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We need new bomb UV's!!

8 replies [Last post]
Wed, 11/02/2011 - 03:09
Pawn's picture
Pawn

I was thinking, swords/bombs have ASI and CTR UV's. These UV's are the best UV's because a ctr/asi is a UV vs everything.

Bombs have only one overarching UV. CTR.

I would like to see a mix of new UV's added to bomb lines.

Here are the ones i'd like to see. Balanced to however makes them useful but not overpowered...but secretly: MAKE THEM OVERPOWERED :D

1. Fuse time: A uv that reduces fuse time

2. Blast radius: This would only effect and be available on status bombs and shard bombs, increasing the size of the blast radius that actually deals burst damage. Very high being about equal to a 2 or 3* blast bomb.

3. Haze: Again effective only for status bombs, increasing the duration the haze lasts.

4. Shards: A UV that adds shards to blast or haze bombs. low 1 shard (random direction), med 2 shards (random), high 3 shards, vh 5 shards.

5. Walk speed: how quick u can walk while charging.

Anyhow, just a few ideas that would be fun. Anyone think of anymore?

Wed, 11/02/2011 - 06:15
#1
Negimasonic's picture
Negimasonic
suggestions?

Sounds rather interesting to me, and bombs could use something to replace the essentially useless ASI. But I think the way they run the game, all of the items get the same kind of UVs no matter what. No differentiation between swords, guns, and bombs.

Wed, 11/02/2011 - 10:39
#2
Giannii's picture
Giannii
suggestions, but +1, walk

suggestions, but +1, walk rate and fuse time both sound ok to me, would be like a faster reload time uv for guns

Wed, 11/02/2011 - 11:41
#3
Juances's picture
Juances
Fuse time can be a bad idea:

Fuse time can be a bad idea: my sun shards work perfectly by setting them up and running backwards, so they explode when a chasing enemy walks over them, a shorter fuse will ruin that. Same goes for the haze bombs when one wants to cover an entire area with them. By going-off faster, you need faster bombing to counter.

I'm impartial about blast radius and Duration of mist for haze bombs one since the burst doesn't add that much damage.

The shards UV is like increasing bomb damage but only on a random direction=useless

Walk speed: this can help with everything, not only bombs (heavy swords charge, most guns)

@Negimasonic is wrong, bombs don't get ASI as of now.

Wed, 11/02/2011 - 12:03
#4
Negimasonic's picture
Negimasonic
eh, I thought they used to.

eh, I thought they used to. oh well. Originally in LD during the tests, guardian/recon added ASI to bombs instead of CTR at first. So I figured it still existed.

And when I looked into it, I wonder does this still exist?

Wed, 11/02/2011 - 13:18
#5
Giannii's picture
Giannii
No, you'd just not want to

No, you'd just not want to buy those uvs on those bombs, I see many bombs benefiting from having a shorter fuse. Shards uv is not that useless since the main use of shards is to make all shards hit, so a random direction is still a hit when its used correctly so I doubt that would get added.

Wed, 11/02/2011 - 17:59
#6
Frostythepyro's picture
Frostythepyro
yeah fuse is an intigral part

yeah fuse is an intigral part of the bomb itself, and its not something you would ALWAYS want shorter, as a matter of fact you frequently dont want it shorter, so its not something that should be messed with.

For weapons...
A UV should not make a weapon worse, which fuse would do in many cases.
A UV should be viable on any weapon of the type, so the haze sugestion is out.
A UV should not add things that werent there to begin with, so the shards sugestion is out.

That leaves walk speed and blast radius (asuming you make blast radius the outer range of the haze, for haze bombs, of the damage for blast bombs, shard range for shard bombs, and vortex for vortex bombs.

Wed, 11/02/2011 - 18:46
#7
Culture's picture
Culture
Hmm

I'd definitely take UV Short Fuse Very High on a Dark Briar Barrage. That thing takes forever to go off. Also since it doesn't have knockback you don't need to wait for the enemies to enter the blast radius again.

It can be bothersome to attack enemies like T3 Gremlins with a Nitro because they can pass the centerpoint before the bomb goes off. This is true of Mecha Knights too with both Vapor and Nitro. A shorter fuse time could provide a larger variety of attack patterns. Vortexes also take forever to explode, they can do with a shorter fuse.

I'd like to see a longer fuse UV on shards... hehe. UVs are usually percentage based, so a shard is already fast and wouldn't get much faster, so that might not be a huge problem.

The thing with bomb bonuses is that there are only two metrics to max out and it is quite easy to get Max CTR and Max Damage. It would be nice to have a third variable to balance for different situations. Maybe Mercurial and Bombastic could have Fuse UVs :D

Wed, 11/02/2011 - 19:03
#8
Pawn's picture
Pawn
?

@Frosty. The rules you made up for UV's are completely arbitrary. Since we are playing pretend anyway, i don't see why they should apply. There would be nothing wrong with tailoring UV's to specific bomb types--considering the difference between a status/vortex/blast/shard bomb is greater than the difference between any guns or any swords.

@Juances. I think you'd be surprised at the burst damage caused by Status bombs. I have AoA Construct VH, and VV construct High, and Volt tempest Slime low<-- The blast damage on all 3 bombs hits harder vs undead and constructs than a Nitronome!!!!
I repeat, the burst damage on elemental status bombs hits harder than Nitronome.

@ Fuse times UV. I agree with the comments that you wouldn't always want a fuse time UV. But they would play into crafting decisions just like current UV's do. For example if you get slime vh+gremlin Vh on a brandish you'd want to make it a Nightblade. If you get construct/undead you make it an elemental brandish. Well. If you get fuse time on shard bomb make it a salt bomb. If you get it on a blast bomb it makes BAB or Deconstuctor/irontech viable. So while i agree it might not always be desirable, that would make it NOT unlike many UV's we already have on weapons.

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