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Phase Sword (Sword Idea)

4 replies [Last post]
Thu, 08/11/2011 - 12:28
OverDingle
Legacy Username

Thought this up when I was eating dinner, decided it might be cool, so here goes:

A sword that teleports the user as part of an attack. Basic combo is that of a Flourish, but if it locks on to an enemy it teleports the user to their back on the second strike, and back to their front on the third. Perhaps it shouldn't do this until a 4* version, to add some progression to the sword's abilities.

Charge attack is a series of stabs from all directions - initial strike from behind, then rotate around the target via teleportation and finish wih another strike to the back. The charge attack would have very high damage, but only hit the initial target. Advanced versions of the sword could include more stabs as part of the onslaught, or perhaps have explosions come out of the other side of the victim which deal damage to things around it.

My idea is for this to have two lines - a piercing damage line (because stabbing), and a shadow damage line (because backstabbing). The former can stun, the latter can cause confusion if such a status exists at any point.

Thu, 08/11/2011 - 12:57
#1
Facejuances's picture
Facejuances
I see a problem

How it would work againts Trojans T3 gremlins and alpha wolvers or Roarmulos twins.
Plus attacking and teleporting, fooling and evading the enemy seems too powerful.

Thu, 08/11/2011 - 13:16
#2
OverDingle
Legacy Username
How it would work againts

How it would work againts Trojans T3 gremlins and alpha wolvers or Roarmulos twins.
Alpha wolvers, not necessarily a problem; it's not a gun, so it wouldn't force them to teleport. If they do, the lock-on would be lost, so it'd just teleport the user forward a couple spaces. Trojans and gremlins would be a minor problem or a boon depending on how the player uses it - a player that spams the combo will suck against both, a player that makes intelligent use of it will use it to get to their vulnerable side. Because it's not perfect for them, it helps as a balancing feature. The Roarmulus Twins, it would just turn the player around between attacks as they can't teleport behind a monster that has no space behind it - but it's a piercing or shadow weapon by design, so it's unlikely a player would choose to use it there anyways.

Plus attacking and teleporting, fooling and evading the enemy seems too powerful.
It wouldn't fool enemies; once they're aggro'd they always know where you are (true for all enemies). If there IS a confuse status it can cause, then confusing them would be part of the point. I stated the third hit would teleport you back to their front, which would make the basic combo not much different in use from attacking twice and then shield-bumping, or attacking three times and hoping you cancel the enemy's attack. It's also somewhat balanced by being very hard to hit multiple enemies with by design, as well as certain enemies throwing the user off (Trojans; Gremlins as you mentioned). Poor use can also throw the user into more danger - teleporting behind a monster and directly into the attack range of several others, or teleporting into traps, for example.

Also balance-wise comes a strong point - if it's fun to use, OOO will balance the damage to make sure it's fair on other players; fun gameplay matters a lot more than high damage to a lot of people. Damage can be made suiable regardless.

Thu, 08/11/2011 - 13:32
#3
Madadder's picture
Madadder
ive seen ideas like this it

ive seen ideas like this it is way overpowered imo

teleporting wolvers are bad enough now u want players to do it? no thanks... how about under freeze? wolvers can teleport while frozen

Thu, 08/11/2011 - 13:54
#4
OverDingle
Legacy Username
Balancing can be done via

Balancing can be done via damage output as well as function - the idea here is an item with a cool function. If the functionality of the item turns out to be incredibly high, OOO can lower the damage.

This form of teleporting wouldn't be OP by itself, on the simple basis that it won't be perfect in every situation, and won't be entirely player-controlled - in the same way that the spur line needs a lot of skill to use without throwing yourself into danger every time you press attack, it won't always be safe to allow these teleports to occur. It would also only work on enemies within lock-on range, so in reality it wouldn't play too much different from a spur - only the player's slide during attacks is replaced with a teleport.

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