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Theoretical ideas for balancing armor via dashing perks

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dim, 04/23/2017 - 11:06
Portrait de Slyqouta
Slyqouta

As the title says this forum is about ideas for fixing/balancing armor by having additional effects via dashing, (it would be bashing too, but that might not blend well with LD).

_please post your ideas and critiques, and thank you for your time

KEY
-piece: one piece of armor equipped
-Full: the complete set equipped
-CTR: charge time reduction
-ASI: attack speed increase
-med: medium

-cobalt/azure line: after dashing it buffs the players speed, attack, and defense,lasts 4-6 seconds (2-3 seconds per piece)-(its supposed to be an all round set with some bad base stats)
-------------------------------------------------------------SHADOW LAIR ARMOR-----------------------------------------------------------------------------------
-almirian crusader: Full set: cures status effects, and single piece cuts the status time in half (maybe even cure those around them). (its supposed to be the purity of the armor and their people)

-arcane salamander:Full set: invisibility for 4 seconds and cuts shield bar by 1/2, one piece invisibility for 2 seconds cuts shield by 1/2 or 1/4 (and so that mysterious power is formed, the bash or dash was going to inflict a random status, but this was just a thought)-( at some point it was going to break the shield if you dash)

- ice queen: Full: defense boost 20%, if frozen, it boosts attack and defense by an additional 30% (bash was going to ice ice mist)

-mercurial bomb: Full: speed boost 30%, bomb CTR med. piece: speed boost 15% bomb CTR low standard

-heavenly iron: Full: on dashing regain 1/2 or 3/4 of shield bar, piece: 1/4 or 1/2 of shield recovered. (as to bash-dash-bash combo, or a chance to stay invisible if mixed with the arcane salamander)

-snarbolax: Full: sword attack up 20% for 4 seconds piece:sword attack up 20% 2 seconds

------------------------------------------------------------------ DEFENSIVE ARMOR-----------------------------------------------------------------------------------
-magic/grey feather-skelly- jelly sets:Full set: boosts defense by 35% for 4 seconds, single piece 2 seconds (Objectively defensive set)

-iron might: Full set: speed down 20% 4 seconds defense boost 40% for 6 seconds, single piece: defense up for 3 seconds speed down 2 seconds (its heavy armor.

-volcanic plate:Full set: speed down 15% 3 seconds, defense boost 20% for 4 seconds, shield recover charge up, CTR low 2 seconds, single piece, the same but half the time. ( was going to be increased bash damage)

-Ancient plate: Full : defense up 90% speed down 70% and attack speed down very high for 3 seconds. piece: defense up 45% speed down 35% and attack speed down med, the idea being to basically bunker down for a moment. (should it be less drastic?

-----------------------------------------------------------------------SPEED ARMOR-----------------------------------------------------------------------------------
-Black kat: Full: speed up 80% 2 seconds, attack up 15% 2 seconds, speed down 40% defense down 30% 4 seconds, single piece :speed/attack up 1 second, speed/defense down 2 seconds, (is this too little? was attack too much, the idea was kats go really fast, attack and then are vulnerable. possible small chance of getting curse.)

-kat variants: Full:speed up 40% 2 seconds, speed/defense down 20% 4 seconds, CTR med in their respective weapons, piece ,half the time.

-mercurial slime: Full set:speed boost by 35% for 5-6 seconds, single piece 1-3 seconds (gotta be fast, (fastly))-(dash was going to extra long)

-------------------------------------------------------------------------ATTACK ARMOR----------------------------------------------------------------------------------
-wolver/skulver line: Full:15% sword attack up, 5% speed up for 4-6 seconds. piece: half the time.

-Vog: Full: sword ASI med ( so it can naturally reach ASI very high) 5% defense boost for 6 seconds, piece: half the time

-Chaos: Full: a slight chance to drop a buff orb(5%), break down shield by 1/3 or 2/3(40%), and mostly a random status such as fire,poison, shock, ice. piece(55%) (this was difficult due to the massive damage, perhaps the status was too much.... maybe just debuffs)

-Mad bomber: Full: upon dashing drop 8-10 medium bombs that have a rare chance to deal a status, or are of random type(gravity, shard, normal etc.)
piece, drop 4-5 bombs on dashing.(think gremlin bomber)-(bash was going to be a multi catalyzer bash)

-gunner update armors: Full: gun ASI med and attack up 10% for 4 seconds, piece: gun ASI low, attack up 5% for 2 seconds. (this NEEDS improvement as not to be OP/Heavily open to suggestion)

-gunslinger line: (I have no idea/ heavily open to suggestion)

-Nameless/justifier sets: Full : gun ASI med and 20% speed boost for 6 seconds. piece: gun ASI low and 10% speed boost

-Shadowsun: Full: gun damage boost med and ASI med for 6 seconds. piece: gun damage low ASI low

-Bombastic: Full: drops 4 bombs, and bomb damage increase med for 6 seconds, piece drops 2 bombs bomb damage increase low for 3 seconds. (maybe the bombs should be non-knock back gravity charges as to give the player time to charge their bombs.

-Volcanic bomb: Full: CTR med for 4 seconds piece: CTR low for 4 seconds.(I'm not sure)

---------------------------------------------------------UTILITY ARMOR(its going to be weird)-------------------------------------------------------------------------

-SALAMANDER line: Full: summons a tier 3 friendly oil slime that deals normal damage and dies in 14 seconds(you can kill it but it cant hurt you), upon killing the slime or being on fire you get a defense 40% buff for 7 seconds(that goes for random oil slimes as well),- piece the slime is tier 2 and lasts 7 seconds and the slime killing buff is only a 20% buff

-chroma set: Full: like the salamander(but to a weaker extent) set summons a friendly lichen(which can turn other lichens friendly via fusing, and then its damage would be normal) and when dashing into an enemy it does weak poison or fire.--(as not to drop them into a mechanic newer players didn't ask for)

-Virulisk line: the slime is the same deal as the Salamander(but poison, and no killing buff), and when the player dashes it leaves a cloud that causes a defense drop on enemies that are in it, (it was going to be a dash to drop enemy poison resistance and then poison them)

-Vita suit: leaves a cloud that stimulates shield re gen (like the battle sprite)-(was going to be a heart attack bash attack)

-silver mail line: creates 4 slow moving attacks are left behind the user that are aimed in 4 directions. and is launched 1-2 seconds after the dash that does extra against undead and fiend (think divine avenger),-( 4 star only sends one)

-Fallen set: much like the salamander slimes but with devilites, the regular devilites(70%) attack, the pitbosses(5%) are rare and give buffs but can turn the common(and your own) devilites against you, the yesmen(25%) do as they regularly do and give a defense buff, they are extra weak to compensate the debuff--piece: it might not summon anything.( to rule those beneath, and to be guided by them.)

-Valkyrie line:Full: this is the other side, it does the 3 star remnant can does a similar move the sealed swords charge attack and only devilites appear. the 4 star can summon yesman at a 33% rate, and sends a small sword beam in a random direction. At 5 stars mostly yesmen(95%) appear and devilites are rare(5%) and there are sword beams does a random status, as for pieces: they have the added chance to fail but the 5 star is guaranteed to send a small sword beam.(mostly open to suggestion)
-(note that the devilites will be wearing moonstone, dark matter, and veilstone suitcases to match respective to their color)

-Dragon scale line set: full: leaves a trail of mist clouds that speed poison and fire recovery that lasts 4 seconds. piece: only 1 cloud that lasts 2 seconds (the other idea was to have the status effects do the opposite of what they do, so fire ticks health up, and your attack and defense are slightly increased.

-Deadshot: full: perhaps 100% damage resist for 3 seconds but 99%(so you can still break things) damage decrease for 6 seconds, piece: 100% damage resist for 1 1/2 seconds and damage decrease for 2 seconds, its to get out of a tight spot but not to be abused(should only wearing a single peace be 3 seconds,how might this interfere with LD)

So what do you think, did I miss any armor lines, should the strength of the buff be altered by the star level? should I try to mention shields?

anyways thank you for your time!

lun, 04/24/2017 - 02:19
#1
Portrait de Fangel
Fangel
hmm

While I am not against the idea of armor sets having some sort of bonus, I don't think a bunch of unique abilities should be applied to the dash or bash of sets. If anything, any unique property should simply be a bonus on part of the armor/helmet, and when wearing a full set you get double the effect, similar to how our gear currently works.

Personally I would like to see some more unique attributes applied to the game. More shield bashes with unique properties would be cool, and having a class-themed dash in lockdown would prove interesting (striker moves 1 tile further, recon cloaks during and 1 second after the dash, guardian is invulnerable for 1 second after the dash). Dash already is a powerful tool, negating all non-trap damage and moving your knight quickly. It doesn't need any huge buff in the base game.

Also, I would highly recommend that no buffs last longer than 2 seconds after the dash. You can dash every 8 seconds, so taking out the time when you aren't dashing, several of your suggestions would leave players with only 2 seconds without buffs. This teaches them not to save their dash for a critical point in combat, and instead dash around to keep their buffs active.

lun, 04/24/2017 - 03:33
#2
Portrait de Slyqouta
Slyqouta
thanks for the imput

So basically mixed sets could be wonky(possibly broken),I can see how that would mess some things up. And the dash is to give a momentary edge in battle, not a massive one, so no long ongoing effect. any thoughts on a dash stalling effect by which a certain armors with more potent effects have a longer recharge than 8 seconds.
(another idea was to have something build up when conditions were met something happens, basically mascarwraith ghosts but they act as litchens and
3 fuse to form something like a devilite.)

Thanks for your time.

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