We have lots of variety in swords, so much so that making a new line or a new kind of sword would take too much time and not add enough to the game. So what if we added a kind of item that worked like accessorys? A weapon mod if you will. These would change how the weapon attacks and (possibly) the damage and/or effects. These could be attached by (Lets say for entertainment purposes ;) an In-training blacksmith in the bazzar. Now, as to obtaining them, I think that some of the basic ones should be available for sale, for a price. While the more fun, game changing ones should only be obtainable with something challenging to get to, like using a 50-100 token pile of hard work in a special alchemy machine after a normal boss. But the Mods you can make are dependent on which boss you beat e.g. the Mods that can be bought can be made with a TON of Snarby tokens and a Tiny amount of CE after beating him. So a Minor Ele Mod would take 50 Snarby tokens and 50 CE.
Some ideas for the mods:
Simple Mods
Minor Elemental Mod
Changes 25% of the damage from the weapon to Elemental damage
Minor Shadow Mod
Changes 25% of the damage from the weapon to Shadow damage
Minor Pierce ModChanges 25% of the damage from the weapon to Piercing damage
Weight Mod
Adds a 10% chance to Stun
Frigid Mod
Adds a 10% chance to freeze
The second suggestion I have is guns. Right now we have hand guns. That's it. Gunners are crying out for some diversity! I would LOVE to suggest an entirely new tab for your arsenal: Machine Guns. Or Automatic Guns. Or Assault Rifles. But I personally like the idea of Machine Guns, because, well, where are we? I do like the balancing you already have with guns, the low damage, low death. I would like to have Machine Guns do a little bit more damage, but with a drawback to how vulnerable you are.
And so, the Machine Gun:
-Should have a bigger clip than even the Antigua, because they can hold more ammo anyways.
-The fire rate is full Auto, with a minimum of three shots. Every time you fire a round you get pushed back a small amount and every time you stop firing you must reload, causing you to not move until the reload animation is finished.
-The accuracy should be horrible even with auto aim on because they do a bit more Damage than the Antigua.
-The speed and size of the rounds should be about the same as the Antigua's
-All you need to add for the animation is the Gun hanging on a shoulder strap, in the front, bouncing back and forth as you run.
-Could use the shoulder strap for Shotguns
-Heh, you could even just call it big guns and say that anything that takes two hands to fire is in it ;)
CHANGELOG
(The first idea, but it was scrapped due to Frostythepyro being awesome! ;)
So, I've been playing this game for some time and I would like to make a couple of suggestions.
We, at the moment, have three different types of weapons. with swords being the most popular due to the massive amounts of damage they do. Of the swords, there are three distinct types: Slow swords, Medium swords, and Fast swords. These are all swung using one hand. The first suggestion I would like to make is the addition of Two-handed swords. Wait! before you hit the back button, listen. I am going to prove that its not either you would have to drop the shield, making you almost defenseless, or that keeping the shield would make it overpowered. You can keep the shield and basic animations, and still make a sword that adds a layer of game play and depth.
On the OOO side, making a new animation just for a couple of swords is a pain in the butt! So, what I believe should happen is such:
-Very first, Two-handed WILL do more damage than the Leviathan, no doubt.
-Very, very slow attack animations, at least for the last one. Also, if you only use the first blow, the animation extends its self so you cant spam the first hit.
-All two handed weapons should have a movement speed decrease low at least. Because if you're holding a Two-handed weapon while running, it's going to slow you down.
-Now as to the animation and such, the swords should be a bit longer than the Troika and you can easily use normal sword running animations, your just slower running.
-Also kind of in the animation department, and what makes two handed different from other swords it the attack animations. I have noticed some complaints about the Spur line's poor shielding time; what I think you have done there is make the part of the animation that deals damage earlier than the other swords. So you can have a longer attack animation with the damage frames early, to leave the later ones open to being attacked.
-You could use the standing handgun animation and modify it for the running animation, 'cause, lets face it, having a huge sword over your shoulder is awesome!
-The hit combo's should be two hits, focused on one foe, due to having massive damage. (Because swinging a hunk of metal on a handle is going to hurt) Try two forward smashes, similar to a Troika's charge. (Man, i'm taking a lot from the Troika :/ ) One square forward and a vertical smash (2.5 by 1 hit box) followed by a step past the blade to swing it over your head. The second hit causing a small AoE off to the side. (Total hit box of 3 by .5 off the side of the blade)
-Another swing pattern would be (With 0° being the front of the knight) from 145° to 0° and the second a mirror on the other side, lunging on both.
-Having a lunge on every strike and a long shielding time makes this weapon very hard to use as you will be vulnerable for a long time, more if you only hit one or two foes in a mob.
-Charge attacks should make you move slow (With the movement speed decrease it may work to just put it at 50%) and take longer than Gran Faust.
-Using the above the Winmillion will still be the middle ground between swords and guns. (Which I assume is what its supposed to be ;)
-Will make a HUGE Energy, Crown, and Mat sink. Seeing as all swordsman (Or most) want gigantic chunks cleaved out of their foes all at once. And just think of all the Ragecrafters :3
-You can use the shield hand for attacks seeing as it seems to be free, the shield is on the arm and all :D
I'm sorry if this is a bit hard to read, feel free to ask for clarifications. I would also Love to get constructive criticism to help improve this.
Thanks for reading!
~The Voice Of Seimei No Ki
well there is an auto gun but it makes you very vulnrable while attacking.if you are to shoot a machine gun its gotta have some kick so as you shoot it maybe you move back?other wise its pretty powerful much more than the auto gun lets face it that would get rid of some guns if it does not move you back when you shoot. it give you vulnrability to trap fire for too long and hit spikes and you stop firing and take damage every time you stop firing you should have to reload other wise its reload will be abused so that you never have to.