- Sword idea #1: Sword's attack power is a multiple of the inverse of your health remaining percent.
Example: You have full health. 100% = 1. 1^-1 = 1. Sword attack = 1x = x. Sword attack remains at the same level.
Example: You have half health. 50% = .5. .5^-1 = 2. Sword attack = 2x. Sword attack has now doubled.
Example: You have a quarter health left. 25% = .25. .25^-1 = 4. Sword attack = 4x. Sword attack has now quadrupled.
Rationale: This might make more people take risks in order to get "massive damage numbers". However, because you would try to remain at a lower health in order to take advantage of the damage bonus, you can also die more easily.
- Sword idea #2: A charged attack that takes a while to charge, but drains health on a successful hit (percentage of damage done). Enemy gets stronger.
- Sword idea #3: Pulsing Falchion of Chaos
Normal attacks: create breakable walls in the arc of the sword swing (any attack or projectile will destroy them)
Charge attack: Causes stuff to happen based on the probability of the following table. Positive effects will be denoted by a +, while negative effects will be denoted by a -. Positive effects are more likely to happen.Very Rare
+Instakill (does not work on bosses).
+Heal yourself for a couple bars of health (maybe percent based?)
-Stuns self for a period of time that increases as your health gets lower.
-Recoil! Deal 10% of your remaining health in a 360 arc around you. Everything, including yourself, is affected.Rare
+Massive cloud of one of the following status effects: fire, freeze, shock, poison. Does not effect allies.
+Giant earthquake that inflicts stun in a 360 arc around you. Does not effect allies.
-Curses self for a period of time that increases as health gets lower.
-Buffs nearby foes with nasty stuff.Uncommon
+Bubble forms around you that not only absorbs a certain amount of damage, but also deals a certain amount of damage to melee attackers.
+/- Items are locked for a time, but for the duration of the effect, no new status effects can be acquired
+/- Enrages nearby enemies to focus their efforts solely on killing you. (may result in teabagging)
Maybe you can combine #1 and #2 as well?
If things die before they have a chance to hit you, how is that balancing gameplay?
It would just make swords the new thing, everybody would run around with gear that just gives the maximum amount of Normal Resistance and a shield that resists Fire.
I would much rather see monsters become smarter than swords do quadruple damage when you have low health.