This is forum is directed to the lack of shadow weapons in the game. Out of all 5* weapons, there are 5 Elemental Swords, 5 Elemental Guns 6 Elemental Bombs, 4 Piercing Swords, 5 piercing guns (Antigua series is ultimately piercing), and 3 tier 3 bombs. In the shadow realm, there are 2 shadow swords, 2 shadow guns, and 1 shadow bomb. With the addition of the shadow lair especially, there is a legitimate use for more shadow weapons (ice queen). This post is only to bring attention to the lack of shadow weapons compared to other damage types. If interested, the next post will suggest a few additional shadow weapons.
Shadow weapons
There are three shadow gun lines:
Blackhawk/Sentenza
Shadowtech Alchemers
Toxic Catalyzer
I think that is actually a pretty good range of guns. The two swords are significantly different from each other in terms of play-style (unlike the four piercing swords and three elemental brandishes). I'm not a fan of the shadow bomb personally, but it used to be the only vortex bomb which made it interesting to play with even if it wasn't my favorite.
There is certainly room for more shadow weaponry, but it isn't as huge a hole to fill as implied in the opening post.
Honestly I think the bigger problem is shadow armor. There is no shadow armor in the tier 2 range (2-4* with normal defense) that doesn't also make you fire-weak. More variety there (give skelly a different weakness than angelic) would be useful.
Eh, I would say Sentenza is mor piercing, since it is more effective on wolvers than jellies. I see where you are coming from though. I was focused on weapons, but shadow armor dies seem like another category worth looking at.
BTW, I'm open to any and all suggestions for shadow armor, weapons, or anything shadow related.
Think about it, though. Do you really NEED more shadow weps? We have a three swing sword, a two swing sword, three shadow guns, and a bomb. I'm inclined to agree that a pure shadow damage bomb would be nice, but other than that I don't think it's necessary to add anything else.
At the very least, have a shadow bomb with the same mechanics at the Nitronome. There is the DBB, Nitronome, and other normal DMG bombs. Here's a quick overview:
5*
Name: Nightshine ( not easy to come up with names)
Effects: Same DMG table as DBB, but with respective strengths and weaknesses.
Look: Explosion has either a skull or owl show in a similar fashion as the snarby in DBB.
Once again, this thread is open to anyideas for any shadow weapon or armor. I think seeing gran Faust everywhere gets kind of boring after a while.
PS: If my grammar and/or spelling is off, blame it on crappy touch screen mechanics.
I was sort of hoping additional shadow weapons would influence the addition of, say, a gremlin boss, or more jelly levels. There are tons of construct and undead levels already. I just think it would be nice to see something other than Vog cub, DA, AP, Polaris, and shivermist. Since the only end game boss is practically immune to shadow DMG, then the demand for shadow weapons goes down. Addition of more jelly/gremlin levels (other than deconstruction zone) would add to the variety of the game, and increase demand for new shadow equipment. This would put shadow weapons to use in cases other than JK, or run, GF, and escape in lockdown.
i agree. we should have some shadow variety. everyone has faust/gran faust. plus with the new shadow stuff, OOOmight make a gremlin boss or something like Slayzz said above. then we could fight king T. and the crimson order XD
I want more shadow weapons as much as the next guy, but. . .
yeah.
I want shadow weapons. Another shadow bomb that actually deals pure DPS, not that weird sucking thing. Good crowd control, but not my style. Nightblade is by far my favourite weapon: aesthetically pwnage, awesome speed compared to GF, good DPS and it murders Jellies and Gremlins.
I have two major weapon problems right now: no good spur upgrades and not much choice of shadow weapons.
A SHADOW SPUR GUYS!!!!
Might've been already mentioned, but I just love the weapon so much, it was my first 2* weapon.
SHADOW SPUR PLZ!!!
I'm still waiting for a bomb like the "Nightshine" to appear. (An elemental version would be great too since the existing Elemental bombs aren't used for damage unlike Nitro/DBB.)
To add to its uniqueness, maybe the explosion will suck in mobs on the initial explosion instead of knocking them back. Since Nitro does knockback and DBB does knockdown, Nightshine could do knock-in. This would provide a new attack pattern for bombers and help distinguish the bomb from the existing bomb lines.
I KNOW ADD A SHADOW SHOTGUN!
Basic attack: Fires a spread of 5 pellets with weak damage (Like Snarby charge). Knockback if 4 shots hit, more knockback if 5 shots hits. 2 Shot magazine.
Charged attack: Fires a spread of 5 (2# & 3*) 6 (4*) or 7 (5*) bullets (~1.5x damage) that each have high knockback
"Buckshot" Line
2* Buckshot
3* Heavyshot
4* Darkshot (Here it starts doing shadow damage)
5* Voidshot
First off, I think the venom veiled should do shadow damage. It just seems more fitting (based off of biohazard's effects).
Heres the new weapon ideas:
1) Swords 5* (all)
- Name: Umbra Striker
Look: Same as tier 3 phantom sword
Effects: Split shadow/normal DMG, with damage bars same as winmillion. (If it were same as striker, than it would be a GF striker pretty much)
Basic Attack: Same as DVS
Charge attack: Same as DVS
- Name: Dark Razor
Look: Same as Arc Razor, but with a shadow-like aura around the blade.
Effects: Shadow DMG (Bars 1/2 block lower than Acheron)
Basic attack: 3 swings, same as arc razor
Charge attack: Knight spins in a circle, releasing 16 moderately strong shadow projectiles (same look and size as shadowtech Alchemer mk II bullets, Same formation as crystal bomb (Range of projectiles same as super blast bomb radius, and twice as many projectiles as crystal bomb.)) DMG vs slimes (depth 16) = 25 per bullet.
2) Guns 5*
-name: Shadow Tempest
Look: Same as Master blaster, except dark blue in color, with darkness swirling at the tip about the size of catalyzer bullet.
Effects: Pure Shadow damage, with DMG bar 3/4 size of volcanic pepperbox.
Basic Attack: Constant beam of shadow energy, with a slight chance of causing moderate fire with each hit. (Beam same as that of. Roarmy lasers (but black), range of 10 blocks, hit rate same as roarmy lasers. Attack incapable of interrupting enemy
Charge attack: Knight pauses for 1 second, then unleashed a powerful beam of dark energy (range of 12 blocks, width of 2 blocks). Beam lasts for 3 seconds, and hits 2 times per second. Each hit good chance for mod. fire
-- charge drawbacks:
Charge time (no CTR: 10 seconds)
Slight chance of setting user on minor fire
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