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Set bonuses for shadow lair gear?

3 replies [Last post]
Sun, 04/23/2017 - 20:37
Markedd's picture
Markedd

Edit: I forgot to add my reasoning as to "why" I think they should have set effects. The reason why is because most of them just seem underwhelming. the Snarbo and Demo Suit are pretty nice already but the others either have too little of an effect (compared to other normal sets) or they have no effect at all. Having them do something cool for equipping both would encourage people to get them and actually use them for more than just a costume over their Black Kat/Chaos sets.
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★ Snarbolax Set ★

Set Bonus A

  • Melee attacks have a chance to poison enemies.
  • Enemies that you poison are slowed for the duration of the poison. (50% slow PvE, 20% slow PvP)

Set Bonus B

  • Melee attacks have a chance to poison enemies.
  • Damage bonus vs poisoned enemies: Medium

Rabid Snarbolax is poisonous so the theme for these set bonuses is using melee (or other poisonous weapons/items) to inflict your enemies with poison and get a neat buff. Bonus A focuses on making poisoned enemies easier to manage while Bonus B just focuses on more damage. Medium(Helm) + Medium(Armor) + Medium(Set) = Maximum

Note: Snarbolax is arguably one of the strongest (and most used) SL sets so it doesn't really need a buff, but I figured I'd include it since I was doing the other less used sets.

★ Mercurial Demo Set ★

Set Bonus A

  • Killing an enemy in the Construct family causes them to explode and deal damage to nearby enemies.
  • Damage bonus vs constructs: Medium

Set Bonus B

  • ??? Possibly something related to shock/being shocked.
  • ???

It's a bomber suit. It has to make things explode. Adding the construct damage makes it a bit more specialized in PvE. The explosion effect would be really nice for construct themed arenas.

★ Almirian Crusader Set ★

Set Bonus A

  • Curses you inflict on enemies are also applied to other nearby enemies.
  • Damage Bonus vs Cursed enemies: High

Set Bonus B

  • Whenever you kill a cursed enemy their curse is applied to nearby enemies.
  • Damage Bonus vs Cursed enemies: High

Set Bonus C

  • Burning damage is reduced to only one health pip.
  • Your burns last 4 seconds longer.
  • Damage bonus while burning: Very High

The idea for Bonuses A and B are the same (but with different methods to spread the curse). One concern I have though is the only way to really apply curse effectively is by using Gran Faust (or curse vials). Bonus C is sort of a "fun" bonus that takes the set's negative fire resistance and turns it into more of a positive for you.

★ Ice Queen Set ★

Set Bonus A

  • The player is covered in an icy aura while shield bashing. (Freezes enemies you hit with the charge.)
  • Damage bonus vs frozen enemies: Maximum

Set Bonus B

  • Shielding causes the player to release an icy wave around them at the cost of 15% shield health.
  • Damage bonus vs frozen enemies: Maximum

Set Bonus C

  • Shielding causes the player to emit a freezing vapor around themself. (Causes shield health to drain while shielding.)
  • Damage bonus vs frozen enemies: Maximum

These are pretty much all the same effect but the way you apply the freeze is different with each one. The idea for is you freeze your enemies (by using your shield health as a resource) and then you hit them out of the freeze with any weapon you desire for a big damage bonus.

★ Arcane Salamander Suit ★

Set Bonus A

  • Killing a slime or beast causes the player to camouflage for 3 seconds. (Attacking in camouflage makes you visible.)
  • Damage bonus while after exiting camouflage: Medium (2 seconds)

Set Bonus B

  • ??? Possibly something related to consumables.
  • ???

Bonus A is possibly too powerful on levels that are only inhabited by beasts/slimes. If you kill quickly enough you could just have 100% uptime on it and you'd never take damage...

★ Heavenly Iron Set ★

I have no idea how to make an effect themed around this set... Maybe something like "using health capsules or picking up hearts shares them with nearby party members" or something would fit the "heavenly" aspect of it but anything related to party healing would probably be too broken.

Mon, 04/24/2017 - 02:52
#1
Fangel's picture
Fangel
hmm

Set bonuses can be interesting, however honestly simply buffing shadow lair gear would prove better. The issue with some shadow lair gear isn't their stats, but rather that there are other things better than them - most of the sets are balanced pretty well for what they're crafted from. Here's a quick rundown:

Almirian set gets an abnormal amount of normal damage resistance. The shadow resist is nice, but it's a sidegrade to cobalt, which already isn't that great. The fire vulnerability should be scrapped, however, since curse is such a rare status anyways.

Arcane Salamander gives very high normal and elemental resistances, rivaling that of specialist defender sets (divine set, dragon scale). The damage bonuses on it don't make much sense, but the defense it provides is great.

Heavenly Iron exchanges fire weakness out for shock, and its poison resistance out for increased normal defense. The fiend damage bonus is split into fiend and sword lows.

Ice Queen is literally just Royal Jelly but with freeze resist instead of sleep. Not a bad set, but not the most helpful either.

Mercurial Demo is great where it stands. It exchanges damage for MSI and snags some great shock resistance.

Snarbolax is great too. It's skolver but it exchanges piercing defense for shadow defense, and one point of freeze resist for 3 points of poison resist.

---

Granted, you likely knew a lot of this, which is why you made your suggestion. Still, it's important to note how shadow lair sets are sidegrades rather than upgrades. If the set was already good the shadow lair version is great. If the set isn't too good the shadow lair set isn't the best, but it isn't too bad either. I want to say that's by design.

If we were to add anything else to these sets, a small boost of something would be neat. For example, Heavenly Iron could have sword MSI: low, meaning they would move slightly faster holding swords. Ice Queen could have bomb CTR: low, making it essentially a piercing bomber set (finally!) and not some strange skolver jelly hybrid. Arcane salamander could have +2 to some status (poison, shock). Almirian crusader could have no fire vulnerability plus sword CTR: medium per piece. Mercurial Demo and Snarbolax are already pretty decked out with stats, so they could be left untouched.

Basically, if we can specialize the shadow lair sets while still making them sidegrades, that's better than straight up making them the only choice. Filling in some gaps in our arsenal (pierce bomber, sword CTR) would also provide some incentive to go after these sets that have unique bonuses, despite them potentially being outshined by other sets.

Mon, 04/24/2017 - 03:37
#2
Markedd's picture
Markedd
Boop

Yeah. You're right. The main reason I suggest set effects as the way to buff them is just because I like the idea of it. Being rewarded a bit more for actually using two matching armor items rather than mix and matching. Buffing them the simple way (adding existing effects to them) is also perfectly fine. I agree they don't need to BIS armors that everyone in the game quests after (coughcough chaosandbk coughcough), but it would be nice to see some them buffed to the point where they're about on the same level as Snarbolax.

"If the set isn't too good the shadow lair set isn't the best, but it isn't too bad either. I want to say that's by design."

That... Is probably true and it makes me angry.

Wed, 04/26/2017 - 11:56
#3
Fangel's picture
Fangel
ah, yeah

I can get behind armor sets having unique bonuses, however the bonuses should be rather small and preferably be something that works into their playstyle and is in the game already. Making them clutches in really specific areas doesn't make them any better than the current arcane salamander situation, which is, it's only really useful in fire beast arenas and fire beast/slime-gremlin/construct compounds.

As an example of "small playstyle nice" effects, imagine defensive sets (such as grey feather) gaining +5 health from having the full set equipped. This could apply to the entire set all the way from 2*. Plate sets could gain damage bonus: medium for wearing their full sets. Valkyrie could gain fiend damage bonus: medium for the full set, making it a savage fiend killer.

Something quick and simple like that would be reason enough to wear full sets. Bonuses of the same sort could be carried over to shadow lair gear. I think the only problem would arise in terms of OP gear getting a bonus using this same situation. Black kat is already too powerful, so making it follow the same ideas as before seems a bit much. I would say make them invulnerable to self-inflicted curse, else increase shadow defense slightly. Chaos could be something like increasing CTR by medium, since most players use level 10 items already so this will only affect those who don't have max level gear.

So yeah, I'm with you on set bonuses, but they need to be small enough that you don't feel obligated to wear a full set just for the bonus. Mixing and matching gear is part of the game's design, and removing incentive to do that just doesn't feel right.

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