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New Bomb: Pulse Bomb

3 Antworten [Letzter Beitrag]
Fr, 01/13/2012 - 04:34
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Renpartycat

Damaged Explosive:
- Two-Star weapon
- Must be purchased by Brinks with boss tokens dropped by King Tinkinzar.
- Normal Damage
- Description: A badly damaged bomb found in a Deconstruction Zone. It seems to be emitting some bizarre energy...

Pulse Bomb:
- Three-Star Weapon
- Normal Damage
- Description: A versatile bomb that emits multiple waves of energy before exploding.

Blessed Pulse Bomb (Path 1)
- Four-Star Weapon
- Elemental Damage
- Damage Bonus VS Undead: High
- Description: Prismatech Labs modified a pulse bomb to use Elemental energy. But in the process, something caused this bomb to give off a holy aura.

Justice (Path 1)
- Five-Star Weapon
- Elemental Damage
- Damage Bonus VS Undead: High
- Damage Bonus VS Fiend: High
- Description: An incredible pulse bomb blessed with the power to purge evil. The soul of an ancient hero lies within this weapon.

Cursed Pulse Bomb (Path 2)
- Four-Star Weapon
- Shadow Damage
- Damage Bonus VS Gremlin: High
- Description: Shadowtech Labs modified a pulse bomb to use Shadow energy. But in the process, something caused this bomb to give off an evil aura.

Chaos (Path 2)
- Five-Star Weapon
- Shadow Damage
- Damage Bonus VS Gremlin: High
- Damage Bonus VS Beast: High
- Description: A horrifying bomb filled with pure darkness. The soul of an ancient evil lies within this weapon.

Weapon Mechanics and Balance:
The Pulse Bomb will emit three pulse waves that damage enemies, followed up by an explosion that knocks them back. The pulses are weaker than the explosion. The damage bonuses compensate for it's low DPS compared to Nitronome. Another factor in it's balance is that Justice and Chaos are the only damage-based bombs that deal Elemental and Shadow damage. While Shadow and Elemental damage have their advantages and disadvantages, they won't make other bombs look useless. They're good bombs, but they won't surpass the versatility of Nitronome due to it's Normal Damage, and they won't outclass the support bombs because the haze bombs are status-based, and the Vortex bombs have the utility of sucking multiple enemies in one area, allowing knights to safely damage many enemies at once. The Damaged Explosive is just a weak blast bomb, similar to how the Sealed Sword is a weak heavy sword, and how the Antigua is a weak gun. (I'm not trying to say the Sealed Sword and Antigua lines suck, I'm just saying that they're fairly weak and not too useful compared to other weapons before they evolve into Avenger/Faust/Silversix/Blackhawk and their 5-Star versions.)

Comments and criticism, anyone?

Suggestions or changes for the bombs, posted ITT:
- Lower the damage bonuses
- Remove the explosion

Fr, 01/13/2012 - 04:42
#1
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Darkbrady
RSS = solves all your

RSS = solves all your elemental needs and already has fiend:high on it.
Graviton = Solves all your shadow needs and compacts enemies to make combat easier.
(and before you go all "but vortex don't do damage" read: http://forums.spiralknights.com/en/node/40149 )

Having two family:high bonuses is a bit (very big bit) unfair/imba.

Short of that, having a bomb that works based on multiple weak rad blasts is a nice idea, actually. I don't think the KB 'splosion at the end is neccesarry, considering that KB is the job of master blast bombs, but allowing multiple non-KB blasts will work in a similar fasghion to DBB, and let you catch mobs that weren't originally in the rad in a similar way to haze bombs.

Fr, 01/13/2012 - 04:55
#2
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Renpartycat
@Darkbrady

I get what you're saying here, but you'll have to consider the fact that the bombs I've come up with have low DPS compared to the other damage-based bombs. I'm not trying to turn the pulse bomb into a jack of all trades, but I see what you're getting at. While my ideas do have great potential, I might have messed up and made them look a bit unorthodox.

But maybe it would be better if the bomb was pure pulse. It might make the bomb more useful, as if the bombs kept pulsing instead of knocking enemies back, it would be a good AoE bomb, basically a bomb that specializes in offense AND support, it could probably cancel enemy attacks due to the constant pulsing. Other than that, we can lower the bonuses to medium. It still won't be as powerful and versatile as Nitronome, but it's still a good bomb with an interesting concept.

Fr, 01/13/2012 - 05:05
#3
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Darkbrady
Well that's basically what

Well that's basically what I'm sayin', yeah. Drop the main explosion at the end, and let each of the 3 pulses be about 1/4~1/3 as powerful as a regular blast bomb. Don't give them a knockback, jsut let them deal the damage in the regular way (similar to DBB, with a knockdown or at least interrupt) per wave. If the three pulses were, say about half a second apart, it would last roughly as long as haze bombs, thus allowing new mobs to enter the rad and get hit for a pulse or two; while also leaving the double edge that they can leave the rad and avoid further damage. It'd make it for its shortcomings simply by being able to be placed in the middle of a room and left alone, similar to haze bombs, but instead of just dealing status, will let itself drop some damage. Not as much as a blast, but enough to keep the mobs dropping.

Definitely would need to drop the bonuses to med ifyou wanted two of them.

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