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More item trait variety

2 replies [Last post]
Mon, 07/25/2011 - 21:09
Svarren

One of the things that made me go back to Diablo 2 waaaay too many times is the large variety of item mods and combinations (I rarely played to make the "best" builds, but rather fun builds, like maxing run speed by sacrificing all useful qualities, or finding unheard of builds that can still compete). No, I don't want SK to copy D2 (I could just go back to D2 if I wanted that). BUT, more variety in item traits could spice things up by encouraging more "fun to play" builds that may not be the strongest builds. This adds replay value, as you usually go for standard good items to then fund your exploration of so many different items.

Please, try not to let this devolve into item trait suggestions like "quadruple sword damage if user is on fire and poisoned at the same time" or "earn CE on each kill". Try your best to be CREATIVE, USEFUL, and BALANCED (although the occasional useless-but-fun trait doesn't hurt). Of course whether traits are balanced often depends on what they are found on. Feel free to post "obviously needs balancing" ideas in case they inspire more refined ideas, just no god-mode wishlists.

My suggestions (hopefully more to be added):

-Extra gun shots per reload (on armor)
-Longer sword reach (on armor)
-Chance for shield to *status effect* attackers upon breaking
-Forward-only shield (maybe stronger, or larger pushback, or larger to cover teammates?)
-Shield that boosts attack speed but slows movement speed significantly when not at full strength
-Sword charge that, instead of unleashing a single attack, puts you in "frenzy mode" with high damage and attack rate, but shield is unavailable (or you take more damage?). Really needs proper balancing, but would add fun challenge.
-Gun that, with each full clip of consecutive hits, boosts charge attack strength or "quality", up to 3 clips. Must charge as usual when you want to use it, and un-boosted charge is near-pointless, maybe normal shots are a little weak too. "Quality" would be the equivalent of a bigger owl or more ricochets... except here a variation of (whatever charge attack is).
-5*+ items (effectively 6*), but so powerful all other gear equipped must be 4* or lower (likely too hard to balance, I just like the idea of OP items coming with big drawbacks).
-Prismatech-like elemental gun, but weaker. Can be fed by a vial to add a status effect (1 vial for one level). 4* and 5* can take two vials. I don't want to break the "choose your equipment wisely" dynamic with on-the-fly variation like this, but this would be fun and it's all elemental, not changing damage types. Probably can't take curse (maybe curse just boosts damage). (Can be slightly UP so long as it's fun to use).
-Wolver set 5* variation that, when completed, replaces any charge attack with teleport (might be too bug/exploit prone?). Has its own charge time (not affected by weapon charge time bonuses). Not applicable to bombs. This replaces sword bonuses?
-Completed jelly 4*+ set has a small chance to add Impostocube disguise to your costume for one level. During that level, all mini jellies killed drop one crown (not counting respawning ones), perk is too small and rare to affect balance.
-Perfect snowballs can be equipped in a vial slot and thrown at enemies or teammates, only on snow/ice levels. No damage or status effects, for laughs only. Snowballs are not consumed, but can only be thrown once on a level. Snowball leaves visible splotch of snow on costume. Perhaps hitting friended teammates steals one crown. Not sure if they can be pulled from inventory, or if they must be found that level. Might use a 5th vial slot.
-Kitchen sink item set (a helm, armor, sword, gun and bomb). Requires a ridiculous amount of materials (say 50 1*, 40 2* 25 3* mats for the 1* version, goes up from there), but the ingredients can be anything, so long as it is, say, 50, of the same thing (or whatever quantity that is needed). Maybe requires 50 of two different 1* items, etc. Item stats are relatively low, but 1 and 2* items have 1 UV (re-rolls every level of the clockworks), 3* and 4* have 2 UVs, 5* has 3 UVs. Balanced so that it is never OP, usually UP. Should cost enough mats that it acts as a trophy item more than anything else. Suddenly people will hoarde all those extra mats. Item appearance may be affected by input items.

No, I don't expect many (any?) of these to be implemented, but the idea here is to spark interest in improving the game by adding fun and variety, rather than just stronger monsters and yet another more OP item to strive for. I apologize for the wall of text.

Mon, 07/25/2011 - 21:36
#1
Madadder's picture
Madadder
lets see... -Extra gun shots

lets see...

-Extra gun shots per reload (on armor)
maybe or a reload reduction UV would be good too

-Longer sword reach (on armor)
no

-Chance for shield to *status effect* attackers upon breaking
naw it would be better just to push the enemies outward instead of damaging

-Forward-only shield (maybe stronger, or larger pushback, or larger to cover teammates?)
uhh u mean where the hitbox is restricted to the front end of the shield like trojans? i dont know about that it seems too risky for my blood

-Shield that boosts attack speed but slows movement speed significantly when not at full strength
no

-Sword charge that, instead of unleashing a single attack, puts you in "frenzy mode" with high damage and attack rate, but shield is unavailable (or you take more damage?). Really needs proper balancing, but would add fun challenge.
too much fluff keep is simple this can be spammed.

-Gun that, with each full clip of consecutive hits, boosts charge attack strength or "quality", up to 3 clips. Must charge as usual when you want to use it, and un-boosted charge is near-pointless, maybe normal shots are a little weak too. "Quality" would be the equivalent of a bigger owl or more ricochets... except here a variation of (whatever charge attack is).
-5*+ items (effectively 6*), but so powerful all other gear equipped must be 4* or lower (likely too hard to balance, I just like the idea of OP items coming with big drawbacks).

seems a bit complicated but could work with some refining

-Prismatech-like elemental gun, but weaker. Can be fed by a vial to add a status effect (1 vial for one level). 4* and 5* can take two vials. I don't want to break the "choose your equipment wisely" dynamic with on-the-fly variation like this, but this would be fun and it's all elemental, not changing damage types. Probably can't take curse (maybe curse just boosts damage). (Can be slightly UP so long as it's fun to use).
naw this relies too much on having vials around

-Wolver set 5* variation that, when completed, replaces any charge attack with teleport (might be too bug/exploit prone?). Has its own charge time (not affected by weapon charge time bonuses). Not applicable to bombs. This replaces sword bonuses?
charge attacks are bound to the weapon not the armor. and teleporting is prone to exploitation

-Completed jelly 4*+ set has a small chance to add Impostocube disguise to your costume for one level. During that level, all mini jellies killed drop one crown (not counting respawning ones), perk is too small and rare to affect balance.
no and no

-Perfect snowballs can be equipped in a vial slot and thrown at enemies or teammates, only on snow/ice levels. No damage or status effects, for laughs only. Snowballs are not consumed, but can only be thrown once on a level. Snowball leaves visible splotch of snow on costume. Perhaps hitting friended teammates steals one crown. Not sure if they can be pulled from inventory, or if they must be found that level. Might use a 5th vial slot.
no

-Kitchen sink item set (a helm, armor, sword, gun and bomb). Requires a ridiculous amount of materials (say 50 1*, 40 2* 25 3* mats for the 1* version, goes up from there), but the ingredients can be anything, so long as it is, say, 50, of the same thing (or whatever quantity that is needed). Maybe requires 50 of two different 1* items, etc. Item stats are relatively low, but 1 and 2* items have 1 UV (re-rolls every level of the clockworks), 3* and 4* have 2 UVs, 5* has 3 UVs. Balanced so that it is never OP, usually UP. Should cost enough mats that it acts as a trophy item more than anything else. Suddenly people will hoarde all those extra mats. Item appearance may be affected by input items.

what is the point? the random nature of this might be difficult for OOO to implement especially if the input items affect appearance

Tue, 07/26/2011 - 16:33
#2
Svarren
If it needs clarification,

If it needs clarification, the point is to add a bit of complexity for those looking for more interesting gameplay (NOT for those whose goal is to get the best gear). If you think it's hard to use or you don't like it, I consider that a good thing as it means for those looking for a challenge there will be more to master. None of this is overpowered- the raw strength of any item can be dumbed down as needed so that these items are comparable to current ones at best, and often a handicap. Yes, some of these item ideas break rules, and that's the point. Diablo 2 got more fun for me the more they added stuff that let you get outside the cookie-cutter builds that tore through enemies and into builds that required careful (often quirky) planning and gameplay to hold their ground. Right now, I see SK losing all interest for me by the end of the year at best, but it has the potential for so much more than that.

Some of these ideas are, of course, purely for fun (like the snowballs). Right now the game is largely grind, so bits of pointless fun are great for breaking that up. I don't intend for OOO to implement all these ideas, that would take too much time, but hopefully they take inspiration from something here. Players seeking nothing but the best items will come and go, but players like me who seek variety and challenge are happy to stick around a long time given the right tools.

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