys...?

*cricket cricket*

Thu, 05/29/2014 - 05:01
#24
Mrgrey's picture
Mrgrey
SandwichHey you came

Sandwich

Hey you came back!

"How much MSD?"

Sorry I didn't explain, I didn't know what people would think.

I was thinking low only on medium weapons, and medium on heavy ones. The idea is give more balanced power to these weapons. For example we can carry 1 Suda or 1 Trig with slight slowness on swings, and able to walk at normal speeds, but 2 should give us SLIGHT issues :).

"...easily countered by a mere Sprite Perk."

Yes, but then you give up your perk for this. I for one enjoy having extra damage or defense. It's not a huge drawback, but do have that perk you must have fully evolved pets basically, and that is something late-game players have access to. It's a stronger end-game, and this way players have more reason to play more and make their set ups work the way they want to play.

Biscuit

Let's hope so! We keep seeing "dual wield" threads, and so it's obviously got interest. They said they needed working mechanics, I want to help with that, and it originated with wanting to give cutters a buff!

If you're ONLY being sarcastic, I really hope they do :'(.

Thu, 05/29/2014 - 04:27
#25
Sandwich-Potato's picture
Sandwich-Potato

Okie then, easily countered with BKC and Merc Demo.

Thu, 05/29/2014 - 05:11
#26
Mrgrey's picture
Mrgrey
Sandwich

"BKC and Merc Demo"

I feel okay with that, because it's similar to other gear in this game that has MSD. Equipping Merc Demo doesn't help all users, and it give specific defenses/stats that not everyone would want. The sacrifice you'd need to make to have normal speed again is similar to other gear that requires it too.

Even with BKC, the benefits of it are great, but at the cost of status weakness, and even when taking UVs into consideration, not every player has the money to afford amazing UVed BKCs. There's a trade-off that currently lines up with the game mechanics. I don't think the BKC should be as strong as it is personally, but it's also very hard to obtain atm for the average player.

As for Merc Demo, I assume you mean mercurial mail. Although you can cancel out the MSD for low, you still wouldn't for dual versions of heavier swords/weapons(MSD Med)- which btw wasn't my personal intention to have implemented, and only added in the case that we do want dual versions of everything. This also is another case of making sacrifices in gear, for example, you wouldn't want to wear the set up you're imagining in an elemental heavy scenario (ex: T3 Fire based level). Overall yes, you can build against these negatives- but you can also do this for a ton of other gear. It's not ideal, and it's doable, but not everyone will be willing to do that.

Thu, 05/29/2014 - 12:16
#27
Sandwich-Potato's picture
Sandwich-Potato

No, not Mercurial, Mercurial Demo. The Shadow Lair set.

To be honest, the BKC doesn't even NEED any status UV's to stomp a ton of other armors into the dirt. It's like Chaos, but instead of CTR it gets another Damage Bonus and MSI, along with Skolver-equivalent Freeze resistance. Or, if you can't get a BKC, a Merc Demo Helm also suffices.

Thu, 05/29/2014 - 15:20
#28
Mrgrey's picture
Mrgrey
"The Shadow Lair set." Both

"The Shadow Lair set."

Both items are very hard to get is my point (technically 3). Unless you've been play for a while, these weapons/gear are things that the average player won't have access to. I'll admit that for bombers that seems like a good choice, but what would you suggest instead?

Is the MSD not a worthwhile idea to add?
Should they be nerfing the gear you're talking about?

There are MANY balancing issues in SK and unlike Lug's thread about almost everything, I focused on just a few things.

I'm confused what you're getting at, because the gear you're mentioning when combined is very good, but not in all situations. Yes the BKC does "stomp" on other gear even with the negatives, but it's very difficult to get, and maybe they just should nerf it and the chaos set. I'm not sure, and that's not something that I had thought about including in my suggestion.

Thu, 05/29/2014 - 16:06
#29
Sandwich-Potato's picture
Sandwich-Potato

Alright, let me try again.

I dislike any sort of MSI or MSD change in general, as it disrupts the flow of how a party generally works together. Even Nick admitted that. Then all these MSI things came from speed orbs and yadda yadda. That's why I'm against the MSD; maybe ASD or something would be better. And yes, bombs are affected by attack speed as well; it affects placement speed.

Plus, this MSD would hurt bombers even more, as now they'll have trouble kiting monsters into a 4* bomb radius and dodging.

Gunners are still getting the best of this.

Thu, 05/29/2014 - 17:31
#30
Mrgrey's picture
Mrgrey
Sandwich

"I dislike any sort of MSI or MSD change in general"

Ah okay, so you're coming from a biased opinion.

Although I didn't care for the MSI/MSD adds to the game, it was implemented in some of the "tank" sets previously. I also generally think that this game needs to be re-focused on party play (them darn sparks were not a worthwhile change vs the health split).

"maybe ASD"

I didn't suggest ASD because the beginning speed at which heavy, and medium weight swords swing is pretty okay as is, and much slower may render them ineffective compared to regular gear, and giving people less reason to use them. MSD was an idea because it didn't affect the fight aspect as much. Thing is though, with the bombs there would be 2 bombs per charge so you could plant one, move a bit and plant the other. Though the MSD didn't apply to bombers in my idea, as I suggested for heavy weapons, which bombs don't seem to have (ex: slower placements, or longer charge times than usual).

Overall in the case of bombers, it might make more sense to have MSI low at 5* heat level 6+, because I was thinking it would be useful, and make sense (in the case of having dual bombs) to be able to tactically place the two that come from one charge. Making bombers as viable as swordies (who don't have to constantly charge/wait for timers on their weapons). I was imagining a fast bomber, fast dual swordie, and fast gunner. Though for the swordie and gunner, they'd be more relative to cutter/antiguas in damage (unless pure normal versions).

How are gunners still getting the best of this? MSD on a blitz, magnus, or any other heavy line would be at medium, while alchs would be at low, and antigua line would be left as is (no MSD).

Are you taking into consideration the amounts of damage that is split would do? For example, if you are dual wielding guns that have piercing and shadow vs jellies, you have one doing great damage, and another doing resisted damage. The final output would be evened out. Then against a double neutral monster it wouldn't be amazing, but still good.

My suggestion creates weapons that are more well rounded for a lot of the game, gives players dual wields, and new weapons that are balanced (what we're discussing here).

Thu, 05/29/2014 - 20:06
#31
Sandwich-Potato's picture
Sandwich-Potato

You want to weaken the Magnus line compared to Alchemers?

wat.

Also, if you bothered to read WHY I don't like changes in movement speed (which Nick has also said he shares the same view), then you'd understand it's not a baseless bias.

-Fast bomber? We already have those guys in Merc Demo and Swift Steps II.
-Fast gunner? Almost every gunner you'll meet is a fast switch shooter.
-Fast swordie? We already have shield cancelling.

Your idea on dual wielding different specialized types is rather useless considering we already have normal damage for that. And no, the final output would not really be evened out. The effective gun gets a slight bonus to damage, and the resistant gun gets a severe penalty to damage, so normal is still better there.

Erm, you want more MSI? Have you ever had MSI VH, gotten a speed orb, and activated Drakon Flame Barrier? It's kinda of excessive. Now you want more speed? How are your party members supposed to keep up?

Thu, 05/29/2014 - 22:58
#32
Mrgrey's picture
Mrgrey
Sandwich

First of all, I did read why you don't like them, I didn't say they were not good reasons, only that you came intWo this having an opinion already being against. I don't know exactly what Nick said. You can link me if you'd like. I didn't say it was a baseless bias, only that it was biased.

I'm not really weakening them, because the weapon stays the same, only you move slower when you have it out. I'm sure you're aware that UVs and effects of an item don't take effect if it's not selected (ex: ASI on one weapon doesn't apply to all weapons). So it would only be slower when you take it out, and even then it's not a MAJOR decrease. Have you been to the test servers/read the threads there about the new gunning update? It's not a spoiler seeing as that everyone has access to the threads here on the forums.

I never see bombers :'(
When I say fast, I am referring to a single weapon slot being fast. As my suggestion is written, these are 1 weapon, for 1 slot. Not 2 weapons. Yeah we have shield canceling, but that's not the same as having a sword that is animated to being fast, and is a full combo of fast in the dual-wield form. We have cutters which are fast, but mostly ineffective at the moment, it would be nice to see a dual version of weapons that are fast and meant to be fast, but are worth spending time to make.

Well, in the creation of these weapons, stats can be made have a more balanced penalty, instead of severe, and match only small amounts of damage away from normal damage.

Fri, 05/30/2014 - 00:28
#33
Fangel's picture
Fangel
This is some back-and-forth

I'd like to take a moment here to restate my opinion on splitting guns into two damage types: don't do it. Dual wield is fine in my book when the weapons are identical. I should wield two callahans or two iron slugs, not a callahan and an iron slug. Mixing damage types (other than normal, and even then it's a thin line) is confusing and annoying for the weapon user.

For your mention of movement speed, I didn't put two and two together with having the weapon out decreasing movement. It makes sense in retrospect but my brain didn't pick up on it. I like the idea, but I simply think ASD: low would work universally across swords and guns. This doesn't make the weapon too much worse in combat, and with the right gear for your class you can negate the penalty.

Bombs are under-rated as is, and I think the 4* blast radius is a nerf enough if you charge two bombs. My only question is how we drop the second bomb, or if we toss bombs left and right simultaneously.

Fri, 05/30/2014 - 04:17
#34
Sandwich-Potato's picture
Sandwich-Potato

Bombs are going to be tricky, as I may have stated before, considering how one blast bomb will knock the monster out of the other's small range. Albeit, maybe Irontech might get some love.

A bias implies an unfair and illogical prejudice in favor of something, which what I was saying was not. But I digress. Ooh, that sounds cool. Digress digress digress.

The Magnus line is already weak enough as it is, with a slow charge attack as well. This will make it weaker in comparison to Alchemers, which I can't condone. Since the charge attack already slows you down, there's no need for an additional penalty in ASI.

Maybe the guns could have a slight angle of deviation, like T1 gun puppies? And the sword combos could carry you a tile farther, because the weight and momentum of the second sword drags you forward?

Fri, 05/30/2014 - 22:40
#35
Mrgrey's picture
Mrgrey
Fangel "Splitting guns into

Fangel

"Splitting guns into two damage types: don't do it."

Well having a pure damage weapon in guns, or in swords would just be a cosmetic change. Then the only viable suggestion I'd have proposed would be a pure normal type that is in a dual wield appearance, and although I do think that's an amazing idea for the cutter lines, I don't think it applies to all weapons/lines. Plus, I don't recall saying that there would be another normal+non-normal damage mixes. Only non-normal with non-normal, and normal alone.

"I simply think ASD: low would work universally across swords and guns."

Could you explain your mentioning, and your position? You continued on to say that the MSD wouldn't be such a minor worsening and could be negated through gear choice (as Sandwich did). I respond with the same answer, this is not ideal, and the average player can't afford all that gear- so I don't think. What would you recommend instead, more MSD? I honestly don't see these being weapons that people sacrifice certain defenses for, and generally OP gear like BKC and Chaos sets are worthy choices for any weapons- so I'd guess players wanting to get these would want them regardless of these weapons, and generally make any weapon choice almost amazing (besides select few under powered weapons).

"How we drop the second bomb, or if we toss bombs left and right simultaneously."

From my first post: "You select which to start combos with by charge+scroll-wheeling or charge+spacebar- because right now that doesn't do anything in-game (will remember last selected)- but charge combos are set to the way I describe."

Sandwich

"One blast bomb will knock the monster out of the other's small range."

Only certain bombs really move enemies away. Aside from that, the idea is that you can plant the 2nd bomb a bit later as you would a delay of the next swing/shot in combos (probably a slightly longer time period).

Digress is a cool word.

"No need for an additional penalty..."

After the new update, I feel it will be viable. Have you read up on the update/been on the test server?

I don't recall (even after rereading) saying there would ASI on Magnus.

"Angle of deviation,"

I don't quite know what that is. Do explain.

"Carry you a tile farther"

I would say yes, but in certain circumstances, this can ruin a sword's combo- in specific I know it can do so to the cutter line causing ghosts to miss. Though, I guess in the case of my dual suggestion it wouldn't matter since ghosts are replaced with a physical swing.

Sun, 06/01/2014 - 15:23
#36
Mrgrey's picture
Mrgrey
Bump for cleaned up first

Bump for cleaned up first post! Also, it's been over a day.

Sun, 06/01/2014 - 15:45
#37
Sandwich-Potato's picture
Sandwich-Potato

What is the difference between the dual Antiguas and a normal Valiance, besides the first being quite a bit weaker? The damage lost from a resistant enemy is much more than the damage gained from a weak enemy. That's why they changed the Antiguas in the first place from split Piercing to full Elemental/Shadow.

Did I say ASI on Magnuses? Sorry, I meant MSD. The thing is, Magnuses already slow you down a lot, and this MSD is just adding tacos to the drunk on the toilet. And man I should not do these weird comparisons.

In Tier 1, when gun puppies shoot at you, there's a chance their bullet will go askew, going to the right or left of you. Another example of an angle of deviation is a Blitz Needle's shots expanding and not always going exactly to your mouse.

Mon, 06/02/2014 - 15:37
#38
Mrgrey's picture
Mrgrey
Sandwich

The number of shots is different. Valiance has 3, antigua has 6. I suppose that you're right about why they changed the main antigua, but this is a different weapon, with 2 guns, and the shots are not all split damage. This is a pure normal damage weapon you asked about, where as other guns/swords/bombs have versions with 2 damage types (with respective pure normal weapons in their midst as well). I edited this to make sense.

VERY Rough Example:
A pure shadow damage vs shadow resistant enemy may do 60%(10% per shot x 6) vs the dual wield which is half resistant and half weak (of appropriate damage value); 10, 20, 10, 20, 10, 20 total of 90%. compared to a neutral that would be like 16, 16, 16, 16, 16, 16 for a total of 96%. A pure damage vs their weak enemy would be 20, 20, 20, 20, 20, 20 total of 120%. While pure normal damage weapons (of single base, not dual wield) would do 100% and pure normal dual wields will do 110% (at the cost of whatever negative debuffs we apply to them).

General Damage Comparisons for Duals to Singles:
Orignal pure damage to resistant enemy: 60%.
Original pure damage to weak enemy (according to my example): 120%
Dual Wield damage to half resistant enemy: 90%
Original pure type of damage to neutral enemy 75%
Dual Wield damage to neutral enemy: 85%
Original normal damage to anything: 100%
Dual Wield Pure Normal Damage to (all enemies are neutral damage) all enemies: 110%

As I asked, have you seen the threads for the gunner update? The slow down created is affected (no spoiler since it's available to all). Plus will a low MSD really be that bad when you have the gun out? You can always switch back to a different weapon after shooting... I take the magnus lines to be more of finishing weapons anyways...

Ah I see. So you're saying that randomly there will be a shot of deviation?

Sun, 06/01/2014 - 18:52
#39
Sandwich-Potato's picture
Sandwich-Potato

So thus, these will be worse because you'll need more hits and more time to do the same amount of damage as the Valiance would.

Sun, 06/01/2014 - 20:02
#40
Mrgrey's picture
Mrgrey
What I originally suggested

I originally suggested 4 shots, instead of 3 that way there would be 2 and 2 but we could make it different. Do you have a suggestion, or are you just trying to prove that dual wielding shouldn't be done?

Plus, they'll be doing more damage in their entire combo than the normal valiance.

Mon, 06/02/2014 - 04:12
#41
Sandwich-Potato's picture
Sandwich-Potato

You mean like how Antiguas do more damage per combo than Alchemers, but Alchemers are still much better?

Mon, 06/02/2014 - 09:53
#42
Mrgrey's picture
Mrgrey
Your lack of answering my

Your lack of answering my questions leads me to wonder if you're mocking me.

Similar, though it would be more of an inbetween, seeing as that it's only adding 1 more shot, and we're talking about a pure normal damage weapon.

There is a HUGE difference though, a person making 2 alchemers to switch shoot is spending 2x as much on weapons, with the dual wields they're less, and become a more viable option for general play through the game.

Mon, 06/02/2014 - 14:16
#43
Sandwich-Potato's picture
Sandwich-Potato

You don't even need 2 Alchemers to switch shoot. Doing it with 1 has a rather slight drop in damage, but even just spamming the attack button with one easily outclasses the Antiguas if you get a ricochet going.

Your dual wielding is making another Antigua or Cutter clone, in that these weapons hit several times, move quickly, but have a much smaller DPS than, say, a Brandish. If dual wielding comes in, I'd rather a whole new set of weaponry, like a dagger, as many people have suggested, so as to not have to mess with this balancing issue as much.

Mon, 06/02/2014 - 15:36
#44
Mrgrey's picture
Mrgrey
So you're saying we should

So you're saying we should get rid of the Antigua line? I don't understand the first part of your statement. You're simply stating that Alchs are better than the Antigua lines. What's your point? That they're unbalanced, and should be fixed? You opinion of whether or not the Antiguas should be in the game, or are in need of a buff, or just straight up suck, is not very helpful are only slightly relevant to this suggestion. Yes, in most cases Alchs are better choices. So? Does that mean people stop using the Antigua line? No, it means that some people prefer the safety that the Antigua line offers vs carrying one Alchemer- which may I add if you don't usually have the 3rd weapon slot, or aren't a gunner based player/class set up, why do you have two alchs?

In my suggestion I add 1 shot combined for Alchs and a few other guns and swords, that's 1 bullet/or swing. One bullet will not make a huge difference, and is not comparable as much to the Antigua or Cutter lines. Antiguas are actually pretty viable options as guns, they have good range, speed, and mobility- cutters are pretty bad at the moment, they have 5 swings (+5 ghosts) and without interrupt require you to STOP your combo mid-way through in many cases of T3, lessening your damage output. You're saying this and that wrong, help me think of ways to fix it. Propose a solution.

You mention a pure damage brandish line will be better than the dual version, but look at my percentage explanation, why are pure damages overall going to be better?

I'm pretty sure it would be more difficult to release a whole new weapon line, that would propose the same issues (unless they were just cosmetic changes to something) that arise with current items. My suggestion is based off the idea that cutters- which currently are the same as dual wield weapons (fast, double hit per click, and arguably good dps), need to be fixed, the implementation of the updates I suggested with it (stun, and cloud of poison), plus the pure normal damage cutter that is cosmetically a new dual (because there are two and without a ghost swing) that fits a niche currently missing in the cutter line (damage comparable to other 5* pure damage types) and the wanting for dual-wielding.

You want daggers, okay. Even so, that leaves gunners, and bombers without a dual-wield version. It's only a part of OOO's cycle of neglect requiring them to separately release new items for other classes.

Mon, 06/02/2014 - 15:48
#45
Sandwich-Potato's picture
Sandwich-Potato

I don't want another introduction of a fast, but weak weapon that will be dwarfed by other weapons. Who would use this over Dual Alchemers? What advantage would Dual Antiguas have? Alchemers would now have 3 shots, more damage due to ricochet, and so on. And they're easier to obtain. And they're more fun, in my opinion, as they need more skill.

Sat, 06/14/2014 - 14:29
#46
Mrgrey's picture
Mrgrey
Buffme.exe
General Consensus Supporting Cutters NEEDING a Buff
Koldsplin's CTR vs ASI Thread: Comments 1, 4, and 5.
VenomousBiohazard's DVS Damage Thread: Comments 2, 5, and 7.
Kreeara's Normal Damage Thread: 1, 5, 9, 11, and 15 (lols).
Prestopotato shouldn't upgrade their Cutter: 2, and 12.
Kimahsonite's Cutter Buff Thread: 1, 2, 11, 15/17, 18, 28.
Tsu's Normal Damage Buff Thread
Zeddy's... Thread: 5 (Paragraphs 5&6).
Mon, 06/02/2014 - 17:40
#47
Mrgrey's picture
Mrgrey
Antiguas: longer range and no

Antiguas: longer range and no MSD
Alchs richochets wouldn't do more damage then damage bar allowed (so just have overall damage output be reasonable).
*shrug* both weapons have a time and place.

Sat, 06/14/2014 - 14:35
#48
Mrgrey's picture
Mrgrey
Buff Inspiration

Cutter Line Buffs

  1. Comment 20 -Tsu
    • Interruption on ghosts.
    • DVS leave a poison cloud behind ghost swingsl
    • Suda=strong stun, WHB=[Good] Chance of Moderate Stun.
  2. Comment 17 -Papaya
    • Assasins should kill quickly, and efficiently (living after charge/ combo). Cutters are supposed to be assassin weapons, but they somewhat fail right now.
  3. Comment 21-Kimahsonite
    • Fair or Slight Chance of Causing Moderate Stun [to WHB] would be acceptable (applied to 10 swings, and may be boosted for charge).
  4. Comment 25 -Tsu
    • Clouds are small, don't last long, and move in direction of swing (behind and backward of attacker).
  5. Comment 28 -Arctifice
    • MOST CRUCIAL BUFF IS HAVING THE GHOST ATTACKS HIT THEIR TARGETS!
    • Since they miss so often, DPS often suffers.

Sat, 06/14/2014 - 14:45
#49
Mrgrey's picture
Mrgrey
Coming Soon!

Explanation on suggested cutter buffs.

Sat, 06/14/2014 - 14:49
#50
Mrgrey's picture
Mrgrey
Good Reads on Cutter Buff

Good reads on topic:

Interruption & Charge

Cutters shouldn't get buffs /sarcasm.

I tried schock+invici-frames, if I NEED other weapons for ONE to be DECENT, it's pointless.

  • 1
  • 2
  • next ›
  • last »
Powered by Drupal, an open source content management system