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Hey THREE RINGS!!! Something for y'all!

29 replies [Last post]
Thu, 07/16/2015 - 08:59
Snarby-Slasher's picture
Snarby-Slasher

Make fusion weapons. Yes, Yu-Gi-Oh style.
There should be a option to combine two 5 star weapons of any weapon line(as long its Gun+Gun and sword+Sword--- eg. Blitz+Grim Rep) and make a powerful weapon with half shadow and half piercing damage (with some Monster Dmg UVs thrown in for good measure). Looks awesome. Animation is ULTRA COOL.
Downside, acquiring its recipe. The recipe costs 100k crowns. And the only way to get it is doing an Arcade gate from Depth 0-29 on Elite using no sparks. If u die twice, well, keep using your Blitz and Grim Repeater. And you can do the recipe run only once per day. And the Fusion Recipes are not guaranteed.

Crafting Guide: To craft it, you need 9 Elite orbs, 100k crowns(yes, again) and 1000 Energy.
Need double amount of Radiants to heat it up, and Forge Prize Box chances are increased by 3 times.

That's what we need. Add in a few prize boxes that have 0.001% chance of one random Fusion.
You can't make Fusion weapons of 'special' weapons like Tortoguns and Overcharged Mixer.

Some concepts:

Blitz+Grim: This modernized, superpowered Autogun will shred anything to pieces, as long it's not Vog himself. Downside, increased Reload time.

DA+GF: The ultimate bane of Constructs. Curse gauranteed on Charge attack but charge is super OP.

Final Flourish+Acheron: The speed of the Final Flourish combined with Shadow damage from Acheron. A nice new weapon for speed-lovers.

How's my idea. Comment +1 and improvements if you like it.

That's all for now,
Snarby

Thu, 07/16/2015 - 09:20
#1
Holy-Nightmare's picture
Holy-Nightmare
-1

This would require a lot of extra work not to mention that resists from monsters actually drop damage more than effectiveness boosts it. Simply put split damage weapons that aren't half normal actually have lower DPS than pure damage weapons or split with normal weapons. So this would ruin your autogun combo.

It would also ruin your DA/GF unless you plan on giving it an unprecedented 3 damage types and even then the effectiveness against undead and gremlins would severely drop. It would also be weak against fiend and beast.

If you are suggesting a shadow/pierce sword it too would suffer like the others. If you are suggesting a sword that attacks like a flourish or is as fast as a flourish but is as powerful a the Shadow/Normal Acheron it would be totally broken and would ruin PVP.

_________________________________________

I don't think that there should be weapon fusions but I would like to see other damage types in weapon families that are limited to one or two damage types.

Example: A Calibur that deals pure pierce damage, a Flourish that deals pure shadow damage, etc.

Thu, 07/16/2015 - 10:29
#2
Fangel's picture
Fangel
No to this

As Holy-Nightmare said, split damage that isn't normal reduces overall effectiveness of a weapon. You now only are good against 2 monster families, and terrible against the other 4. In the case of your autoguns, the two families you're good against are beast and gremlin, but slimes would resist the gun, as would fiends, constructs, and undead.

The method you suggested isn't really that hard for end-gamers, just time consuming. It's not fun to do a cradle and all run unless you're going for an achievement or just for fun. Adding some sort of prize to it that cannot be earned by other means is not good.
On top of that, the prices are ridiculous. It's nothing out of the pocket of an end-gamer who doesn't just keep buying costumes, but for anyone who's creating new gear, they won't be throwing away so much for when it does so little.

Fusing gear is a big no-no. It's useless in the clockworks, and would break Lockdown beyond repair.

Thu, 07/16/2015 - 13:43
#3
Falminar's picture
Falminar
-1

Read above.

Thu, 07/16/2015 - 18:13
#4
Boneblinder's picture
Boneblinder
-1

Read all of the above posts.

Thu, 07/16/2015 - 20:30
#5
Holy-Nightmare's picture
Holy-Nightmare
......

http://cdn.someecards.com/someecards/usercards/1341273740491_2575336.png

Fri, 07/17/2015 - 03:26
#6
Boneblinder's picture
Boneblinder
^™

What....

Fri, 07/17/2015 - 04:49
#7
Jenovasforumchar's picture
Jenovasforumchar

definitely a -1 to the originally idea but here a Suggestion:

instead of really combining weapons you can do fallowing as the final outcome
-you Need a first weapon that you want to get changed
-you Need a secound weapon that gets consumed
-you can preview the outcome before starting to craft it
-no additional recipe (scroll down to 'aside this' for the reason)
-certain other stuff (described at 'aside this')

result:
-the first weapon will Keep its mechanics but will get the very exact damage type the second weapon has
-the Status will be also taken from the 2nd weapon
-all inital damage types and statuses of the first weapon will be cleared
-total strength of the 1st weapon will remain the same
-if the 1st weapon is a solo damage type and the 2nd has split, then the first stregnth gets both damage type of the 2nd weapon while the sum of both stats equal the strength of the 1st Initial solo type's strength
-it is the end of all suffering and demands for new gunner-bomber-swordie updates
-the uvs from the Initial weapon will disappear and all the second weapon's UVs get applied. if the 1st weapon has UVs and the 2nd has None, then you have to bite the bitter apple.

what i am unsure about are statuses:
-this idea actually works between all weapons even between other weapon types like gun vs swords, bomb vs swords, bomb vs guns, BUT... (next point)
-whats about the curse Status? combining something like a dread venom sword and a Gran faust may end up in a curse machine without mercy. or even worse: cursing mist bombs. well for mist bombs it would cause a higher rist because they Need a Charge, but what is about the weapon you do not Charge usually? Even if we add a Chance to recive a self-status (if the 2nd weapon has any) by normal hits, then something like a curse mist bomb or a curse brandish is still a bad idea. This leaves me to the conclusion that certain weapons have to be excluded (well actually i do only see about faust and gran faust as the only problematical childs here).
-this idea can also work with weapon costumes, if such a costume is added into the first Slot
-there might be too strong weapon combinations better than others.... arent there? not sure about this aside of that curse Thing.
-what if the Initial weapon has no Status and therefore a higher damage bar but the second weapon is vice versa? well by writing this sentece i say it should not get any Status in this case.

Aside this:
your idea of adding a ridiculous high requirement to do it is just away of any fun, but i an smell a hidden Suggestion of yours that wants to make the arcarde more interesting. Well, what about this:
-crafting costs exactly one Special material. let us call it ,,energy of the (surviving deapth runner)*"
*(there is one archievement you get after finishing a whole arcarde in one go without dying, but i dont know the english Translation for ,,Unbesiegbarer Dauerläufer")
-i see two Options of how to get it: 1. make a full arcarde run or 2. complete one Tier without dying. however... (next point)
-doing as above would have two things: the Point 1 would take really much time and is requiring that nothing happens like Server restart, pc Crash, game Crash or other things you have no control about. however, Point 2 would be too easy to archieve. serious, what vateran dies in t3 if he has no lag and is really taking care about that he is doing?
-the crafting itselfe should cost 3 eternal orbs if you craft a 5 star weapon.
-it might be possible to Combine lower-star gears by using another Kind of that Special material, which will be able to be aquired easier, but it would not be possible to evolve These items (is it too harsh?)
-maybe you can add the combined material cost of both items again.... well or not. i am not sure here since in that 5 star gear you already used 6 eternals and the full Barrage of all materials. so lets say no additionally materials used aside that Special material mentioned before.
-it will cost crowns, and many crowns. here a first calculation:
+5k normal 5 star crafting cost
+25k for a 5 star recipe. since a new weapon would Count like a new recipe
+more crowns to get rid of abusing this System to skip certain weapon paths (e.g. 'i want a piercing autogun aka Blitz needle. so i take my recipes for my final flourish to craft a flourish and add it to my shadow needle. then i have an argent peacemaker and use again the existing path of florish to get a piercing Antigua without the Need to buy a the 4* and 5* piercing Antigua weapons.... wait bad example since Antiguas start at 3* which is even free while flourish has to be crafted from 2*... ah well think it vice versa and you get my Point, i am too lazy to rewrite this :P)

Fri, 07/17/2015 - 07:30
#8
Blandaxt's picture
Blandaxt
Interesting idea

Interesting idea, but it has been suggested before. Most players agree that it would take a lot of work rebalancing the weapons, but i think the most gripe i feel about this is that these fusion weapons would contain the same mechanic as existi.g weapons. For me when i hear of a new weapon, i expect it to bring something completely new to the game. Not recycled/copy and paste mechanics that are used just for the sake of expanding the games armory/weaponry. Something like the tortoshield bash is a whole new mechanic that is base on the old mechanic, but brings something completely new never seen before shield bash. So unless these fusion weapons use completely new ways to fight, then there is no point to them. May as well add a reskin to the game and call it a new weapon.

Fri, 07/17/2015 - 09:25
#9
Holy-Nightmare's picture
Holy-Nightmare
You can stop now

He gets the idea, split damage that isn't part normal makes weapons weaker.
Now...... what are you going to offer to help this idea out?

For this suggestion I think something else could be done. Rather than fusing weapons you can do a Cradle and all run and go to a special shop at the core outpost where you can trade in a 5* weapon for a modifier token. Depending on the weapon you put in you can either pick it's status or it's damage type.

This modifier token can be used at the subtowns in a new alchemy machine that would allow you to add/replace that status to a weapon you own or change the type damage of that weapon.

Basically you can do 2 runs and get a shock and elemental modifier token (of course this would cost 2 5* weapons). You take these tokens to a subtown and use them on a Blitz needle. You change the damage type to elemental then add the shock modifier. Now you have an Autogun without knockback that hits like a plague needle and can deal shock on the hits.

Of course there will be some things you can't get like the Curse status token, and of course adding a status to a weapon would either drop the damage if it doesn't already have a status or replace the status it currently has. This would remove a weapon you have from your inventory and in return you would get a token of your choice.

This would be a massive update and would require dozens upon dozens of new weapon models.

Fri, 07/17/2015 - 10:05
#10
Snarby-Slasher's picture
Snarby-Slasher
I like Jenovas and Holy-Nightmare's ideas

Yeah so basically it's like another Punch shop at Depth 29(or 30) where you can take your weapons and keep the attack style same, but you can change Status or Damage type. It can also be like a Random Prize Wheel sorta thing where you buy a ticket from the Supply Depot, then do a Arcade run till the core, and use the ticket to get a Modifier that's either Status or Damage Type. Or, to make it more exclusive, put in a few Unique Costumes in that Prize Wheel as well.

But the flaw is, I guess, that some weapons will be seriously OP. Like a Shadow Flourish as mentioned above. Or an Elemental Autogun. Or Damage Type cutters. A Shadow Cutter like the Phantom sword would be coooooooool 0.0

Then OOO has to find a way to make these things more exclusive and NOT BUYABLE WITH IRL MONEY OR LOADS OF ENERGY.

I guess that's all I can think of right now, and I still just posted what you guys just wrote -_-

Snarby

Fri, 07/17/2015 - 10:20
#11
Boneblinder's picture
Boneblinder
#rekt

That will basically make the game so easy, that people can complete it in days. Thats the part I dont agree with. An elemental autogun will be too OP. Unless it has a status and less damage. Even if it has a status, its an elemental gun that shoots 15 bullets, which arebfast, i.e. they are OP. Shadow flourish would be too OP in LD for Skolvers. So that would, in my humble opinion, make the game fast and boring for everyone, and people will be quitting the game quicker than they are now, as they are done with it.

Also if they dont sell things with heaps of energy, you wont be playing the game now.

Fri, 07/17/2015 - 11:46
#12
Fangel's picture
Fangel
Gah.

Yeah, I'm not for really any customizing weapons in damage type/status. It's okay to say, but crafting lines become pointless, gear becomes a complete mess, balance is out the window (it's already sort of off, however weapons at their base state are actually pretty balanced), and it just creates a flustercluck of things happening.

Fusing weapons makes certain lines pointless. Callahan and iron slug splits are now pointless, as they are just a damage-type swap. Brandishes are similar as they are just status swaps, and alchemers have a point too as they are just a damage or status swap.
Similarly, fusing weapons will just make the current meta even more meta. Sword would be flourish, charge sword would be brandish, charge gun would be autogun, regular gun would be... Well that one might change a bit, but it's similar. Bombs would all just be DBB in different damage types except for some of the "hipster" players that decide blast bombs are around to stay.

And from there? You have the "meta". Lockdown would be come flourish simulator, with everyone using flourishes in every damage type as the only sword, occasionally you'd see a sealed sword as a finisher. Piercing/shadow/normal shock and polaris pulsars would flood the area... And then the one thing you want to make impossible (curse mist bomb) is the only thing that would really change up the current meta.
In the clockworks, you'd, again, see flourish and brandish everywhere. Then you'd have the autoguns around, and people having BK or chaos set for every damage type. It's just... It's just not a good idea.

I'm all for new items. From a change such as the one above, bombers would get the most love, but the game becomes too sandboxy. Yes, the game does have have to retain some linearity to it, that's good. Is the game fun if you just use the same weapon in every circumstance, but a different damage type? No, not really. It's the fact that you need to switch gear up for certain levels that makes the game so fun. You can't waltz into FSC with your shadow blaster and wild hunting blade and expect to do well, but if you bring a blitz and a brandish you're roflstomp the place. However, the blitz and the brandish won't work out as well when you're in the RJP, so maybe the shadow blaster and winter's grave will suit you better there.

It's odd that in such a game, giving infinite choices to players makes the real choices so low. With every loadout being a carbon copy of each other, the entire game becomes a drag.

So yes, if you haven't guessed, I'm venomously against this idea, at least in its current state or even the renditions in this thread.

Sat, 07/18/2015 - 06:39
#13
Holy-Nightmare's picture
Holy-Nightmare
@ Fangel

I never said my idea was balanced, I just made it effective and workable. Last thing I want is having to deal with is a shock/elemental Blitz in LD. Not to mention that the amount of work to make a model for each variant would be astronomical, probably taking longer than the GU.

Sat, 07/18/2015 - 07:16
#14
Fehzor's picture
Fehzor

It's possible to have these types of things without destroying the game. Imagine if it were limited to time- each day, there is one random (and un-tradeable) weapon augment available where each augment changes one aspect of a weapon e.g. combuster: elemental to piercing. Getting the augment that you wanted for your dream gear would be highly unlikely.. but getting something interesting that fit the bill wouldn't likely be so unheard of and would overall add more flavor to the game.

It isn't really necessary though. The game wasn't designed around such a thing existing- weapons lack damage types (or have them) so that you can or cannot use them on certain monsters. It would be sort of like going back and allowing players to change Mario's powerups.. when certain power ups were clearly made for certain stages.

Sat, 07/18/2015 - 10:26
#15
Blandaxt's picture
Blandaxt
MODIFY

What we really need is a balanced way that we can effectively modify our gear without making it unfair. When i mean gear, i do mean every single piece if gear besides trinkets.

Trinkets modify our load-out, but to permanently or temporarily modify our gear without breaking the game would be great!

Something on the line as having a modification on a shield gear that allow us to:

- reflect one bullet out of each 5 that hits the shield.

- Cancel out one melee hit out of every 3 that hits.

- Pushes back every monster near the player if 3 or more monsters touch the shield at the same time.

- Etc..

Guns..

- Allow each bullet fired would create a shadow bullet that would fire behind the player.

- each bullet with push back would pull in instead of back.

- Each bullet with a status would summon that status on a surrounding monster when that status is inflicted on one monster.

- ETC..

Swords...

- For every sword hit that has normal damage, the sword will have guaranteed flinch on the third hit (if the target is flinch-able).

- For every sword with a status, the sword's range temporarily increase when hitting an enemy that has that status inflicted.

- For every sword with a projectile (Winmillion, barbarous thorn blade), each projectile inflicts twice the damage if the swords makes contact with the enemy.

- For every sword with a wave attack (Brandish swords), each wave fired creates a temporary (1-2 second) area deny field that pushes away the enemy.

Armor/Helm....

- When ever a full set of armor is worn helm and armor (like jelly set), The armor's defense is boosted by 10%.

- When ever a full set is worn, the player gains one health pip.

- A piercing defense armor will reduce the offensive attack of a monster/target that attack the armor if the attack took less then 5 health pips.

- ETC...

What we really need is a way we can effectively modify our gear for different uses without breaking the game. A game like TRANSISTOR taught me there are so many ways to modify a skill, all we need is our imagination and TESTING/BALANCING.

Sat, 07/18/2015 - 11:17
#16
Thunder-The-Bright's picture
Thunder-The-Bright
algorithms are the solutions to any problem.

blandaxt, bastion and transistor took around two years to develop, and are finished games. an MMO cannot be a finished game, it has to dish out content. companies don't have the time or the money to balance the new stuff with all the stuff that already is in the game.
as much as I like this game, I don't think that it has a bright future and that it deserves that much attention from its developers.

Sat, 07/18/2015 - 19:57
#17
Blandaxt's picture
Blandaxt
Hmmm..

Well we don't have to create a finish product. We can make it so that this is more of an extension modification system and is not a core base gameplay. Exactly like how punch works, these new modifications can be added in slowly. Take warframe for example, it's an mmo but all of it's gears can be modified. The difference between warframes system and this system i am suggesting is that warframe's modification system is base on core gameplay, while mines is just an extension that players need not get involved with (like the battle sprites) in order to be a good player.

Sat, 07/18/2015 - 21:15
#18
Chidelac-Sk's picture
Chidelac-Sk
I didn't even read thru the

I didn't even read thru the other posts so this argument may have been stated already :v

If this whole fusion concept were to launch, I'd only support it if it were strictly limited to PvE, as such a new and OP weapon would completely throw PvP into utter chaos and even greater imbalance. Heck, OOO might even have to incorporate a new strat/tier just to be on par with the sheer power of a fusion weapon.

It's an interesting concept, my favorite examples being from DBZ/SU, but I just can't see a concept like that work in SK. Balancing isn't exactly ooo's forte.

Sat, 07/18/2015 - 22:48
#19
Thunder-The-Bright's picture
Thunder-The-Bright
algorithms are the solutions to any problem.

you don't just add reverse knockback to guns, you know. once that is implemented, it creates a whole new meta, mainly supernova shot followed by brandish charge, then another shot to get what is left. any minor change to something can have huge ripercussion to how players play.

let me cite two of transistor's supportive funcions.
first up, get(). it can be attached to any function (try jaunt(), got me surprised) and works in synergy with any short ranged attack. if I use get() on something, I usually follow up by sending things flying, but you can use any short ranged attack and get great results with it.
what about switch()? I found it's very useful (and very funny) to pair it up with any AoE attack and watch as a bunch of enemies gets killed by their own allies, or use it on a weed and heal myself. or you can target one enemy and use it as support for your attack, or as a distraction while you mask() or jaunt() away.

look at all the text I wrote only talking about two supportive functions. point is, minor changes on how things work can have huge impact on the strategies you can build around a weapon or a style of play. and remember, all these *should* be balanced with one another, otherwise the game becomes "use this strategy to win everything or do things the "hard way"".

that being said, jaunt(crash(), purge()) is still broken beyond recognition.

Sat, 07/18/2015 - 23:59
#20
Moizoos-Jilliumz
Shoots self

No. Anyway in yu gi oh fusion is rarely used, and is crappy future fusion is the only way to use fusion then since there in the graveyard you can use a normal polymorph. How do I know this? I know everything.

Sun, 07/19/2015 - 08:33
#21
Blandaxt's picture
Blandaxt
hmm

"you don't just add reverse knockback to guns,.... mainly supernova shot followed by brandish charge"

Meh....Maybe that will happen, maybe it will not. It was just an example. There can be lots of different ideas you will agree with and many you do not. I'm sure yo don't agree with everything that is in sk, you play the game anyway. This means there are some things you do like. In the end if this idea was implemented, there will be a lot of things players don't agree with, but also a lot of things players do agree with. But we can all agree if this were to suit our tastes where everything was balanced, it would be a good update to sk.

Sun, 07/19/2015 - 10:32
#22
Jenovasforumchar's picture
Jenovasforumchar
refering to the answers after my post #7

The most thoughts get caused by saying *this is a broken combo* and *that weapon mustn't get elemental*.

My idea is limitated by the strength and weaknesses the weapons already have in order to give as less imbalance as possible.

so for those who answered by skipping what i actually wrote, here an example:
In my idea it is not possible to use the model of a blitz needle and add something like stun to needle. Why? because blitz needle has no status. But you can do the same with a plague needle. but in this case you trade in damage for the status like already plague needle trades its damage for poision compared to blitz needle.

Therefore i see no harm by adding my idea because it simply increases varity by not touching the mechanic: one damage type for another, one status for another.

If you think that people will only use something like elemental needles (no status) then blame the model of a needle. if a needle is balanced compared to other guns, then there is no big deal to expand its varity. Actually there has been many topics about blitz needle and how strong these are compared to other guns/weapons. so if you think that the mechanic of needle needs to be changed, then this may be, but it wouldn't touch the idea of adding another damage type to an existing mechanic.

if the mechanic is balanced with other mechanics, then there is no harm by letting the players customize their weapons since it would be only changing statuses and damage types.

Mon, 07/20/2015 - 08:09
#23
Blandaxt's picture
Blandaxt
I likE!

@Jenovasforumchar:

I like your idea, it seems simple and is basically copying the gun update with the variety of pulsars and blasters. It a good idea.

Mon, 07/20/2015 - 08:26
#24
Holy-Nightmare's picture
Holy-Nightmare
@ Above

IDEA:

For those of you who have played pokemon you may or may not know about Kyurem.

What is Kyurem? Kyurem is a Legendary dragon pokemon that is Dragon/Ice type. But that isn't were I'm coming from, in the game the player obtains a Key item known as DNA splicers. With this Item the player can Fuse Kyurem to either Reshiram or Zekrom. Doing this changes it's stats an grants it access to new moves. So what is so different about that? Well as a pokemon collector I can tell you that you cannot have more than one Kyurem fusion at a time, even if you have multiple Kyurem and fusion partners. You can only have ONE fusion at a time, you also CANNOT TRADE this fusion either.

What am I rambling on about? Make it so the player can only have one fusion at a time. Give the player access to a fusion item that can fuse and defuse items. Once fused this item takes on the characteristics of the WMRH and DR, unable to trade, unable to sell, unable to unbind. As such this item must be horribly difficult to obtain and like the WMRH, unable to be traded, sold, or unbound. I believe that this could be a reward for obtaining multiple rare materials.

I.E. one of EVERY (non expiring) event material as well as numerous new materials from Brinks that are bought for a Huge amount of boss tokens. These new materials must also be unable to be unbound, traded, or sold. Simply put this item is exclusive to only the hardest working and oldest players

Thu, 07/23/2015 - 00:39
#25
Trymal's picture
Trymal
I love this idea! +1000.

I love your idea, Snarby-Slasher, but it would require a LOT of work... Also, it should be a BIT easier to get... But otherwise, +1000 from me. Maybe you should use the materials used for the weapons you are fusing, combined into a lot of materials required. Otherwise, remember, +1000. And Bone-Blinder, they have an elemental autogun: the Pepperbox.

Thu, 07/23/2015 - 09:31
#26
Falminar's picture
Falminar
@Trymal

Pepperboxes deal normal damage. I have one. That's actually the entire reason I got a Pepperbox - It deals normal. If it didn't, I would get a Blitz Needle.

Thu, 07/23/2015 - 14:01
#27
Trymal's picture
Trymal
But...

But pepperbox deals fire damage. Fire is elemental... Isn't it?

Thu, 07/23/2015 - 15:36
#28
Falminar's picture
Falminar
No.

Fire is a status, as Bopp said in another thread. Elemental is a damage type. Statuses and damage types are separate things.

I'm starting to wonder if you really played for a while like you say in your posts or if you're (somewhat) new to the game.

Thu, 07/23/2015 - 15:31
#29
Trymal's picture
Trymal
Yeah

Yeah, I read Bopp's other thread. I know, sorry for being wrong. But, still, I think that combining weapons sounds cool. The Blitz-Obsidian...

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