My idea is basically to take ideas about new sets of statuses that have been suggested in the past and create new more dangerous forms of the existingstatuses we already have in the game. Each status would have two new evolved forms that would be situated in tier 2 and 3. The deeper to the core the players go, the more dangerous the status that is inflicted becomes.
EDIT:Summary: "For anyone only commenting on the summary, please put down "Summary Only" note at the end of your comment so i can know you did not look at the full post."
Edit: Fangel Summarized version of my suggestion. ("create rare and much more powerful statuses assigned randomly to monsters on elite difficulty and often to bosses on elite difficulty.")
1. First Status: Fire!
*Tier 2 Fire evolved status: Named: Shadow Fire! Or Hell Fire!
*Tier 3 Fire evolved status: Named: Blue Armageddon! Or Blue Illumination!
2. Second Status: Curse!
*Tier 2 curse evolved status: Named: Cold Grip Or Dead Abyss
*Tier 3 curse Evolved status: Named: The creeper Or Reapers Prey Or Ruptured Calamity
3. Third status: Stun!
*Tier 2 stun Evolved status: Named: Quivered body Or Teetered Frame
*Tier 3 stun Evolved status: Named: Savage Convulse Or Quake Pulse
4. Fourth Status: Sleep!
*Tier 2 sleep Evolved: Named: Oceanic Slumber! Or Dilute Mind!
*Tier 3 sleep Evolved: Named: Cavernous Mesmerism! Or Hypnotic Impulse!
5. Fifth status: Poison!
*Tier 2 poison Evolved: Named: Death Smog Or Haunting Pollution
*Tier 3 poison Evolved: Named: Yama's Calling! Or DOOM!
6. Sixth status: Shock!
*Tier 2 shock Evolved: Named: Lightning Maelstrom! Or Electron Surge!
*Tier 3 shock Evolved: Name: Cosmic Catastrophe! Or Geomagnetic Cataclysm!
7. Seventh Status: Freeze!
*Tier 2 freeze Evolved: Name: Fervent Frost Or Absolute Zero!
*Tier 3 freeze Evolved: Name: Void Interstice! Or Phantom Exclusion Or Singularity!
- Extra: - Monsters :
Monsters that emit the shadow fire or blue fire will both be rare in tier 2 and 3. The levels for tier 2 and 3 will mostly be situated with the normal fire and normal statuses they have now. The evolved form of our current statuses that I am creating is for rare and powerful monsters only. Also for any future created mini-bosses that can be implemented in the game.
* All of these intense new alternate versions of the existing/non-active statuses will most likely be found in vials or on a rare enemy ability. Bosses can also emit these statuses, but only on rare occasions. Also, rarely will we find our weapons be able to exhibit these kinds of intense statuses. If they can, then the must be balanced out so that they would not become overpowered.
EDIT:Meaning of the title EXTRA:
It's labeled as an EXTRA for a reason. Its extra information about how I want the status to look like and where I got the idea from. I like to do some research before inventing my ideas and I like to share the source of my research information. People who are not interested do not have to read the extra info. I will put down a label at the beginning so I can warn future readers to not read the EXTRA if they are not interested.
Some key things:
- Trinkets
- Armors
- Helmets
- Damage Protection and Status Resistance
So let’s start this off:
- First Status: Fire!
- Tier 2 Fire evolved status: Named: Shadow Fire! Or Hell Fire!
- Tier 3 Fire evolved status: Named: Blue Armageddon! Or Blue Illumination!
- Extras:
- Second Status: Curse!
- Tier 2 curse evolved status: Named: Cold Grip Or Dead Abyss
- Tier 3 curse Evolved status: Named: The creeper Or Reapers Prey Or Ruptured Calamity
- Third status: Stun!
- Tier 2 stun Evolved status: Named: Quivered body Or Teetered Frame
- Tier 3 stun Evolved status: Named: Savage Convulse Or Quake Pulse
- Fourth Status: Sleep!
- Tier 2 sleep Evolved: Named: Oceanic Slumber! Or Dilute Mind!
- Tier 3 sleep Evolved: Named: Cavernous Mesmerism! Or Hypnotic Impulse!
- Fifth status: Poison!
- Tier 2 poison Evolved: Named: Death Smog Or Haunting Pollution
- Tier 3 poison Evolved: Named: Yama's Calling! Or DOOM!
- Sixth status: Shock!
- Tier 2 shock Evolved: Named: Lightning Maelstrom! Or Electron Surge!
- Tier 3 shock Evolved: Name: Cosmic Catastrophe! Or Geomagnetic Cataclysm!
- Seventh Status: Freeze!
- Tier 2 freeze Evolved: Name: Fervent Frost Or Absolute Zero!
- Tier 3 freeze Evolved: Name: Void Interstice! Or Phantom Exclusion Or Singularity!
Description: "Fire is a status condition that causes periodic damage to the victim."
Description (original idea):
- Doubles any fire base damage that is inflicted on the knight.
- Easier to spread fire to other targets such as your teammates and other monsters.
- For every time the fire status inflicts damage on the player, the player flinches.
- Two star or lower gear that has fire resist have no resist against this status unless the player is wearing a 3 star or higher trinket.
+ Visual: The fire has tainted impurities of red/orange spots, but the color of the fire is mostly black.
Description (Original idea):
- The fire last 50% longer than normal fire in tier 3.
- The fire cannot be resisted by any 4 star or lower gear that resist fire unless the player is wearing a 5 star fire resist trinket.
- For every time a player received damage from the fire status, the player's shield loses health even when the player is not shielding.
- Any teammates or monster near the player on fire will instantly catch fire (unless they're wearing proper protection) and even monsters with fire resist like vanaduke will catch this fire status.
- If the target dies from this status, the fire will keep burning in the floor tile that target died for 5 to 10 minutes without stop.
- This fire status will instantly turn any other targets that have fire status into this more intense form of fire status if they are near.
- The target that has this status will leave a status trail as the target walks around that is 2 to 4 tiles long.
- Monsters who emit this status will have a chance to be reborn phoenix (50% health) style there is any is any targets nearby that has that fire status on them.
+ Visual: The fire will be mostly white with a blue glow and outline around the flame.
- Reasoning :
The reason I chose my Colors for the fire this way is based on the Rankings of the color of stars. Tier 2 was chosen the shadow color because legends and myths usually depict hell's fire to be black with impurities. While tier 3's fire status color was chosen because the hottest star is colored Blue-ish white. Hope you like my reasons and my ideas for the fire status.
- Monsters :
Monsters that emit the shadow fire or blue fire will both be rare in tier 2 and 3. The levels for tier 2 and 3 will mostly be situated with the normal fire and normal statuses they have now. The evolved form of our current statuses that I am creating is for rare and powerful monsters only. Also for any future created mini-bosses that can be implemented in the game.
Description: "Curse is a status condition that will randomly lock some of the player's weapons and vials. For as long as curse is active, attempting to use these items will damage the player.
Enemies who are cursed will take damage when using any attack or healing ability, however curse will not cancel enemy attacks."
Description (Original idea):
-While this curse status is in effect, for every 10 seconds, Hands from the earth will spawn at a random location and rush to grab the player. If the player is grabbed by this hand, they will get the same effect when grabbed by the Apocrean Harvester. This effect will render the player immobile like freeze, but the player will be able to shift/turn to face their direction, which is unlike freeze, and be able to attack and shield. The player cannot shield for 3- 5 seconds after being grabbed though. The hands usually hold the player for 8 - 10 seconds. A nearby player can also break the hands from the player that is being held with an attack.
- For every time the player gets damaged by this status, new hands will pop up from the earth that will attempt to grab the player. The player will either dodge the hands or shield from the hands.
- For every time the player gets damaged by a monster that can inflict curse, one more weapon/vial slot will get cursed while this status is in place.
- If the player gets curse a second time while under this status, the curse status will reset and the player's pet will also be cursed and the player will not be able to use any of the pet’s skills.
- When this curse status time limit duration ends, a strong screech will emit from the player. This screech will act similar to an agro haze bomb where it will attract any nearby monster to that player to attack and kill that player.
- Defensive gear that is 2 star or lower cannot resist this status if the player is not wearing a 3 star curse resist trinket or higher.
- Curse duration will remain the same, and damage inflicted while curse will remain the same. The player will get damaged if they are grabbed by the hands.
+ Visuals: The icon for the curse can stay the same, but the curse aura will have more rotten color feel. The curse eyeball icon will have a more Egyptian Design that can have many different looks.
+ Extra:
I kept saying player in most of my description for this status, but monsters can also catch this status. Any definition that does not apply to them like pet or vials will just not take effect. Everything else will be effective against the monster like the immobile dead cold hands.
Description (Original idea):
- While the player or monster has this status, a monster with a scythe (Maybe this fits SK's design more?) or a stick man monster with glowing black holes for eyes will stalk that player (Would be great if it could have a maddening laughter as a chat bubble). It will appear behind player performing one attack, then disappearing into thin air. This monster is very similar to the Apocrean Harvester, but this monster will appear at any time and disappear like the Ghostmane Stalker.
- While the player has this status, it gains the ability to spread like a plague. Any player or monster that comes in contact with the player gets a chance to catch this status.
- Defensive gear that is 4 star or lower cannot resist this status unless the player is wearing a 5 star or higher curse resist trinket.
- While the player is under this status, Undead/Fiend monsters near the player will go mad and gain defensive and offensive boost (With lunatic eyes as a visual for extra emphasis).
- Any Undead/Fiend monster that is killed while the player with this status will become a Lost Soul that will target the player/monster with this status and blow up on their faces.
- Every time the target that is inflicting with this status takes damage from the curse status, the player/monster will lose an item from their pickup inventory.
- As the player/monster is walking, a black shadow will follow them where ever they go.
- The player shield will lose health whenever the player puts up the shield to defend (10 healths per second).
- The player/monster will get a debuff movement slow: high while this status is in effect.
- When the stalker monster that is following the player/monster attack lands and damages the player, one unrespawnable Phantom will be summoned to go after the player.
- When the curse status time duration is over, the player will gain a momentary invulnerability, but all the monster/targets killed while having this invulnerability will drop nothing.
+ Visuals:
Another Eye design can be taken for this new evolved status. The aura can have a more darker color with some black impurities oozing out.
+ Extras:
Any description that can be applied to monsters will apply.
Description: "Stun is a status condition that will slow any action the victim tries to take. Both movement and attack speed are reduced significantly."
Description (original idea):
- All long range attacks the player attempts to use while having this status in effect will be much slower than usual.
- Any short range melee attack the player attempts to use will be weakening by 30%.
- While attempting to walk, any damage the layer receives while walking will automatically cause the player to fall on their but like the old iron slug gun charge.
- Shield will recharge slower after taking damage while this status is in effect.
- Pet skill will take longer cool downs.
- Star 2 defensive gear or lower cannot resist this status unless wearing a star 3 stun resist trinket or higher.
Description (Original idea):
- While this status is in effect, if the player attempts to move without shielding, the player will have 50% chance of falling on the ground flat on their but cheeks for every step taken like the old slug gun charge animation.
- While taking damage, if the player does not shield, they will also have a 50% chance of falling on their but.
- Shield will regenerate slower.
- Pet skills will be disabled.
- Player has a 50% chance of spreading the stun status if they fall on their but near a player or monster.
- When the stun status duration is over, the player will get a speed boost medium for a short amount of time.
- Star 4 defensive gear or lower cannot resist this status unless wearing a star 5 stun resist trinket.
- This stun status affects all targets regardless of any resist besides the monsters who are totally immune and players who wear proper protection.
+ Visuals: Tier 2 and 3 stun status icons can be ones with brighter stars and more stars spinning not just around the head, but also the body of the knight.
Description: "sleep is a rare status condition that will render the target completely unresponsive until woken. While asleep, the target will slowly regenerate small amounts of HP and rendered temporarily immune to all forms of knockback, including Shield bumps"
Description (Original):
- While under this status, the player/monster will be immobilize like the former sleep meaning no forms of action of any kind.
- While under the effect of this status, all defensive stats including status resist are boosted by 30%.
- While under this status, the player/monster will not be able to be hurt by any other forms of status besides poison until woken up.
- While under this status, any forms of damage that is taken is boosted by 50%. Meaning you take 50% extra damage.
EDIT: - A player will wake from the sleep status after receiving 30% damage from a monster from the total health they had before going to sleep.
- Defensive gear that is 2 star or lower cannot resist this status unless wearing a 3 star sleep resist trinket or higher.
- While under the effect of this status, players will attract agro towards all monsters nearby at a constant rate of 2 agro per second.
- Health regeneration will stay normal and poison will still cancel the health regeneration.
- Health is boosted by 10% for the duration of the status.
EDIT: - While under this status, all damage taken by your comerades for the purpose of waking the player is superficial and will not count towards the players health.
EDIT: - The player that is attempting to wake the player under sleep will have to cause 50% superficial damage from the knight under the sleep status total health in order to wake the player.
EDIT: - When the player wakes from the sleep status by another player, they will have the same amount of health they had before going to sleep. If they are woken naturaly after the sleep duration wears of, then they will have all their health restored.
EDIT:- After woken from the sleep status, the player will be left with a drowsiness effect of attack speed decrease low and movement speed decrease low. While this effect is active, the player is immune to sleep. The drowsiness effect usually last from 4 - 8 seconds.
+ Visuals:
The sleep status will look the same, except the ZZZ will have a brighter less concentrated color. The player will fall on their knees sleeping standing up, or fall on their but to sleep animation.
Description (Original):
- The player/monster will temporarily switch sides where they will fight for the other team. The monster will target any nearby monsters. If no monsters are nearby, it will stay still and be immobilized. The player will become npc controlled and attack any nearby players.
- (EDIT/Optional: The controlling player can attempt to wake up from sleep sooner by playing a mini game. This mini-game consist of different color lambs/beast dust bunnies falling from the top of the screen to the bottom of the screen. The job of the player is to direct the flow of where each bunny falls into its correct color bin. The player will do this by pressing the left or right arrow key to rotate the bins until the right color is set up up for the right colored bunny that is falling. For each bunny that falls in the correct bin, a bar will fill up with a 5 - 10 counter. Once the bar fills to the top, the player wakes with full health ignoring the duration of the sleep. Also no drowsiness if woken up by this mini-game. )
- Health will regenerate at 3 times the normal rate.
- Damage taken will be boosted by 90%.
EDIT: - All damage taken by another player while a player is under the sleep status is superficial. The player that is under the sleep status will wake up after 50% of their total health have been damaged.
EDIT: - The player under the sleep status will wake up with the health they had before going under the sleep status if they are woken by a player.
EDIT:- The player under the sleep status will wake up from the sleep status if 30% of their total health was taken by a monster.
EDIT:- After woken up from the sleep status, the player will be left with a drowsiness effect of reduced movement speed medium and attack speed decrease medium. While under this effect, the player/monster is immune to sleep. The drowsiness effect last from 5 - 10 seconds.
EDIT:- The player under sleep status will wake up with full health if that player woke up after the full duration of the status wears off as long as they have not been poison.
EDIT:- If a player is poisoned while asleep, the poison will cause the player to not regenerate any health while reducing that player's defense.
- The target will be immune to all forms of status besides poison.
REMOVED:- (If the player is killed while being under the sleep status, it will count as being woken up. The player will only have 25% of their remaining health left though (with an aching body heehe).)
EDIT:- If a monster is killed while under this status by another monster, they will be woken up like the player's are.
EDIT:- While a monster is killed under the sleep status, the monster will drop reduced heat.
- The monster that is under this status will not attack other monsters under this status.
- This effect only works temporarily on bosses/mini-bosses if they are not immune to sleep.
- Defensive stats will be boosted by 60% while under this status.
- Defensive gear that is 4 star or lower will not be able to resist this status unless equipped with a 5 star sleep resist trinket.
- After woken up from this status monsters or players, Offensive and Defensive stats will be boosted by 50%.
- Construct will still be immune to sleep, but it will have a slow inducing effect on the monster where its movement speed will be cut by half.
- Slooms are still immune to sleep, but if this status is used on the sloombargo, it will summon 3 new small slooms that drop 0 crowns.
- Health is boosted by 30% for the duration of the status. This means that monster/player get 30% extra pips of health from their total health pool. This health will fade like removinv a vitapod after the sleep effect has been removed.
EDIT:- While under the sleep status, other players can come near you and wake you up by causing you artificial damage. You have to cause 50% damage from that player's total health for him to wake from the sleep status. Once the player wakes, they will have the original health they started with before going to sleep. If they were to wake naturally, they would heal all their health.
EDIT:- For monsters, they will usually ignore their comrades that are under the sleep effect and will wake naturally. Or will wake after receiving damage from other monsters after switching sides. If a monster is killed while under the sleep status, they will drop reduced heat.
+ Visuals:
This status is very similar to getting hypnotized, so the player will have a sort of brain cell phone signal wave emitting from the targets head while having many ZZZ coming from the targets head.
+ Extra:
Even though sleep is not an active status in the game, if any future forms of sleep were implemented, then I am creating a way for that sleep status to become even more potent.
Edit: The point of the sleep status is not defense, but health regeneration. This means that after receiving damage, the status will heal the player/monster back up instantly. As long as the player/monster full health was not taken out during that one attack, their health would regenerate almost instantly to full. This means that the only weakness of the sleep status is poison, or to unleash an attack powerful enough that will kill the monster/player full health.
Description: "Poison is a status condition that inflicts the victim with various effects depending on if it is a knight or a monster.
When a knight is poisoned, they cannot heal, either from hearts or capsules, and have reduced attack power by approximately one-third.
Monsters afflicted with poison will be unable to heal themselves or regenerate health. Gremlin Menders or Wings will slightly damage poisoned monsters instead of healing them. Monster's damage dealt will be reduced by approximately 45%, and damage dealt to poisoned monsters will be increased, although the following instances of damage are not affected by poison: Fire Ticks, Thaw damage"
Description (Original):
- will do all the effects the normal poison effect does plus additional effects.
- will leave a trail of poison 1 to 2 tiles behind the poison player/monster. Any monster/player that comes in contact with this trail will be poisoned.
- Will periodically emit poison around the surrounded tile of the one affected (to imitate coughing and other symptoms). Any target caught in this periodic poison emission will be poisoned.
- For every trail of tile the poison was unleashed upon, that tile will become a floor poison hazard for 5 minutes until it comes into contact with a target. When it comes in contact with a target, the poison will dissipate.
- If the player/monster is killed while under the poison effect, it will carry one to the player/monsters revive/emergency revive (if the revive is applicable to the monster like a gremlin). Spark revive will not allow the poison to carry.
- Defensive gear that is 2 star or less will not be able to resist this poison status unless wearing a 3 star poison resist trinket or higher.
- After the poison effect duration is over, the monster/player will not regain their defensive stats for 10 seconds.
+ Visuals:
The poison can be colored a lighter version of green combined with a lighter version of brown to create an uglier shade of natural fungus brownish green. The poison aura can also remain the same.
+ Extra:
After some research done Here, Here, Here, And Here, I have decided to go for a gaseous poison effect that linger on the ground, but dissipates quickly after coming in contact with a target. I took out most of the real life effects and gave it a more balanced friendly game effect.
Description (Original idea):
- All defenses besides the normal damage defense are null. If an armor does not have a normal defense like the Dragon Scale Mail, then both the other two defense like the piercing and elemental will be brought down to 30% or less. Also the normal damage defense will also drop to only 50% defense capabilities.
- Status resist on the armor is dropped to 50% while under this status.
- While shielding, the knight takes 5% of the damage taken by the shield for every hit.
- Emergency revive is removed if the player is killed while under this status.
- For every hit the player takes, a counter counts down from 10. If the player takes 10 hits while under this status, the player will automatically fall dead. The only time this counter will not show up is when the player is wearing a 5 star poison resist trinket plus a 5 star poison resist helmet and armor. The countdown will only apply to weak monsters and not bosses or monsters that are totally immune to poison.
- Health is dropped to 30% percent while under this status and will return after the status duration is over.
- health boost are null while under this status, and will return when the status duration is over.
- A poison status goop trail is left while under this status as the player/monster walks around. This poison goop will inflict only the tier 2 poison status form. This trail will remain indefinitely on the ground unless a bomb weapon is brought. Only a bomb weapon's explosion can remove this status goop from the ground.
- Shield will regenerate very slowly.
- Defensive gear 4 star and lower cannot resist this status unless wearing a 5 star poison resist trinket or higher.
- Damage taken by monsters and players will be boosted by 30% more than normal poison.
- Finally, where the target died while under this status will become a poison hazard that will not disappear unless the player brought a bomb to clear the way.
- Poison monsters that do not emit this status, but is hit by this status will have their overall defensive and offensive stats lowered, but their potency of their poison will become as potent as this status and will have the ability to administer this poison to its targets.
+ Visuals:
The knight's avatar would turn completely oily black. The poison oozing bubbles would also be black with white impurities (which would mostly comprise of air molecules mixing into the gaseous emissions). A trail of poisonous goop will be left for each step taken by the target.
+Extra:
Research done for this status was less on real life, but more on the Occult and Fantasy. These ideas plus a Player named Khamsin idea that I modified, gave me the best balanced idea for the ultimate deadly poison.
Description: "Shock is a status condition that will, at random intervals, cause the victim to spasm, interrupting anything the victim was doing and damaging them"
Description (Original idea):
- The last attack the player/monster used will spasm and is repeated uncontrollably for 2 to 3 times without the player's/monster's will. During that time, the player/monster will not be able to perform any other action besides moving around.
* If a charge attack was performed like a bomb, then the charge attack will be performed 2 more times without the players/monsters will (to imitate muscle spasm).
- While shocking another monster player/monster with the shock status, the player/monster that originally had the status will receive twice the damage.
- The status becomes contagious and can be spread to others such as monsters and players.
- The area of effect of the spread when receiving a spasm from the shock status stays the same, but the player will receive longer shock spasm duration when performing an action like attacking then receiving the spasm.
- Defensive gear that is 2 star or lower cannot resist this status unless the player is wearing a 3 star shock resist trinket or higher.
- When the shock status time duration ends, the player/monster will be immune to the shock status for 5 seconds.
+Visuals:
The electricity will look to be more white then blue. It will also have electric aura left behind in an aura in the air as the player walks.
+Extra:
Research material was used from Medical sites and the spiral wiki.
Description (Original):
- While shocked, any attack the player/monster does to a shocked enemy will cause huge knockback to both parties and shock both the enemy and player.
- Any shock attack received while shocked on the shield will automatically break the shield.
- All enemies that are shocked while the player is shocked with this status will be agro-ed towards that player(s).
- If 5 or more shocked enemies come into contact with a player that has this status at the same time, it will create a huge electrical explosion shocking all players/monsters in a 5 star bomb radius plus huge knockback. It would also take out the radar for 5 minutes.
- Defensive gear 4 star or lower cannot resist this status unless the player is wearing a 5 star poison resist trinket.
- For every time the player gets damaged by the shock spasm, any targets nearby the player in a 1 to 2 block radius has a chance of being minor shocked also.
- Muscle spasm where the player/monster repeats an attack 2 to 3 times will rarely occur. But the player will have a chance of being only able to use one weapon, locking the access to the other weapons while this status is in effect.
- Monsters like the quicksilver that do not emit this status, but is hit by this shock status will go into overdrive using up their health to keep bouncing around till they die.
+ Visuals: Shock visuals will be red-ish black. The status shock aura will look more like Aggro Aura, but with black color in the middle, while surrounded by a Red-ish Hue.
+Extra:
Research was done taking in Cosmic Storms that have energies soaring higher than the largest lightning strikes known to man done on this earth.
- Evidence: "The March 1989 geomagnetic storm caused the collapse of the Hydro-Québec power grid in a matter of seconds......The storm even caused aurora as far south as Texas"
- I would have loved to use this Storm instead of a solar storm for the most crazy high energy electron shock status, but sense I do not have any damage values of how crazy this storm can be and can't even imagine how much energy these scientist are talking about, I’ll just leave it alone.
Description: "Freeze is a status condition that will cause the victim to become frozen in place temporarily. The victim will not be able to move or turn, but can still attack."
Description (Original idea):
- While frozen, the player/monster will be able to move. The movement though will have a periodic interruption where it is slowed then speed up again.
- While frozen with this status, the player's shield will break under one attack no matter how strong or weak.
- While frozen, the player cannot switch weapons.
- While frozen, the player cannot attempt shield bash.
- Defensive gear 2 star or lower cannot resist this status unless wearing a 3 star freeze resist trinket or higher.
- While frozen with this status, the player that is attempting to save thaw the frozen player will have to use two attacks to thaw him. Bombs only need one attack.
- While frozen, any attack that include the freeze status will give the player Frostbite.
- The Frostbite status will cause all gear animation to take longer, so something like attack speed decrease medium. Also walking speed will drop by movement speed decrease low. Also attacks that contain the freeze status will be boosted by 10% while under the frostbite status.
- Frostbite will leave by itself after the player has regenerated more than 60% of his health or when a remedy pill is used. But as long as the player's health remains under 60% and a remedy pill has not been used, then frostbite will stay for the remainder of the level.
- Monsters can also catch frostbite and monster take 3 times the damage under this status after thawing.
+Visual:
The ice will have a clearer see through color. It will also leave a more concentrated cold aura from where the player/monster was frozen. The cold aura can look similar to the Snow fall aura with a little more concentration.
+ Extra:
Research was done towards the law of Absolute Zero and how substances show new properties that are not shown at normal temperatures.
Description (Original idea):
- This Frozen effect will not be able to be seen. The only think that will be seen around the player is black snowflakes that are in the shape of snowflakes and half round broken black egg shells. These particles will be falling, but at the same time rising upwards next to the target. The player will stay absolutely still without being able to move. The only thing that is allowed to move is the current weapon the player has equipped. Shielding, switching between weapons, or even receiving other damage values will not be calculated. Normal attacks will also not work in this frozen space. Only charge attacks will have an effect.
- While in the frozen state, the air/space surrounding the target in a 4 block radius will all be frozen (as if in a lag state. Space itself will freeze). Anything that comes in contact with this space will act like a sticky glue and freeze that monster/player too. Only charge attacks can go through this space and have an effect on it.
- When taking damage in this frozen state, all damage will not be administered until the frozen state duration is over or the player/monster uses a pill.
- No sort of knock back or any sort of status will work on the target that is currently frozen.
- A player can release a player/monster from this frozen state by performing 3 charge attacks with their weapon. Bombs will also have to perform 3 charge attacks.
- After the duration of the frozen status, damaged will not be applied all at once. All damage taken will slowly accumulate over a period of 10 seconds. This damage will be applied for every 1 second and any damage taken by other forms will be taken normally. Sort of a delayed damage effect where the damage is not applied while the monster/player is frozen, but stored and applied later with every passing second.
* This means that a monster/player could have already died from the damage while under this status. But the damage was not applied to that monster/player’s health. So they will have a chance to save themselves by healing or will have a chance to cause some damage before they die.
- Defensive gear that is 4 star or lower cannot resist this status unless wearing a 5 star freeze resist trinket.
- After a monster has thawed, they will not receive any damage.
- After this freeze status has been naturally thawed (waiting for the time duration to end) without being broken by an external force, or broken by the use of remedy, the player/monster will be left with a status called Certain Fate! Or Time's End!.
- Time's End or Certain Fate status will stay active towards the remainder of the level and is only removed by a remedy pill. This status will take the percentage chance it takes to find one specific item in the loot drop and apply that to a player's/monster's health. Whenever the player or monster with that status takes damage, the same percentage it takes to find a specific item will be the same percentage that status will take the damaged received and multiply it by 999% to that monster's/player's health. When a player or monster is killed by this status, revive is impossible for the monster while the player's emergency revive will be gone and the player can only revive using a spark.
- A cold trail will be left for 10 seconds after the player/monster thaw from this status. This trail will extend 2 to 4 tiles long. Any monster/player caught in it will receive tier freeze status.
- Pet skills are not usable while under this status.
- Lastly, This status affects all monsters. But ice immune monster who are caught in this status will receive no damage whatsoever and will not be affected by the certain fate/time's end status. They will only be frozen in place for certain amount of time unless broken out. They also will not receive thaw damage. They would also receive defensive stats boost if left to thaw out.
+Visuals: The visuals for this fabled status will act similar to a delayed clock as it catches up to real time. Clock numbers would fly off the player/monster as the damage that was dealt while the player/monster was frozen slowly accumulates on that target. Also a frozen ice trail will be left behind the target as it moves around potentially freezing any who comes in contact with the trail.
+ Extra:
Research for this fabled status was done one passing the Boundaries of Absolute Zero. So took both theories and fuse em into one, and sense not much is known about both theories, I can make up most of its behaviors and effects. Also some other extra research material like Certain Fate! or Time's End! and Singularity!.
Edit: Extra+Extra: I was thinking of a way we can share health pills and remedies. Why not make it that if a player is nearby or at the same spot as another player when using a remedy or pill, they will also receive the same effect. For remedies, they would receive the exact effect and be cured of any status. For pills, they would only receive 50% of the total amount of health that was healed by the player who used it.
* All of these intense new alternate versions of the existing/non-active statuses will most likely be found in vials or on a rare enemy ability. Bosses can also emit these statuses, but only on rare occasions. Also, rarely will we find our weapons be able to exhibit these kinds of intense statuses. If they can, then the must be balanced out so that they would not become overpowered.
The reason I generally don't usually reply to your threads is because I need two windows open just to do so as you suggest way too many things per thread, or you just over explain things: the purpose of a suggestion isn't always to get every single last flipping detail out and discussed in the original post. That's what the comments are for. If other people want to discuss the underlying mechanics on something, they'll bring it up. But when you've gone to great lengths to explain every single nook and cranny of the programming of something, you make the whole OP impossible to read for the layperson since it's talking about crap that they don't care about nor understand.
Fire
Tier 2
- Doubles any fire base damage that is inflicted on the knight.
Fire already does increased damage through the tiers
- For every time the fire status inflicts damage on the player, the player flinches.
So it's going to be a wannabe shock? Then the only difference would be that Shock also stops your movement and shielding, but doesn't do it nearly as frequently as fire. This means that you'd basically never be able to get out a swing, especially with heavy swords.
- Two star or lower gear that has fire resist have no resist against this status unless the player is wearing a 3 star or higher trinket.
As I mentioned above, this is just senseless explanation of mechanics. Also, status resists are already underpowered compared to damage boosts, we don't need any more reason not to use them.
+ Visual: The fire has tainted impurities of red/orange spots, but the color of the fire is mostly black.
You don't need to explain this to us, we know what fire looks like, and we know what color shadows are.
Tier 3
- The fire last 50% longer than normal fire in tier 3.
- The fire cannot be resisted by any 4 star or lower gear that resist fire unless the player is wearing a 5 star fire resist trinket.
More technical BS that doesn't matter (see above)
- This fire status will instantly turn any other targets that have fire status into this more intense form of fire status if they are near.
Same thing again as above. Also, you don't need to tell people that walking over your suggested fire dropped on the ground will cause them to also catch on fire. That's sort of a given.
- Monsters who emit this status will have a chance to be reborn phoenix (50% health) style there is any is any targets nearby that has that fire status on them.
This seems.... really tacky. They're not phoenixes. You've just added an unnecessary, unrelated, and frustratingly annoying thing to what was a decent suggestion. This is like if you invited a noob into your party and that noob ran around carrying a grim totem near everything you do. It's not challenging, it just makes you want to never play with other people again.
+ Visual: The fire will be mostly white with a blue glow and outline around the flame.
We know what color hot fire is.
Extras:
NO! Your threads are long enough as they are, why are you always trying to find more ways to make them LONGER?
At this point in the thread, no-one cares about reasoning! Especially "why you chose the colors", you're not an artist giving a speech on your masterpiece.
You could have said the thing about the special fire status being rare at the TOP since that's a pretty important thing to note. You get people to go "hmmm, that sounds stupidly difficult, I don't like this idea" so they stop reading before they read that.
Curse
I don't see any reason Curse needs to be buffed, seeing as basically no monsters ever deal it, and it's already perfectly brutal the way it is now.
Stun
Tier 2
All long range attacks the player attempts to use while having this status in effect will be much slower than usual.
By "long-range" do you mean guns? Because that's lovely, being stunned while using an Autogun charge causing you to be frozen in place for 3 seconds wasn't long enough, let's make it 6 seconds so instead of just being "proabably dead", you're "definitely dead".
Any short range melee attack the player attempts to use will be weakening by 30%.
So we're copy+pasting poison onto this now?
While attempting to walk, any damage the layer receives while walking will automatically cause the player to fall on their but like the old iron slug gun charge.
So monsters can combo-lock players in a infinite loop of getting knocked down and standing up? Seems fair.
Shield will recharge slower after taking damage while this status is in effect.
Because we needed another reason to hate Silversaps.
Tier 3
While this status is in effect, if the player attempts to move without shielding, the player will have 50% chance of falling on the ground flat on their but cheeks for every step taken like the old slug gun charge animation
Why not just unplug the player's keyboard alltogether, or just replace stun with sleep so we can't move at all.
At this point I've just stopped being able to see any merit in this whole suggestion.
Sleep
Oh, there we go. I should have expected the token broken status to show up on a suggestion thread adding broken mechanics to statuses.
- While under the effect of this status, all defensive stats including status resist are boosted by 30%.
This is a reasonable suggestion, probably the most reasonable one on this whole thread.
While under this status, any forms of damage that is taken is boosted by 50%. Meaning you take 50% extra damage.
And then you had to undo it all by adding that.
Excuse me, check please. Did you even read your thread? Why do you have a suggestion that increases defense by 30%, and then increases damage taken by 50%? Please, please explain to me, because I'm not seeing the point. It feels like you're just vomiting ideas onto a page with no concern for cohesion or synergy.
While under the effect of this status, players will attract agro towards all monsters nearby at a constant rate of 2 agro per second.
So not only do you take more damage, but every monster is told to attack you so that you die practically instantly after receiving the status.
Health is boosted by 10% for the duration of the status.
What about health is boosted by 10%? And what happens when it returns to normal?
The player/monster will temporarily switch sides where they will fight for the other team. The monster will target any nearby monsters. If no monsters are nearby, it will stay still and be immobilized. The player will become an npc and attack any nearby players
More reason to NEVER play with anyone else EVER. Reach a sleep level? Party leader kicks all other players. Great teamplay suggestion. 10/10
Tier 3
If the player is killed while being under the sleep status, it will count as being woken up. The player will only have 25% of their remaining health left though (with an aching body heehe).
Even if they had less than 25% health when they fell asleep? So this basically means that anyone wearing Plate Mail is immortal in sleep levels, since they get sleep status very often.
If a monster is killed while under this status, they will not be reborn like the player, but the monster will not drop any loot.
Slooms are still immune to sleep, but if this status is used on the sloombargo, it will summon 3 new small slooms that drop 0 crowns.
So using tier 3 sleep vials will become a kick-worthy offense.
Defensive stats will be boosted by 60% while under this status.
Damage taken will be boosted by 90%.
Again? So then what's the point?
Poison
Tier 2
that tile will become a floor poison hazard for 5 minutes until it comes into contact with a target
So basically the entire floor gets covered and then there's no amount of skill can help you now, you might as well just invite a noob into the party and ask them to "sweep" the floor by running all over the place, clearing the poison crap.
Tier 3
Emergency revive is removed if the player is killed while under this status.
I can imagine how much left of your skull would be left if this was ever implemented.
I'm finished, I can't find the energy to read this thread any more.