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Armor types to direct Tortofist charge attacks.

1 reply [Last post]
Fri, 08/05/2016 - 21:40
Umbra-Lunatis's picture
Umbra-Lunatis

So as some of you may know, the current best way to use the Tortofist weapons is to charge, wait for an enemy to get close, autotarget, and then use the charge attack and hope the enemy doesn't run away from the shard circles.
Good mechanic, once you learn it. Though, some method of customization to the charge would be much appreciated.

Here's how said customization would work.
Say you wanted to play defensively, utilizing the Tortofist shards' wall function rather than their initial-impact-damage one.
That's where Shield-Forme Shell Armor comes into play. With this armor equipped, a Tortofist charge attack would create a circular barrier around the player. Shards would invincitink automatically, dealing no damage, but last three times as long as a default charge-crystal. This function would give the player time to charge an attack from the safety of the barrier.
From 3* to 5*, the barrier would become more and more complete, with the 5* armor granting a full, impassible ring around the player.

Now, say you weren't too fond of sitting inside a bunker, but you still wanted a bit of defense.
That niche falls to Wall-Forme Shell Armor. Equipping the armor would alter the Tortofist charge attack to place a crystal wall of variable size in front of the player and in front of enemies, useful for small corridors or large hordes.
The crystals created by this charge method would last 2x the time of a default Tortofist crystal, but deal 1/2 the damage.
At 3*, the charge creates a wall 5 crystal-segments long. 4* grants six, and 5* grants a 7-crystal-long barrier.

Now I get into the offense-types. For a point-focus attack to work, the enemy must first be rooted to the spot.
As such, Focus-Forme Shell Armor makes a few substantial changes.
The charge attack would now see to it that two crystal stages were utilized. The first stage would trap an enemy inside a small ring, while the second stage would drop multiple shards single-file into the circle, shattering upon impact and dealing damage. The end of the single-file barrage would also signal the shatter of the first stage's crystals.

A reskin-type armor, Summon-Forme's influence would function identically to the default charge. However, the crystals would come up from the ground instead of down from the sky. Further, instead of unmoving crystals, there would instead be a steady stream of them flying up from the underground. The player character would bring his/her arm up as this was occurring.

And then, ditching the crystals altogether, Spark-Forme takes a far different route.
This armor would alter the Tortofist charge to fire a Seraphynx-type light ray from the barrel.
Functioning almost identically to the Seraphynx light ray, it does more damage due to its weapon- rather than sprite-status.
The ray would also be somewhat longer in shape, and change color based upon the damage type.
Character animations would include the player slowly being pushed back from the force of the laser, with an added wind effect if the player is wearing a scarf, etc.

Thoughts? I think the last one is my favorite.

Fri, 08/05/2016 - 23:49
#1
Swiftwalk's picture
Swiftwalk
wall-forme sounds fun, and

wall-forme sounds fun, and last one could make teamwprk better if it dropped a mobs defense as long as the ray is hitting the target.

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