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Putting damage vs family in LD

3 replies [Last post]
Wed, 06/07/2017 - 07:54
Sir-Pandabear's picture
Sir-Pandabear

I know, I know, this has been suggested before, one time even by myself. How about this variant, though?

  • Damage vs Beasts -> Strikers
  • Damage vs Gremlins -> Recons
  • Damage vs Fiends -> Guardians
  • Damage vs Undead -> Knights holding Swords
  • Damage vs Constructs -> Knights holding Guns
  • Damage vs Slimes -> Knights holding Bombs

    The exact mapping can be debated, but I think it could stir up the meta, make the choice in gunslinger armours more interesting.

Fri, 06/09/2017 - 00:34
#1
Fangel's picture
Fangel
that's a new way

Interesting way to do it. If you don't mind, I'll take a quick knock at remapping stuff:

  • Damage vs Beasts > Strikers
  • Damage vs Gremlins > Recons
  • Damage vs Constructs > Guardians
  • Damage vs Undead > Active Swords
  • Damage vs Fiend > Active Guns
  • Damage vs Slimes > Active Bombs

Thought process is essentially strikers resemble wolvers, gremlins are tricky plus have recons of their own, constructs are tanky and were built to guard gremlins, dust zombies use a variety of melee or close ranged attacks, fiends actively throw stuff at you, and slimes can hit in any direction making them melee bombs.

But regardless, this is a fresh take on an old idea. I dig it.

Sat, 06/10/2017 - 07:50
#2
Sir-Pandabear's picture
Sir-Pandabear

Our lists are basically identical!

My thought process for making constructs guns is that every construct except lumbers have a ranged attack (and historically gun puppies used to be the only turret) while Trojans are the most archetypical guardians out of any enemy.

Devilites are the only ranged enemies in the fiend category as well. Trojans, Greavers and Gorgos all get up close in your business.

Thu, 06/22/2017 - 04:07
#3
Fangel's picture
Fangel
aye

I can agree to those points. I suppose when I look at iconic constructs I think of heavier weapons and tankier appearances whereas fiends I think of them being easily interrupted and seemingly lower health pools.

Regardless I really do like the idea of damage bonuses on weapon usage. I've always just paired classes up but that's a great way to make each type be valuable yet different.

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