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New Pickup for bombers

10 replies [Last post]
Tue, 06/02/2015 - 11:15
Holy-Nightmare's picture
Holy-Nightmare

As you know we have Vials which supplement gunfire by dealing additional status at long range.
We have Barriers which are built to supplement sword users in close combat.

I would like a pickup made to help bombers in particular.

This item is called a phantom generator. This item will cause 2 things to happen.

First it will make all monsters agro the person who most recently used it. This is to help with the bomber's main problem which is chasing enemies that teammates have taken the agro.

The Second ability is built to help bombers in particular but like the other pickups it is viable for other weapons too. Any enemy killed by a charge attack from the player with the active phantom generator will release a Ghost similar to the Haunting Haze effect. This Ghost will deal much more damage than the Haunting Haze ghosts and have the potential to deal status. While this works with many weapons a bomb gets the most help due to the fact that bombs tend to reduce a group of enemies HP all together rather than one by one. This should make it so bomb kills chain together very well.

Miasma Generator = Poison ghosts released
Phantom Generator = Fire ghosts released
Shiver Generator = Freeze ghosts released
Pulse Generator = Shock ghosts released

Tue, 06/02/2015 - 11:22
#1
Fangel's picture
Fangel
Not too bad.

I would say buff the haunting haze's ghosts in light of this pickup, but sure, it would be a fun thing to do!

How long would it last and what visual would it have though? Is it like an auto-turret hit that is placed on the ground and fires ghosts out of it, or would it be like a little ghost that follows players around on the other shoulder like a battlesprite that fires ghosties upon a charge kill?

Tue, 06/02/2015 - 11:50
#2
Holy-Nightmare's picture
Holy-Nightmare
@ Fangel

It would equip your armor with accessories like the Guardian Class in LD .., in addition it would change your aura to something similar to the Sunshine Aura. Instead of yellow however it's color would be determined by which generator you activate.

orange=fire
green=poison
light blue=freeze
deep blue=shock

Once the Generator runs out the armor fades with a twinkle like a recon ranger leaving. If an enemy is killed with a charge attack from the player with the active generator then it will spawn the ghost to attack. If there is no enemy to attack the ghost will change and follow the player like a lost soul (but with a white core instead of a black one to make it easy to tell the difference). If the generator fades with a ghost following the player then the player will receive a short attack buff and the ghost will fade. If a ghost is following the player and they come upon a new group of enemies the ghost will change back and attack the nearest enemy.

Tue, 06/02/2015 - 18:16
#3
Fight-Beetle's picture
Fight-Beetle
deep blue should be freeze,

deep blue should be freeze, not light blue. look at barriers.

Tue, 06/02/2015 - 19:17
#4
Dracora-Speaking's picture
Dracora-Speaking
+1

I like it, especially the aggro magnet part. Could we have some pickup icon art for fun (just make sure the colors match up with other pickups like Beetle mentioned)?

Wed, 06/03/2015 - 10:20
#5
Fehzor's picture
Fehzor

More pickups would be cool and these sound pretty sweet.

I don't know that they would help bombers so much, who have tons of area of effect (especially haze bombs...) already but they'd certainly help gunners and sword users a lot, since they'd attack stuff randomly.

What I'd like to see would be an aggro pickup for bombers.. upon using it, all enemies in a huge area would attack you. It would also be worth having an aggro loss one as well, that made enemies -not- attack you. Would be cool anyway.

@Fangel

Lol I'd say to buff haunted haze regardless of this suggestion-- it does little to nothing as is. This wouldn't help it's case but then I think it's a lost cause tbh. It needs to do.............. just more.

Wed, 06/03/2015 - 11:03
#6
Holy-Nightmare's picture
Holy-Nightmare
@ Fehzor

I don't know about an agro loss item, sounds like it could be used as a griefing tool. Would be useful for Solo play but a griefer could run ahead to spawn a bunch of monsters to lead towards a player then use the item so that the other player becomes the monster's target. Besides we already have the Dash jump which temporarily resets your agro count, some enemies just have a larger agro area than others (Gremlin Knockers for example will chase you even if you are far away).

Wed, 06/03/2015 - 11:41
#7
Fangel's picture
Fangel
Well how bad could it really be?

An aggro loss would be helpful when cornered by a bunch of enemies. Besides, it's not like a player could just lure all the enemies back without any issue. Typically a team of players is strong enough to be able to kill an entire wave of enemies independent of each other. Besides, if someone is a griefer and you notice it you can A) kick the player or B) leave the party.

I mean, you can essentially do the same thing already with dodging/maskeraith, this just makes a loss of aggro more universal and more strategic.

Wed, 06/03/2015 - 12:55
#8
Holy-Nightmare's picture
Holy-Nightmare
@ Fangel

A skilled player rarely get cornered and there is always the option to shield bash out. It would be helpful if the shield bash was buffed to work at 75% of shield power, able to push past frozen, shocked, or Trojan sized enemies, and made the player to immune to damage (but not status).

But that's another suggestion

Wed, 06/03/2015 - 13:51
#9
Fangel's picture
Fangel
Well I don't know about you.

Typically when I'm surrounded by enemies, I try to shield bump them. That usually don't work because I'm bumping them into each other. By then my shield has been hit and I can no longer shield bash out. RIP, emergency revive.

In that situation, if I could drop all aggro, I would have the ability to work my way out. A second of dashing will not make enemies wander away, but rather just sorta stand there for a moment before re-recognizing me.

Alternatively, if a teammate is surrounded, I can use an aggro-pulling consumable and make all enemies go after me now. If that enemy is attacked enough they will just aggro the other player again, so these both would have uses.

Thu, 06/04/2015 - 18:10
#10
Blandaxt's picture
Blandaxt
Hmm...

@op:

I feel this new idea has all to do more about agro attraction then the haunted haze effect. So what i suggest is keep the gro attraction from surrounding monster in a limited area, and remove the hunted haze effect.

Instead of the haunted haze, have the item generate a small wave of push back similar to the wave the battlepods creates that pushes monsters and players to the wall http://wiki.spiralknights.com/Battlepod. This wave though will have a much smaller area of effect like a 2 star bomb area effect. This effect will only activate periodically like every other second or 2 seconds and not be active all the time. This ability combined with agro attraction will attract all the monsters to the player, but at the same time keep monsters from getting too close to the player so that the player will not receive damage after laying down the bomb or while charging the bomb. To make this item more balance, we can have the pushback wave do a small damage plus small chance of a specific status to the monsters that are pushed back.

The reason i suggested this ability instead of the haunted haze ability is because bombing is a passive supporting gear and not a direct attacking gear like a sword and a gun. I feel the supportive item should also be passive and not be a direct damage type like the haunted haze. Well besides that, we can also include the many aura you described.

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