K, plz give this post a chance before you say "Oh, it's earth's post so i'll just ignore it."
So, every type of weapon has a "killer move" that you can activate with a certain key (whatever you choose).
To activate your killer move, you need to spend half a level from that certain weapon and give up a killer bead.
To get a killer bead, you need to have killed 250 monsters with that weapon. (Note: beads don't carry over from other runs, but stays if your doing the same run).
So, here are the killer moves (Note, you can't use them in LD):
Sword: Makes your sword 2.5 times bigger for 3.5min. This will increase your range with your sword (will not make impacts from hammer or brandish charge bigger).
Gun: Fires it's charge attack in 3 different directions. (20 degrees different in every charge).
Bomb: Instantly places a star shaped bomb pattern (5 bombs).
Is this OP? any suggestions?
Killer Moves
You have to give up half a level on the weapon and kill 250 monsters with that exact weapon.
but firing 3x Blitz charges would be OP. Come to think of it, firing a single Blitz charge would be OP, too.
"Note: beads don't carry over from other runs, but stays if your doing the same run)."
Once I read that, the first thought that came to my mind was a game called "Elsword".
As for my opinoin, how would this work if you have auto target?
auto target would act as normal.
the bead idea is from Elsword, but OOO can do something else like swords
'To activate your killer move, you need to spend half a level from that certain weapon and give up a killer bead."
Would these "killer moves" be stronger depending on the level of your weapon? And would you lose if say you had two or whatever the max would be? (like in Elsword, you would lose all your current beads from one awakening) because when you typed "give up a killer bead" I thought you had one in stock.all of your current beads
1. In what way are pets complicated?
2. Killer moves... Like an excessive version of charge attacks? ._.
-8999
@Apophis-Set-Two 1: There are 3 types, 1 is a attacker, 1 is a guardain/healer, the other debuffs. It complicates the game.
2. no, it's what I said.
@Qwote no, like I said Sword: Makes your sword 2.5 times bigger for 3.5min. This will increase your range with your sword (will not make impacts from hammer or brandish charge bigger).
Gun: Fires it's charge attack in 3 different directions. (20 degrees different in every charge).
Bomb: Instantly places a star shaped bomb pattern (5 bombs).
That doesn't work because unless u killed 250 monsters with both vortex and blitz, u couldn't combine their killer moves
Oh hay, earth making a suggestion that would just break the game or never actually get to be used by players unless they grind a mob spawner.
This totally seems like something that should be added, just think of all the times a single player kills over 250 mobs in a level. I can think of like 3, compounds, arenas, and maybe boss levels.
-1
about 1k facepalms
Your beads and kills stay from the last level as long as you didn't break your run.
I said that earlier
The question is: why? Why would we need this? What's the point? Gettin buffs for a run... So? I do perfectly fine without this. If you really need this "killer attack" then it's doubtful you will be in a run composing of 250+ mobs. Also, simple way to exploit: place totem in vana. Kill slags with blitz, they heal. Repeat till 250.
1 attacker, 1 guardian/healer, 1 debuffer. 3 different things. Like swords, guns, and bombs? Would you call those complicated? Or piercing-shadow-elemental? If you really find 3 different things confusing and complicated, how do you manage in life? Eating fruits, veggies, AND meat? 3 different things? HOW? Mind=BLOWN
I realize I may be overusing this quote now, but it definitely applies in this situation... And I love quoting :3
"The third story window is now open. You can go willingly or by force."
250 kills is a pathetic measurement, let me just kill all the minis then use my killer move on vanaduke.
Besides, it would sound illogical that you weapon will get bigger and stronger all of a sudden.
I was also hoping that as we get stronger, monsters will too. A sort of equilibrium.
minis, menders, totems, T1 farming, AH scuttlebots.....
How about using Heat, or a similar new collectable point dropped by enemies? That way you can customize it further (minis and revived enemies don't drop heat twice) and you can make it so the stronger the enemy, the more points you get. Also everyone in the party would get it, so bombers have a chance and no one kill-steals :P
This still seems like that first video I linked.
The Koei franchises uses a special attack action called musou.
"Musou is an umbrella term for an attack that can be used by playable characters and generic officers. They are automated attack sequences which vary on the character. . . The musou bar is located underneath the health bar and can be filled as a character fights (either hitting foes or by taking damage)." Pickups from defeated enemies could instantly fill the gauge. The later sequels allowed characters to stock up on up to three gauges.
Now what you're saying is instead of giving damage, it's about getting kills, right?
Oh, it's earth's post so i'll just ignore it.
No, really it's OP, unbalanced, hasty and unnecessary.