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Modify Brandish charge attack

8 replies [Last post]
Wed, 03/11/2015 - 14:51
Fangel's picture
Fangel

I'll cut right to the chase: Brandishes are far too powerful for what they are. Hence, to make them a bit unique (and less of a keep-away charge attack weapon), have the final explosion in a brandish-line charge attack have a high knockdown chance but push the enemy towards the player. This means the monsters caught in the entire explosions will be brought close to the player if they don't keep moving, so you cannot reliably use the sword for crowd control. Instead, the enemies are pulled back, so you can smack them with a sword again. The final explosion has a high knockdown chance so enemies won't just hit you in the face every time you use the charge attack, however in a full party on elite brandish charging will be more dangerous.

This also makes Voltedge and Glacius a better choice for "control" opposed to having full control over crowds with a combuster while dealing much more damage.

The final explosion does not deal any more or less damage, only higher knockdown.

Thu, 03/12/2015 - 11:38
#1
Holy-Nightmare's picture
Holy-Nightmare
...

This would make the Combuster, Acheron, Obsidian edge go down in popularity but would make the Voltedge and Glacius go up since their statuses would resist the new mechanic.

Why not trade in the Brandish line's knockback for a higher Knockdown rate (Like Nitronome VS DBB), this would still allow the users to stay safe but would be more team friendly.

Thu, 03/12/2015 - 12:19
#2
Fangel's picture
Fangel
Sorta yeah

The idea is for the charge attack to still be damaging, but less of a failsafe for how fast it charges and how much damage it does. Voltedge and Glacius already have built-in crowd control with their statuses, and that's sort of their point.
With the proposed change, players could essentially deal more damage if they use more than just their charge attack, and it makes their charge attack more overall dangerous. Players could technically fling kat enemies far away if they get them while they're attacking, thus making it a more tactical weapon than it is now.

Replacing knockback for knockdown is okay, however it's essentially just a different kind of crowd control (instead of making glacius and voltedge stand out, now every brandish has the ability to "control" crowds by constantly knocking them down). Having enemies get all up in your face makes the charge attack have a slight trade off to it with its current charge time, but if you charge your attack and then immediately start swinging you'll probably do quite a bit more damage.

Thu, 03/12/2015 - 12:57
#3
Holy-Nightmare's picture
Holy-Nightmare
@ Fangel

Perhaps if the knockback was reworked to behave like the new Magnus. This would still let players use the old strategy but they wouldn't be able to do it from just any angle.

Thu, 03/12/2015 - 15:11
#4
Fangel's picture
Fangel
Hmm

That does sound like another solution to the same problem. It would make the brandishes less reliable as an end-all, so I'll welcome it.

Fri, 03/13/2015 - 08:33
#5
Holy-Nightmare's picture
Holy-Nightmare
...

I will take mechanics that force intuition over mindless spamming any day.

Sat, 03/14/2015 - 10:47
#6
Modicu's picture
Modicu
*

What if the charge attacks were reworked to where the first explosion is large, powerful, and with the ability to knockdown targets, as well as having the highest chance of causing the particular status, and then the explosions gradually decrease in size and potency afterwards until the end of the chain?

Sort of like...

~ Initial Explosion:
- Largest, strongest, and knocks down targets caught directly in it.
- Has the highest chance of causing a strong variant of the status effect.

~ Secondary Explosion:
- Large, slightly weaker, and has a chance to knockback a target or two caught in it.
- Has a high chance of causing a moderate variant of the status.

~ Third Explosion*:
- Medium-sized, moderate damage, and has a smaller chance of knockback.
- Medium chance of a moderate variant of the status being inflicted.

* For 3* brandishes, this explosion is the weakest, while the second one is moderately-strong, and the first explosion is the strongest.

~ Fourth Explosion**:
- Weak, slightly lower-than-moderate damage, and has a poor chance of knockback.
- Has a high chance of inflicting a minor variant of the status effect.

** For 4* brandishes, this is the weakest explosion, while the third one is slight weaker than the second explosion, and the first explosion is the strongest.

~ Fifth (final) Explosion:
- Weakest, lowest damage, and has a very poor (if any) chance of knockback.
- Has a moderate chance of inflicting a minor variant of the status effect.

Sat, 03/14/2015 - 11:10
#7
Shadow-Anubis's picture
Shadow-Anubis
Why do you even want to

Why do you even want to change it ? It is good the way it is ( IMO not overpowered )

Sat, 03/14/2015 - 11:17
#8
Fangel's picture
Fangel
Not a bad way either Cyberpony

I believe in the past brandishes only had a chance of all their explosions activating, so if we had a reliable but progressively weaker charge attack, it would balance these out nicely.

And to answer your concern Shadow-Anubis, the brandish lines are notoriously the most overpowered sword in the game. The charge attack deals a lot of damage, is completely safe to use, and charges very quickly. You can play through most of the game just spamming the charge attacks with no forethought to what you're doing and never go down. Hence, a nerf to the sword's safety rather than its damage will make you still able to spam charge attacks, however it's less of an end-all solution to the game (bring acheron + combuster. You're set for every level).

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