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Blind Status (as a solution for power creep and game balance)

2 replies [Last post]
Mon, 07/31/2017 - 04:03
Fehzors-Forum-Alt's picture
Fehzors-Forum-Alt

What it is

When afflicted, the knight cannot see enemies or bullets produced by enemies.

When afflicted, enemies do not dodge bullets, an-
a) lose aggro on their current target
b) act lost until damaged
c) aggro when damaged
d) lose aggro after attacking

Enemies that would deal blind-
-New gremlin demo type that drops small haze bombs, spawns in place of normal demos (also comes in stun?)
-All chromas that spit would deal blind on direct hit via the spit
-New Zombie type = smoke breath; Found in new graveyard type area (drop new smoke themed mat)
-Gremlin stalkers

Family resistances-
slime- immune
undead- resistant
gremlin- neutral
Beasts- neutral
Fiends- weak
construct- weak

Weapons that would deal blind (all would deal blind 100% of the time)-
-Smoke themed haze bomb = shadow coloured
-Cold Iron Vanquisher, Sweet Dreams (charge only)
-Wild Hunting Blade (like DVS)
-Sentenza (on top of gremlin boost)
-Neutralizer (would keep current damage)
-Graviton Vortex (would not lose its current damage)
-New Elemental Shard Bomb, Grey + construct vh + moderate blind

Why I want this (other than that it'd be fun to play against/with)

The current power creep comes largely from overcharged mixmaster and celestial orbitgun, who can hit enemies without making them dodge... which inevitably makes the weapons single-handedly the best possible counter to mecha knights, almirian crusaders, devilites, and would be beasts as well. To combat this, I would like to see the various underused weapons that make sense assist knights in dealing with these threats. Mixmasters would still be the best at this, but free to players would have SOMETHING.

Imagine this- you're tasked with creating new and difficult content. You place down a hoard of mecha knights and devilites with some respawning gremlin menders for good measure. How does this effect players?
A) They have mixmaster, and can just shoot them to death = it's way too easy
B) They can't afford mixmaster, and so must play around the mecha knights = it's much harder
C) They pull out sentenza, wild hunting blade, or another blind weapon and gain a good 10 seconds to deal with the issue at hand

Similarly, some enemies are too easy. Players have a TON of experience with zombies from FSC, and chromalisks, the most easily dodgeable enemy of all time, could at the very least REALLY mess up the player when they do inevitably get in a hit.

Mon, 07/31/2017 - 07:38
#1
Tadician's picture
Tadician
I like this idea. I want that

I like this idea. I want that new stats, at least for monsters. I don't really care if we can inflict it too, but having monster that can would spark new challenge in the game.

When you get blinded the screen get's blacked out and you only see your character and the hud. That would be awesome.

Tue, 08/01/2017 - 02:11
#2
Fangel's picture
Fangel
interesting

I'd personally make a few adjustments, but I like the general idea. Enemies could become 95% transparent, and their bullets would be 90% transparent. They would still make the same noises, so if you can use that to your advantage all the more power to you. I'd say a large circular vignette would surround your screen, be pitch black, and depending on your resistance to the status would be within 4 tiles of your player or upwards of 8 tiles away. Resistance could also affect enemy transparency, making enemies more visible at higher resistances and completely invisible when vulnerable.

I wouldn't make the weapons grant 100% to blind, however I would grant them a good chance of inflicting moderate blind, or perhaps strong blind for the CiV, shard bomb, and graviton.

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