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Theoretical ideas for balancing armor via dashing perks

2 replies [Last post]
Sun, 04/23/2017 - 11:06
Slyqouta's picture
Slyqouta

As the title says this forum is about ideas for fixing/balancing armor by having additional effects via dashing, (it would be bashing too, but that might not blend well with LD).

_please post your ideas and critiques, and thank you for your time

KEY
-piece: one piece of armor equipped
-Full: the complete set equipped
-CTR: charge time reduction
-ASI: attack speed increase
-med: medium

-cobalt/azure line: after dashing it buffs the players speed, attack, and defense,lasts 4-6 seconds (2-3 seconds per piece)-(its supposed to be an all round set with some bad base stats)
-------------------------------------------------------------SHADOW LAIR ARMOR-----------------------------------------------------------------------------------
-almirian crusader: Full set: cures status effects, and single piece cuts the status time in half (maybe even cure those around them). (its supposed to be the purity of the armor and their people)

-arcane salamander:Full set: invisibility for 4 seconds and cuts shield bar by 1/2, one piece invisibility for 2 seconds cuts shield by 1/2 or 1/4 (and so that mysterious power is formed, the bash or dash was going to inflict a random status, but this was just a thought)-( at some point it was going to break the shield if you dash)

- ice queen: Full: defense boost 20%, if frozen, it boosts attack and defense by an additional 30% (bash was going to ice ice mist)

-mercurial bomb: Full: speed boost 30%, bomb CTR med. piece: speed boost 15% bomb CTR low standard

-heavenly iron: Full: on dashing regain 1/2 or 3/4 of shield bar, piece: 1/4 or 1/2 of shield recovered. (as to bash-dash-bash combo, or a chance to stay invisible if mixed with the arcane salamander)

-snarbolax: Full: sword attack up 20% for 4 seconds piece:sword attack up 20% 2 seconds

------------------------------------------------------------------ DEFENSIVE ARMOR-----------------------------------------------------------------------------------
-magic/grey feather-skelly- jelly sets:Full set: boosts defense by 35% for 4 seconds, single piece 2 seconds (Objectively defensive set)

-iron might: Full set: speed down 20% 4 seconds defense boost 40% for 6 seconds, single piece: defense up for 3 seconds speed down 2 seconds (its heavy armor.

-volcanic plate:Full set: speed down 15% 3 seconds, defense boost 20% for 4 seconds, shield recover charge up, CTR low 2 seconds, single piece, the same but half the time. ( was going to be increased bash damage)

-Ancient plate: Full : defense up 90% speed down 70% and attack speed down very high for 3 seconds. piece: defense up 45% speed down 35% and attack speed down med, the idea being to basically bunker down for a moment. (should it be less drastic?

-----------------------------------------------------------------------SPEED ARMOR-----------------------------------------------------------------------------------
-Black kat: Full: speed up 80% 2 seconds, attack up 15% 2 seconds, speed down 40% defense down 30% 4 seconds, single piece :speed/attack up 1 second, speed/defense down 2 seconds, (is this too little? was attack too much, the idea was kats go really fast, attack and then are vulnerable. possible small chance of getting curse.)

-kat variants: Full:speed up 40% 2 seconds, speed/defense down 20% 4 seconds, CTR med in their respective weapons, piece ,half the time.

-mercurial slime: Full set:speed boost by 35% for 5-6 seconds, single piece 1-3 seconds (gotta be fast, (fastly))-(dash was going to extra long)

-------------------------------------------------------------------------ATTACK ARMOR----------------------------------------------------------------------------------
-wolver/skulver line: Full:15% sword attack up, 5% speed up for 4-6 seconds. piece: half the time.

-Vog: Full: sword ASI med ( so it can naturally reach ASI very high) 5% defense boost for 6 seconds, piece: half the time

-Chaos: Full: a slight chance to drop a buff orb(5%), break down shield by 1/3 or 2/3(40%), and mostly a random status such as fire,poison, shock, ice. piece(55%) (this was difficult due to the massive damage, perhaps the status was too much.... maybe just debuffs)

-Mad bomber: Full: upon dashing drop 8-10 medium bombs that have a rare chance to deal a status, or are of random type(gravity, shard, normal etc.)
piece, drop 4-5 bombs on dashing.(think gremlin bomber)-(bash was going to be a multi catalyzer bash)

-gunner update armors: Full: gun ASI med and attack up 10% for 4 seconds, piece: gun ASI low, attack up 5% for 2 seconds. (this NEEDS improvement as not to be OP/Heavily open to suggestion)

-gunslinger line: (I have no idea/ heavily open to suggestion)

-Nameless/justifier sets: Full : gun ASI med and 20% speed boost for 6 seconds. piece: gun ASI low and 10% speed boost

-Shadowsun: Full: gun damage boost med and ASI med for 6 seconds. piece: gun damage low ASI low

-Bombastic: Full: drops 4 bombs, and bomb damage increase med for 6 seconds, piece drops 2 bombs bomb damage increase low for 3 seconds. (maybe the bombs should be non-knock back gravity charges as to give the player time to charge their bombs.

-Volcanic bomb: Full: CTR med for 4 seconds piece: CTR low for 4 seconds.(I'm not sure)

---------------------------------------------------------UTILITY ARMOR(its going to be weird)-------------------------------------------------------------------------

-SALAMANDER line: Full: summons a tier 3 friendly oil slime that deals normal damage and dies in 14 seconds(you can kill it but it cant hurt you), upon killing the slime or being on fire you get a defense 40% buff for 7 seconds(that goes for random oil slimes as well),- piece the slime is tier 2 and lasts 7 seconds and the slime killing buff is only a 20% buff

-chroma set: Full: like the salamander(but to a weaker extent) set summons a friendly lichen(which can turn other lichens friendly via fusing, and then its damage would be normal) and when dashing into an enemy it does weak poison or fire.--(as not to drop them into a mechanic newer players didn't ask for)

-Virulisk line: the slime is the same deal as the Salamander(but poison, and no killing buff), and when the player dashes it leaves a cloud that causes a defense drop on enemies that are in it, (it was going to be a dash to drop enemy poison resistance and then poison them)

-Vita suit: leaves a cloud that stimulates shield re gen (like the battle sprite)-(was going to be a heart attack bash attack)

-silver mail line: creates 4 slow moving attacks are left behind the user that are aimed in 4 directions. and is launched 1-2 seconds after the dash that does extra against undead and fiend (think divine avenger),-( 4 star only sends one)

-Fallen set: much like the salamander slimes but with devilites, the regular devilites(70%) attack, the pitbosses(5%) are rare and give buffs but can turn the common(and your own) devilites against you, the yesmen(25%) do as they regularly do and give a defense buff, they are extra weak to compensate the debuff--piece: it might not summon anything.( to rule those beneath, and to be guided by them.)

-Valkyrie line:Full: this is the other side, it does the 3 star remnant can does a similar move the sealed swords charge attack and only devilites appear. the 4 star can summon yesman at a 33% rate, and sends a small sword beam in a random direction. At 5 stars mostly yesmen(95%) appear and devilites are rare(5%) and there are sword beams does a random status, as for pieces: they have the added chance to fail but the 5 star is guaranteed to send a small sword beam.(mostly open to suggestion)
-(note that the devilites will be wearing moonstone, dark matter, and veilstone suitcases to match respective to their color)

-Dragon scale line set: full: leaves a trail of mist clouds that speed poison and fire recovery that lasts 4 seconds. piece: only 1 cloud that lasts 2 seconds (the other idea was to have the status effects do the opposite of what they do, so fire ticks health up, and your attack and defense are slightly increased.

-Deadshot: full: perhaps 100% damage resist for 3 seconds but 99%(so you can still break things) damage decrease for 6 seconds, piece: 100% damage resist for 1 1/2 seconds and damage decrease for 2 seconds, its to get out of a tight spot but not to be abused(should only wearing a single peace be 3 seconds,how might this interfere with LD)

So what do you think, did I miss any armor lines, should the strength of the buff be altered by the star level? should I try to mention shields?

anyways thank you for your time!

Mon, 04/24/2017 - 02:19
#1
Fangel's picture
Fangel
hmm

While I am not against the idea of armor sets having some sort of bonus, I don't think a bunch of unique abilities should be applied to the dash or bash of sets. If anything, any unique property should simply be a bonus on part of the armor/helmet, and when wearing a full set you get double the effect, similar to how our gear currently works.

Personally I would like to see some more unique attributes applied to the game. More shield bashes with unique properties would be cool, and having a class-themed dash in lockdown would prove interesting (striker moves 1 tile further, recon cloaks during and 1 second after the dash, guardian is invulnerable for 1 second after the dash). Dash already is a powerful tool, negating all non-trap damage and moving your knight quickly. It doesn't need any huge buff in the base game.

Also, I would highly recommend that no buffs last longer than 2 seconds after the dash. You can dash every 8 seconds, so taking out the time when you aren't dashing, several of your suggestions would leave players with only 2 seconds without buffs. This teaches them not to save their dash for a critical point in combat, and instead dash around to keep their buffs active.

Mon, 04/24/2017 - 03:33
#2
Slyqouta's picture
Slyqouta
thanks for the imput

So basically mixed sets could be wonky(possibly broken),I can see how that would mess some things up. And the dash is to give a momentary edge in battle, not a massive one, so no long ongoing effect. any thoughts on a dash stalling effect by which a certain armors with more potent effects have a longer recharge than 8 seconds.
(another idea was to have something build up when conditions were met something happens, basically mascarwraith ghosts but they act as litchens and
3 fuse to form something like a devilite.)

Thanks for your time.

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