So, I was wondering which weapons I could use to pretty much derp around in Lockdown, and I already used every normal weapon in the game and those were always fun to use, from Sudaruska, to Cold Iron Carver. Right now, I'm the process of creating a Winmillion, and realized it has no 5 star recipe. Here's where my brain starts making a lot of cool ideas.
There should be a five star Winmillion recipe introduced to the game, BUT it should have a chance concept of what it could be.
For example: The recipe would be labeled WinBILLION/loseMILLION and when you would upgrade the 4* Winmillion from a 4* to a 5* there would be a 50/50% chance of it being either a Winbillion or a Losemillion, and there would be UVs attached to it.
The normal attack stat pretty much balances it and allows the projectile the Winmillion launches to be a balanced weapon, so that's not a problem, but my idea was that the Winbillion could give you a 5% crown increase and the Losemillion could give you a 5% crown decrease, however, they would be different.
The Winbillion ONLY gives you the crown increase if you killed the enemy with THAT weapon, and the Losemillion doesn't have to be used when killing enemies to give you a 5% crown decrease, just having that in one of your weapon slots would cause the amount of crowns you gain to decrease. HOWEVER to balance that, it'd do a little more damage than the Winbillion does (only normal damage).
Another idea Fangel and I had was to implement a different kind of bomb into the game, a bomb I believe we had in the Beta, and that would be bomb we don't have to charge. They would drop if we just click the attack button, as if we were to swing a sword or shoot a gun.
*WAIT! THIS ISN'T AS BROKEN AS IT SOUNDS!*
Even though we wouldn't have to charge the bombs to release them, they wouldn't be nearly as powerful, and they wouldn't have nearly as much of a radius, they'd maybe 1/3rd of what a 5* bomb would have (comparatively speaking to Haze Bombs). However, since they wouldn't do a lot of damage, I was picturing something like what the gremlin bombers have, where they give you a little MSI boost, and allow you to release tiny, explosive bombs on the floor and run away, and the charge attacks could throw a large number of bombs at an enemy (the landing on them actually would cause damage) and then eventually explode. It'd be very cool to see that implemented not only in the Clockworks, but also in LD, it would be very cool to see that being used strategically, or maybe bring some class balance to the game.
Another idea Fangel, Teddysmacker, and I had was to add some movement speed increase to weapons where it would sense. So on cutters, it would add either MSI low, or MSI medium, and it would only make sense since the Wild Hunting Blade and DVS already have some speed and charging differences, they'd be a lot more balanced and used amongst a variety of new players if given UVs other weapons don't have. However, since this is the case, it would also mean we should give MSI decrease to heavy weapons, (however, raising their attack power to counter this nerf!) like Sudaruska, Triglav lines, Sealed sword lines, Slime crushers, etc, and it would actually add more strategy to the game and also a lot more balance, especially if we raise the attack power on GF and decrease the movement speed by MEDIUM so that it would do more damage then an Acheron, as opposed to an Acheron being a 3-hit combo GF, which is also really stupid and you guys should fix.
:O thanks for reading, I hope some stuff like this actually gets implemented into the game, definitely make this game a little less dead.. lol
==Q==
The recipe would be labeled WinBILLION/loseMILLION and when you would upgrade the 4* Winmillion from a 4* to a 5* there would be a 50/50% chance of it being either a Winbillion or a Losemillion, and there would be UVs attached to it.
~Baohaus
==Q==
Nope.
Just make them Basil only. Whether weapons recipes appear or not at Basil's shop is already controlled by chance, so why hide a weapon behind a 50/50 chance recipe? This makes no sense. Imagine creating 5 copies of Losemillion when you're trying to get a Winbillion because the RNG gods frown upon you. Personally, I would be pissed.
==Q==
but my idea was that the Winbillion could give you a 5% crown increase and the Losemillion could give you a 5% crown decrease, however, they would be different.
The Winbillion ONLY gives you the crown increase if you killed the enemy with THAT weapon, and the Losemillion doesn't have to be used when killing enemies to give you a 5% crown decrease, just having that in one of your weapon slots would cause the amount of crowns you gain to decrease. HOWEVER to balance that, it'd do a little more damage than the Winbillion does (only normal damage).
~Baohaus
==Q==
So... the Losemilion is more or less a penalty weapon. Bark.
If such a weapon with a 50/50 chance recipe ever gets implemented and I had the misfortune of crafting it because RNG IN YER FACE, I would rage quit SK again, run out of my house and proceed to run in circles on the streets while screaming profanity.
A better idea would be to give the Losemillion an active benefit of some sort to make up for the decrease in crowns output, for example, increasing overall damage dealt. Examples:
1- Losemillion decreases crown drop rate by 5% at all times, however it increases 5% damage for all weapons the user holds, ignoring damage bonus caps.
2- Losemillion decreases crown drop rate by 5% at all times, however it increases the chance to land status effects by 5% for every weapon with status.
I say this because increased damage for a single weapon that applies active penalty at all times doesn't sound right. Incidentally, let's not forget that the Spur line's performance is poor in comparison to every other sword out there.
Just think about this way: Shoddy/broken charge attack, ineffective bullets + crown output reduction... all for a slight damage increase on a sword which you probably won't make much use of. Personally, I would much rather craft a Century Sword.
==Q==
Another idea Fangel, Teddysmacker, and I had was to add some movement speed increase to weapons where it would sense. So on cutters, it would add either MSI low, or MSI medium, and it would only make sense since the Wild Hunting Blade and DVS already have some speed and charging differences, they'd be a lot more balanced and used amongst a variety of new players if given UVs other weapons don't have. However, since this is the case, it would also mean we should give MSI decrease to heavy weapons, (however, raising their attack power to counter this nerf!) like Sudaruska, Triglav lines, Sealed sword lines, Slime crushers, etc, and it would actually add more strategy to the game and also a lot more balance, especially if we raise the attack power on GF and decrease the movement speed by MEDIUM so that it would do more damage then an Acheron, as opposed to an Acheron being a 3-hit combo GF, which is also really stupid and you guys should fix.
~Baohaus
==Q==
I don't know about this one. I want to say it's fine, but feel it's not okay in the same time. Please correct me if I'm wrong here, my memory is fuzzy about SK and I can't log in game to fact check this.
First off, I don't think we have enemies that can withstand that much damage. A brandish's charge attack is already enough to finish off most enemies and the current DA's charge attack (as far as I can remember) does massive damage in most cases and can one-shot heavier enemies like lumbers. Heavy swords buffs and nerfs applied, nothing would change besides all heavy swords looking like a bad choice in comparison to faster swords that don't slow you down. Meanwhile, Acheron stays Acheron.
Second, if you're trying to balance the Acheron, this isn't the way to do it. Well, not in my opinion at least... >,> If I remember correctly, the Acheron got buffed because the Obsidian Edge was introduced. Obsidian Edge was identical to the Acheron, except for having poison status. Now, if we nerf Acheron's damage down a little, it'll become obsolete because Obsidian Edge would be better in every way. In my mind, the only way out of this is giving Acheron a status effect (stun?) and equalizing its damage output with other brandishes.
+1 to the bombs suggestion, woof. Make bombs great again!
edit: I typo'd.