All cool fantasy games have something, that drains life of monsters to a player.
Spiral Knights should also have a sword that absorbs monster health into the players health bar.
Usually one of the drawbacks is, that it will damage players, when they attack undead monsters.
Additionally, I think, it should heal fiends and just work like a normal sword with construct type monsters, because they are machines and you can't really drain life from machines.
Life Drain Sword
lol, why is everyone afraid of overpowered stuff.
Dood, when OOO decides to implement something, they can adjust it, so it's not overpowered. They can do this with everything.
For example:
They can tweak the relation between damage and health it steals (e.g. you get 1 health bar for every 150 damage you do).
They can make it super slow.
They can make it do less damage than other swords.
They can make it inflict some status on you.
They can add penalties (Health Penalty -2 or Damage Penalty vs. Gremlin: Low).
... and for the minions: When they are undead it could damage the player. When they are construct it would not heal the player.
See, no reason to ever fear overpower.
"When they are undead it could damage the player. When they are construct it would not heal the player."
That saves you from totem + zombie combo but...
healers + carefully attacking = infinite health
Even better with T3 mender revving friends
how about a "Chance to absorb health on hit"?
vampire effects are hard to balance and keep as useful but not op
i am reminded of dofus and the last expansion that basically let one class (Sacrier, basically a extreme meat tank that start weak but get progressively stronger the more they are hit) fight up 6 lvl 110 monster that should have be taken on by groups of similarly lvled players, this whole scenario was enabled because said monster weak to that classes area drain which let them tank insane (insaner for the class) amount of damage, they would have around 3k hp and take almost 1.5k in damage then steal back almost 2k each turn, and trivialise what should have been legitimately challenging, while the xp formula meant they would get really bad xp when other lower lvl people started paying to be power lvled it started to really get out of hand and I wont even get into certain pvp builds for other classes that just drag normal engagement into the overly tedious fights of attrition the only thing that might deflect a bit in this case is that vamp effect are semi ubiquitous but those outside of class skills that have a drain effect the others are pretty useless
OOO's buisness model means that anything that allows unlimited repeatable healing is not going to get passed. No healer class in the clockworks, no life leach, none of that.
Perhaps healing on hit could be made into a UV, but for a very very small amount of health.
And I'm not too for the idea of swords specifically dedicated to healing, but I think that will be left to OOO to decide.
Definitely a +1 to the undead and construct thingy, though.
Frostythepyro, can you reference an official statement of OOO about that or are you just stupid?
Also, there are several healing pods (or whatever their name is) in the Clockworks. They are at Terminals, in front of bosses and behind bosses, for example. So this is clearly in contrary to what you assume.
Also those weaponry would allow unlimited healing just in a few cases and those can easily be addressed by adding a cap on health you can get per monster.
I don't understand why you post non-productive trivia instead of coming up with productive ideas instead.
Same for Nekroskoma and whoever else is just wasting peoples time.
Saying that Frostythepyro has no evidence to back up his statement is perfectly justifiable.
Calling him 'stupid' because of that (and possible a few spelling errors) is argumentum ad hominem.
I know you're pretty hell-bent on us giving constructive criticism or shutting up, but do try to understand that in some cases, people can't. Sure, I know you aren't too keen on destructive criticism, but please hear those legit ones out - indirectly they may help us (or even you) think of other suggestive feedback.
And please, attack the argument, don't attack the person. I know that his argument sounded pretty "stupid", but that was just rude.
You're a game designer. You are better than this, seriously.
@Frostythepyro: Pics or it didn't happen. Or statistical evidence, for that matter.
@Nekrosoma: That was an issue of balance in that game. As Desouler mentioned, OOO can rectify imbalances in the game. Hence, patches.
@Kentard
true, they did eventually patch this mob to have better resistances and it did cut down on that scenario but the pvp leech still infuriates people though but the old focus on 1v1 in favor of 3v3 (i think been awhile) coliseum set up
the point i was trying to makes is that having the vamp effect creates balance issues, issues that may take more time away from other more important patches
though having it a bit like stealing items in some games (limited stock and only a small chance to actually take it) would make a interesting effect that would not automatically make it better then other effects, it would present an interesting choice if pressed to keep up the attack or run into danger for that heart
Did you just say "Sorry" Desouler?
...
I may have misjudged you.
_________________________________________________
But still, Nekroskoma is quite right, the balancing needed for this weapon would just take too much time off of OOO's hands from working on the other things. Can you imagine OOO holding back an update because they needed to work on how to balance this weapon?
A blood sword would be completely gimp or completely OP. There is no middle ground with that type of a weapon.
So nerfed they aren't even worth it, or so OverPowered that they break the game.
Nah, don't fear the Reaper.
@Ghret, why do you assume it would hold OOO back? They can schedule it the way they want. I don't know how they work exactly, but as a developer I know for sure you can manage things with different priorities. For example, if you use a ticket system and make it a low priority feature request, it sticks around until someone has nothing better to do; it won't hold people back from more important stuff. ... or if you use Scrum, you can put it on the Product Backlog with a very low Business Value, so the team will only work on it, when they have a gap to fill in their Sprint Backlog.
I assumed you were talking about making it top piority i.e. overriding every other project OOO had at the time. Although, if its just something for them to do when they have the spare time for it... by all means go ahead. Of course we'll have no indication of whether they're working on this or not, so that's something to consider.
@ Desouler I totally agree with you, Spiral Knights should make a sword that drains life of monsters to player!!! :) :)
@ Reane..........that is not contructive comment, it makes it seem like ur one of those people who dont even read the comments.
Usually we will know if the devs have accepted a suggestion by them posting "we will add this to the next update" if it is a simple one, or something else if it will take a while. Also I read another forum about a scythe as a weapon...well how bout we combine the two to make the "Reaper" indicated by Desouler?...might get a bit OP, but it will certainly get people to use it even when heavily nerfed. Also I hate fact that hitting undead hurts you cuz it basically makes certain parts of the game annoying for those users, how about damage penalty vs. undead and you dont heal?
@Marazo I do too read the comments. For your information I made a better one in the "Christmas Event" Suggestions
Pretty accurate here. While it would be nice having a Vampiric weapon from player perspective it would be a game breaker. Game balance would be impossible or at least really difficult for this since the game doesn't use some sort of weapon ability limit but instead a chance. Doing DoTs like Fire or stopping healing from Poison are balanced due to their ability to be countered or have drawbacks. But just draining health from foes, even from chance makes it difficult for players to really not die unless they're put in a very unlucky situation. But, suggestions are here for a reason. Please don't read any of this as hate... I get that sometimes. >.> (Possibly cause I look at things more from a dev perspective at times.)
I think OOO wants to make this a strategy game, like using your shield wisely and dodging attacks, so theres no way they are gona put life leech.
If there's no way, do you agree, I can haz your soul if they ever put this?
I doubt OOO Will put this in,
but if they did,
it would be like,
1 Unit of Health replenished per, Say 200 Damage.
This will probably never happen, but it could work if implemented right.
If it did, it would have to have some kind of drawback... like cursing the player... and it would have to only heal on the charge... After some serious balancing, it probably wouldn't be worth using.
Good suggestion Desouler! Every post you make is a blessing on this forum!
Devs have stated before that they will not implement weapons that heal or armor that regenerates HP in any way. The reason is (they did not state this part) that its obviously too easy to abuse. No matter how little is healed you can stop after every encounter and heal back to full health. If it's a vampiric weapon then the solution is just as easy, leave a healer and a regular enemy alive and just slowly refill your HP.
~Gwen
I think though that people shouldn't want for a heal weapon that didn't cost anything. Though, I feel this could be sort of implemented in maybe 2 ways:
1. Make some sort of a Love Puppy gun: This one would shoot out hearts that would heal players. The catch? The hearts come from the user itself. This way it is more of a "life transfer" than a "life heal".
2. Same as the first idea, but instead of costing hearts, it would cost Heat, but this would be hard to calculate.
For everyone who didn't read post #8 (Gwenyvier), you should do so. (Health cap per monster.)
Don't be afraid, everything can be balanced.
I could see a sword being added that adds a protective barrier upon you that builds up as you deal damage that caps at some set amount of HP.
This is purely hypothetical, but say in T3, every 4 strikes adds half a pip of protection up to a max of 3 pips. Half the damage you take goes to those protected pips while they exist. So if you take 6 damage, you only take 3 HP damage. If you take 9 damage, you take 6 HP damage, since 3 are absorbed.
This could be useful and not broken. I don't know if I would use it but I could see someone who is very defensively minded using it.
Khamsin, your idea is actually a very complicated way to extend the health bar :P
It increases your effective HP, without actually healing you. If you want a defensive sword, this is the closest thing I could see to happening realistically.
You the man Desouler! Don't let the haters bring you down! Your suggestion is awesome!
I think if people actually milk monsters, other people will get bored and kill those monsters or kick/leave them. Not sure though.
Yeah milking those wolvers is tricky when you can't get them to sit still.
Stun or freeze, then milk. You will get ice cream when you freeze them.
thats not how ice cream works, you will just get realy cold milk. Which is still a good thing mind you, but its not ice cream :( .
Since I didn't see it mentioned while skimming, I'd just like to point out something from there.
The healing pads before bosses and in Clockwork Terminals were mentioned. Now:
Do they allow infinite healing? Yes.
Without restriction? No.
A player is not able to simply retreat from a battle to the healing pads, as either 1) gates (boss floors), or 2) if was on a previous depth (Terminals). They only exist in areas that do not feature threats until continuing on, so once you are topped off, there's little point in lingering.
Thusly, although presented to you in the Clockworks, they cannot be taken advantage of as one could via weapon.
Note: The only exception to this is the type of heal pad found in Firestorm Citadel, which are practically slow, mercy pads for the 1-time-visit arena rooms.
Just wanted to state again how awesome your suggestion is Desouler! OOO get on this right now!
@Nodocchi:
If it takes away your fun of playing it, I am totally fine with it.
Also, you fail at trolling.
I would also love to see this, but considering how tightly OOO balances health, I doubt that it could be made fair. Remember, if you die, you theoretically have to spend energy to revive, which disincentivizes them from giving extra options to heal up.
It would have to be along the lines of a slow sword (Normal damage sealed sword upgrade?) where, if the second swing kills the enemy, it heals the user for 1 pip. The requirement to only work on the second swing, and have to kill the enemy, should keep the drop rate low, while still providing some benefit. Probably have to add a random chance in there as well, so you can't slaughter a bunch of minislimes and go to full health.
@Desouler
Doing great bud! Don't let what other people say bring you down! Believe in yourself!
There is nothing to discuss. You fail. End of the story.
You are right, I will no longer be posting in this thread. I have no wish to pick on the mentally disabled. In fact, I admire your strength in the face of adversity and wish you all the best in your future endeavors. I am sorry for my comments before, as I was not aware of your condition. All the best to you Desouler, you must have had a hard life up to now but I am not the kind of person that would make it even harder for you. I wish in the future you might find it in your heart to forgive me and we might even be friends.
I have edited all my previous posts and removed all negative remarks.
Desouler, you don't really understand terms like "conversation" and "debate", do you? Nodocchi had some valid points. "Trolling" is...not actually the same thing as "disagreeing." That's why we have different words for them!
Three Rings have stated repeatedly that they're not putting healing items or weapons in. It's not a form of party support they're interested in, and it futzes with their business model by reducing energy consumption. You're right that there's nothing to discuss, I suppose, but it's because healing items and weapons have been pre-emptively vetoed by the developers, not because you're such a tremendous jackass.
Maybe they should make a new class of swords in this category: one charge swords. On each level, you can only preform a charge attack once, but it is very powerful {healing you, exploding like a bomb, etc}. Their damage is ordinarily lower than a regular sword but the charge attack is worth it.
Alternitively, they could always make a sword that increases health.
Ok, read through all now. Andddddd as I said originally... Devs have stated before that they will not implement weapons that heal or armor that regenerates HP in any way. With a citation of my source this time.
As for #8, you might be able to put a cap on it, but it would probably be rather hard to code, and as the devs have stated they're not going to be doing any "skill/weapon/anything that can reliably and repeatably heal"... so it's a moot point. I'm not being an ass, just telling what has been said by the devs.
~Gwen
Gwen, I don't think what "the devs have stated before" is important. Don't tell me you never changed your mind. So what good is this information? ... and more importantly, what good is it to posting it over and over into different threads?
Also, it's different.
Oh and btw, I can't believe how closed minded people are. It totally reminds me of those times where they killed everyone who suggested the earth may not exactly be flat. They are like "Oh, a new suggestion. Let's find reasons why it can't be made." I am used to open minded, intelligent people, but in here most people are frustrated trolls. I don't understand why they waste their time writing huge totally irrelevant posts. They could do so many helpful things in the very same time.
Seriously? You don't think what the devs have stated, especially the dev that talks the most on the forums, is important?
You have several intelligent, open minded people replying to this topic: Khamsim, Effrul, others that post in suggestions regularly giving positive and negative feedback to ideas. Other then Heavy-Duty and Milkman goofing around I don't see any actual trolls, just people giving negative feedback to your idea for various reasons. Nodocchi might have, but seeing as his posts have been edited I can't tell.
And like Nodocchi I'm done with this topic. You've been told what the devs told us, do what you will with the info.
~Gwen
That seems like it could get overpowered pretty quickly, especially since every boss except Snarby summons minions of some sort