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5th damage type and 4th weapon class

6 replies [Last post]
Sun, 07/08/2012 - 04:29
Isaac-Shepard's picture
Isaac-Shepard

its fairly obvious that each of the crystals seen all levels of the game represent a different damage type. red: normal, yellow: piercing, purple: shadow, green: elemental. the only one that has no damage type is blue. i figure the fifth damage type could be something that deals light damage (as an opposite of shadow). this will also give OOO a chance to revamp sleep vials (since no one likes them anyway) change the sleep vials to enemy confusion (since the enemy will 'see the light') causing enemies affected to become a temporary ally.

also, the fourth weapon class. two thoughts went through my head on this one: ranged explosives, or a healing ability. since we already have bombs in the game, i guess ranged explosives can go by the wayside. the bigger problem is being able to keep people alive while fighting. i cannot provide a description of what healing items should look like, but i figure it would work on a charge like bombs do. while some reading this may feel that capsules would become obsolete or an item of non-use. i would have to disagree. maintaining health can be very hard, even with the right armor for the foe, so this provides a buffer of sorts if you run out of capsules. the big issue here though is how this would affect resurrecting allies. i will leave that to you to discuss.

Sun, 07/08/2012 - 05:23
#1
Coneykrab's picture
Coneykrab
Err.. No.

Sure, the Purple Dark Matter crystal can be tied to Shadow damage, but here's the description for the yellow one.

"A fabled mineral of a radiant, golden color said to contain the faith, wisdom, and zeal of the life surrounding it. Small pieces of Luminite called Light Shards are used in crafting." Yeah, that sounds like piercing. All toothpick users do is slash around anyway. ;D

And then here's the green one.

"A fabled mineral of a vibrant green color said to contain the essence of all natural life. Small pieces of Valestone called Green Shards are used in crafting. " All natural life? Yeah, Gremlins, their war machines, and constructs are pretty natural.

Ranged explosives undermine bombs. Healing will NEVER be happening (I think the devs stated it once). Light Damage would screw up the cycle, either causing a need for it to be revamped, or pinning TWO weaknesses against the Undead and Fiend families. Besides, we have elemental damage.

Sun, 07/08/2012 - 08:28
#2
Luguiru's picture
Luguiru
Derp

I started with low expectations, then they went lower and lower until the end.

The proposed damage type and status made me shed a single tear. I never thought someone would be so generic, unimaginative, and overpowered with complete disregard for how the game works. It feels like someone dropped a giant fecal load on my screen and I am at a loss for words. It may not be the worst pile of waste to have existed, but it certainly sits amongst them. The weapons are equally horrible. Complete disregard of the sanctified separation of guns and bombs, then healing weapons; the feces rots further. I hope you feel satisfied. I feel ashamed for even looking at this thread.

Sun, 07/08/2012 - 08:47
#3
Doctorspacebar's picture
Doctorspacebar
SUNSHAAAAAAAAARDS

Relax, Lug. Guy is probably a newbie.

Isaac, we already have sources that deal 'light' damage in this game: the Avenger/Divine Avenger and the Silversix/Argent Peacemaker. They have already been classed under 'Elemental'. Adding a fourth damage type would make things difficult for the developers; they'd have to find a way to pull four new monster types out of nowhere. Confusion has also been suggested, but would more likely come from Shadow-damage sources; the Acheron has been known to drive knights insane, as shown in its description. Plus, it would be tough to implement Confusion. However, I am not opposed to new Light-based weapons that are classified under Elemental with the rest; in fact, I think we're due for a Monty Python reference. "The Holy Hand Grenade of Antioch" would work as the Elemental Damage bomb we've been waiting for.

Ranged explosives are already here. They're called Catalyzers and Pulsars. You get them from IMF tokens. Pulsars are effective, and in Lockdown, are incredibly annoying. (STUPID SHOCK RUINING EVERYTHING!) Healing items have already been discussed, and we have confirmed that any healing you could bring from outside the Clockworks would make things way too easy. Way, way, way too easy.

Sun, 07/08/2012 - 11:07
#4
Little-Juances's picture
Little-Juances
--

The game has 6 monster families and 3 forms of special damage (normal is normal).

It's balanced in such a way that there are 2 monsters resistant to each type and 2 weak to each type, with the remaining 2 being neutral.

And of course, for each damage there are 2 families dealing it.

Adding a 'fifth' type would break the equilibrium.

Sun, 07/08/2012 - 14:31
#5
Tersakaff's picture
Tersakaff

Lug is so funny.

And no, sorry honk.

Sun, 07/08/2012 - 20:18
#6
Coitara
In game conversation reveals

In game conversation reveals that the crystals do not correspond to damage types; when the player-avatar tries to suggest this in one of the mission-dialogues, the idea is shot down before the thought is even fulling presented. Yes, heaven forbid dialogue in game actually expounds about game mechanics — or that it gets read.

The crystal colors correspond to gate themes (hence dumping them into a vat to create gates) and the status effects (which some manifest themselves via gate theming)

A table can be seen here: http://wiki.spiralknights.com/Gate_construction

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