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New Wep Ideas

23 replies [Last post]
Wed, 05/02/2012 - 21:26
Helioflame

I will be posting several ideas for different weapons in pieces (all if I got the time). These will be new lines, extension to old lines, and creation of different weapon classes (or something like that).

Notes: 1. Im going to be a bit vague on speed and damage values since I just want to get the general idea across. Damage value will be relative to other weapons in the same star level. Med damage would be about average calibur/blaster damage. High would be about a sealed sword/alchemer.
2. If there are ideas very similar to mine, please post the link.

Weapon Count: 38

Some Sword Ideas
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Condor Sword Line

Condor Blade (2 Star)
1. Damage Type: Normal
2. Power: Med
3. Speed: Med
4. Normal attack: Three swings (calibur)
5. Charge Attack:
Conjures a bird (no damage) that flies a short distance in the direction the user was facing. The camera is focused on the bird as it flies. The bird shows the all spawn locations of monsters on the screen, indicating the spot with white mist. This is useful to scout areas.
Notes: 1. user is immobilized as it flies 2. bird disappears if user is attacked 3. it cannot travel through barriers or walls.
6. Charge Speed: Low

A sword often carried by lone swordsman.

Cathartid (3 Star)
1. Damage Type: Normal
2. Power: Med
3. Speed: Med
4. Normal Attack: Three swings (calibur)
5. Charge Attack: Same as 2 star except bird travels a bit farther and faster.
6. Charge Speed: Low

A clear path always seems to be found when carrying this sword.

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4 star versions

Sun Blade
1. Damage Type: Normal/Elemental
2. Power: Med-High
3. Speed: Slightly less than med
4. Normal Attack: Three swings . You do not move forward as you swing. 1st swing is the same as calibur. 2nd and 3rd swings are wide slashes (about 3 times wider than calibur). The swings are as long as calibur swings Embers fall from the sword as you swing.
5. Charge Attack: You perform one slash thats as wide as a normal 2nd swing and three times as long as a normal swing. The arc looks light red as the blade passes. It slightly knocks back opponents.
6. Charge Effects: Has a fair chance of causing a moderate fire.
7. Charge Power: Med
8. Charge Speed: med

This blade is said to contain the power of the sun. Make sure not to stare at it directly.

Wanderer
1. Damage Type: Normal
2. Power: Med-High
3. Speed: low
4. Normal Attack: Three swings. You move forward as you swing (as far as spur). All three swings have slightly less knockback than the first swing of sealed sword. All three swings are performed like calibur swings. Swings are as wide and long as first swing of sealed sword. Only the third swing stops attacks.
5. Charge Attack: Same as 3 star version except it travels slightly farther.
6. Charge Speed: Med

A large and surprisingly light sword, allowing for efficient travels.

Scavenger
1. Damage Type: Shadow/Piercing
2. Power: Med
3. speed: Slightly less than high
4. Normal Attack: Three attacks. All three swings have same knockback as calibur swings. All swings are slightly longer than and slightly less wider than calibur swings. 1st and 2nd attacks are jabs (similar to flourish jabs) but the user does not move forward. 3rd attack is the same as calibur third swing but the user moves slightly farther.
5. Normal Attack Effect: Has a slight chance to heal 25% the damage inflicted.
6. Charge Attack: Performs a flurry of jabs (16). The charge lasts a bit longer than 4 star cutter. The user is immobile while performing attack. Each attack has a slight knockback.
7. Charge Effect: Has a good chance of healing the user for 25% of damage inflicted.
8. Charge Power: Very Very Low (1/5 of normal swing). Total damage being 3 1/5 swings if they all hit.
9. Charge Speed: Med

A dark sword that seems to devour its enemies.

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5 Star Versions

Phoenix Blade (previous: Sun Blade)
1. Damage Type: Normal/Elemental
2. Power: Med-High
3. Speed: Slightly less than med
4. Normal Attack: Same as 4 star. Additionally, the swings have crimson red arcs.
5. Charge Attack: Same as 4 star. The only difference is that the whole swing looks like the wing of a phoenix.
6. Charge Effects: Has a fair chance of causing a moderate fire.
7. Charge Power: Med
8. Charge Speed: Med

A destructive blade that is believed to have been used by gods.

Faucon (previous: Wanderer)
1. Damage Type: Normal
2. Power: Slightly less than high
3. Speed: Low
4. Normal Attack: Same as 4 star. The only difference is that when each hit makes contact golden streaks appear (like a falcon striking with talons).
5. Charge Attack: Same as 4 star version but the direction of the bird can now be controlled.
6. Charge Speed: Med

The ancient spirit resonating within this sword helps the wielder survive perilous journeys.

Vautour (previous: Scavenger)
1. Damage Type: shadow/piercing
2. Power: Med
3. speed: Slightly less than high
4. Normal Attack: Same as 4 star. Each attack now has a dark aura around them.
5. Normal Attack Effect: Has a slight chance to heal 25% the damage inflicted.
6. Charge Attack: Same as 4 star. Each attack has the image of a vulture's beak.
7. Charge Effect: Has a good chance of healing the user for 25% of damage inflicted.
8. Charge Power: Very Very Low (1/5 of normal swing). Total damage being 3 1/5 swings if they all hit.
9. Charge Speed: Med

The wielder must make a pact with this unearthly sword to access its dark powers.

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Ancient Sword Line

Ancient Sword (2 Star)
1. Damage Type: Normal
2. Power: Always does 1 damage
3. Speed: High
4. Normal Attack: Continuously does a 2 hit combo, swinging once to the left and then to the right.
5. Charge Attack: the user throws the hilt at the target but it immediately reappears in your hand.
6. Charge Power: Always does 1 damage.
7. Charge Speed: High

A sword deteriorated by time, only the hilt being left. Its useless in battle but you never seem to lose it.

Refined Ancient Sword
1. Damage Type: Normal
2. Power: Always does 10 damage
3. Speed: High
4. Normal Attack: Same as 2 star.
5. Charge Attack: Same as 2 star
6. Charge Power: Always does 10 damage.
7. Charge Speed: High

A restored hilt of an antique sword. Its a valuable collectors item but its not that useful in the battlefield.

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4 Star Versions

Death Sweeper
1. Damage Type: Shadow/Elemental
2. Power: High
3. Speed: Low
4. Normal Attack: two hits. The user slowly swings the scythe to his right side and then swings it to the opposite side, taking a step forward. It has 50% more range than other heavy swords.
5. Sword Side Effect: the users speed is lowered by 2 stages (med penalty).
6. Charge Attack: the user swings his scythe back and then swings it across his path, releasing a slow, weak purple wave that knocks back opponents (drags all targets that make contact with the wave until it stops). The wave is about 1 and a half times the user's size. It takes a bit longer than cutters charge to perform.
7. Charge Power: Med (initial hit). Low (wave)
8. Charge Speed: VLow

A heavy weapon used by the guiders of the dead to carry out their job. It's not as easy as it looks, is it?

Holy Broadsword
1. Damage Type: Elemental
2. Power: Med
3. Speed: Med-Low
4. Normal Attack: 3 hit combo. The first and second swings are the same as calibur's. In the third swing, the user turns around to build momentum and hits the target, knocking it back three times farther than the calibur's third swing.
5. Charge Attack: the user quickly swings and releases a powerful burst of light thats 1 square long. It has high knockback.
6. Charge Power: High
7.Charge Speed: Med-Low

A very resplendent sword once used by divine knights. It has many uses, such as lighting up a dark room or obliterating the undead.

Ghost Dagger
1. Damage Type: Normal
2. Power: Med
3. Speed: High
4. Normal Attack. three attacks. All swings have half the range of a calibur. The first attack is a side sweep. The second attack charges the user ahead in a straight line, going through enemies and damaging them (hitting multiple targets if on the same path). The user phases in and out as he charges. The user can still get hit while dashing. In the third attack, the user quickly turns around once he stops and deals a powerful blow (twice the damage of first swing).
5. Charge Attack: the user is seen about to charge but disappears. He then reappears 4 squares ahead and performs 3 sweeps in random directions. The user is vulnerable when he appears. Once hes finished, he disappears and reappears at the starting location.
6. Charge Power: Med
7. Charge Speed: Med

This supernatural dagger allows the user to pass through solid objects. I guess this means no more waiting in lines.

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5 Star Versions

Silueta (Previous: Death Sweeper)
1. Damage Type: Shadow/Elemental
2. Power: High
3. Speed: Low
4. Normal Attack: Same as 4 star
5. Sword Side Effect: the users speed is lowered by 2 stages (med penalty).
6. Charge Attack: The user lifts the scythe then slams it on the ground at his right side (no damage). He then drags the scythe across his path, destroying some of the floor to indicate its weight. The user releases a purple wave thats 3 times larger than the user. Everything else is the same as 4 star.
7. Charge Power: Med (initial hit). Low (wave)
8. Charge Speed: Low

A heavier version used by higher ranks of reapers.

Ragnarok (Previous: Holy Broadsword)
1. Damage Type: Elemental
2. Power: Med
3. Speed: Med-Low
4. Normal Attack: Same as 4 star. Now the swings have a white arc when they pass.
5. Charge Attack: Same as 4 star except the attack is now 1 square long on all sides.
6. Charge Power: High
7.Charge Speed: Med-Low

A legendary sword forged for a primordial battle.

Ethereal Dagger (Previous: Ghost Dagger)
1. Damage Type: Normal
2. Power: Med
3. Speed: High
4. Normal Attack: same as 4 star. The user now looks transparent when phasing in and out.
5. Charge Attack: Same as 4 star. The user is now transparent when he appears on the other side, making him invulnerable. The user performs 5 random sweeps instead of 3.
6. Charge Power: Med
7. Charge Speed: Med

The wielder, when holding this dagger, is able to travel among different planes of existence.

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Extension to Flourish Line

Veiled Seed Blade Line

Veiled Seed Blade (3 Star)
1. Damage Type: Normal
2. Power: Med (as strong as Rigadoon and Flameberg lines)
3. Speed: High
4. Normal Attack: standard flourish attack.
5. Charge Attack: standard flourish charge
6. Charge Power: Med
7. Charge Speed: Med

While an adequate blade, there seems to be nothing special about this sword.

Dormant Bud Blade (4 Star)
1. Damage Type: Normal
2. Power: Med (as strong as Rigadoon and Flameberg lines)
3. Speed: High
4. Normal Attack: standard flourish attack. The arcs of the swings are faint red.
5. Charge Attack: standard flourish charge.
6. Charge Power: Med
7. Charge Speed: Med

There seems to be buds developing around the sword. The pulses coming from the sword make it seem almost alive.

Blooming Rose Blade (5 Star)
1. Damage Type: Normal
2. Power: Med (as strong as Rigadoon and Flameberg lines)
3. Speed: High
4. Normal Attack: standard flourish attack. The arcs of the swings are red. Several pedals are released with each swing (just a special effect).
5. Charge Attack: standard flourish charge.
6. Charge Power: Med
7. Charge Speed: Med

A blade that continuously grows roses. The sturdy roots around the blade make the weapon's hits lethal.

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Extension to Spur Line

4 Star Versions

Scalder
1. Damage Type: Normal/Elemental
2. Power: Med-Low
3. Speed: Med
4. Normal Attack: Three hit combo. All three swings are as long as calibur line. The blade is wider but this extra reach spreads around the top left the user; the user can hit anything on his top left corner that comes in range. The user first moves his blade across his path and then on the opposite direction, slightly moving on second swing. In the third attack, the user swings the blade across again but moves 2 squares forward.
5. Normal Attack Effect: Good chance of causing minor fire.
6. Charge Attack: The user stabs the ground with the edge of his blade, sending several thin red lines outwards in random directions, the lines travel till they hit a wall. While the attack does no damage, it always burns the target it hits (unless they're completely resistant). If the red line passes through an enemy, it lights them on fire while slightly knocking them back.
7. Charge Power: N/A
8. Charge Speed: Med

An engineer tampered with its power source, accidentally causing it to heat up. This disfigured blade is still usable but stay away from the edges.

Stone Cold Basher
1. Damage Type: Normal/Elemental
2. Power: Med-High
3. Speed: Med-Low
4. Normal Attack: Three hits. First swing is the same as spur. The second and third swings are sweeps (same range as spur), each moving the user half a square ahead. The attacks have slightly more knockback than calibur.
5. Charge Attack: the user swings the sword and releases a small, slow moving chunk of ice, dealing high damage if it hits.
6. Charge Attack Effect: the ice impact has a high chance to freeze.
7. Charge Power: High
8: Charge Speed: Low

A cooling system has been attached to the power source, causing the sword to freeze. It looks like a large ice pop.

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5 Star Versions

Disintegrater (Previous: Scalder)
1. Damage Type: Normal/Elemental
2. Power: Med-Low
3. Speed: Med
4. Normal Attack: Same as 4 star. Blade now covers the whole left side of the user. Sparks are released as it attacks.
5. Normal Attack Effect: Good chance of causing minor fire.
6. Charge Attack: Same as 4 star. The user's surroundings now look disfigured as it stabs the ground, indicating extreme heat. The lines are slightly wider and now hit enemies that are a half square from it.
7. Charge Power: N/A
8. Charge Speed: Med

This weapon's malfunction has been pushed to the limit, reaching scorching temperatures. Luckily, engineers decided to equip it with new safety features including a fancy new hilt.

Stone Cold Crusher (Previous: Stone Cold Basher)
1. Damage Type: Normal/Elemental
2. Power: Med-High
3. Speed: Med-Low
4. Normal Attack: Same as 4 star.
5. Charge Attack: Same as 4 star. The sword now releases a larger chunk of ice.
6. Charge Attack Effect: the ice impact has a high chance to freeze.
7. Charge Power: High
8: Charge Speed: Low

The cooling system has been made more efficient. The ice on the blade is now harder than steel.

Wintrillion (Previous: Winmillion)
1. Damage Type: Normal
2. Power: Med
3. Speed: High
4. Normal Attack: Three swings. All swings are performed like the spur swings. Each attack releases 3 thin energy bursts that resemble needles. These bursts travel very fast. On an average sized target, all 3 bursts will hit. Each burst does 25% damage of a regular swing.
5. Charge Attack: the user swings his sword and creates a funnel of energy that can hit opponents multiple times in an area. The funnel travels slightly farther, hits more times as it travels, and has slightly bigger knockback. It does, however, travel slightly slower. The hits are weaker than winmillion's energy disk.
6. Charge Power: Med (initial hit). Low (individual funnel hits).
7. Charge Speed: Med

The power source for this sword has been replaced with a new high tech one, allowing it to release larger amounts of energy.
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Im just including this line with swords.

Whip Line (no proper name yet)

Whip (2 star)
1. Damage Type: Piercing
2. Power: Med
3. Speed: High
4. Normal Attack: Three hit combo. The attacks are a bit longer than heavy swords. The attacks have minor knockback. The attacks can only damage the opponent if they are located at the front edge of the attack. The user quickly moves his hand to the left, hitting the opponent straight ahead. He then moves it to the right, again hitting the target straight ahead. The user brings his hand back and then quickly forward, delivering a stronger blow.
5. Charge Attack: The user spins the whip (wind mill) in front of him, hitting opponents multiple times if caught within the attack. The attack is wide but is very short. It has moderate knockback. It is possible to keep opponents at bay if all the targets are in front of the user. The attack lasts as long as cutter charge.
6. Charge Power: Low
7. Charge Speed: Med

No description yet.

More versions of this "sword" coming soon.
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Some Gun Ideas

Jelly Gun Line

Jelly Gun (2 Star)
1. Damage Type: Normal
2. Power: Med
3. Speed: Low
4. Normal Attack: 2 shots. Shoots out a disfigured ball of jelly. It travels a very short distance.
5. Charge Attack: shoots out a bigger ball of jelly. Travels same distance.
6. Charge Power: Med
7. Charge Speed: Med

A simple gun that shoots out balls of jelly. It was a bit hard to collect all this jelly.
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3 Star Versions

Glossy Jelly Gun (accidentally helped to make it, Luguiro)
1. Damage Type: Elemental
2. Power: Med
3. Speed: Low
4. Normal Attack: 2 shots. Shoots a disfigured ball of jelly but now creates a puddle on the ground on contact. If the ball doesn't hit anything, a puddle is created on the ground once the ball drops. The puddle slightly slows down opponents.
5. Charge Attack: shoots the ball of jelly a longer distance.
6. Charge Power: Med
7.Charge Speed: Med

Due to the cohesiveness of this transparent jelly, it manages to stay intact for a while after it's released. It turns any battle into a sticky situation.

Dense Jelly Gun
1. Damage Type: Normal
2. Power: High
3. Speed: Low
4. Normal Attack: 2 shots. Shoots a smoother ball of jelly, creating a smaller disfigured ball once it makes contact. This ball is noticeably larger than regular alchemer projectiles as well as the smaller one. The smaller ball bounces the opposite direction of the impact. The small ball travels one square. All balls have increased AoE due to larger size. All the projectiles travel a bit farther than the jelly gun projectiles.
5. Charge Attack: shoots a bigger ball, splitting into two smaller balls on impact.
6. Charge Power: Med
7. Charge Speed: Med

This gun has been improved to further condense jelly into balls.

Oil Gun
1. Damage Type: Elemental
2. Speed: Med
3. Normal Attack: The gun shoots out a burst of oil (similar to oilers) that drops in front of the user. The user can only have 3 puddles of oil on the field at a time.
4. Charge Attack: Shoots out a ball of fire that lights up oil if it crosses its path. The oil cannot burn allies or be lit by them.
5. Charge Power: Med
6. Charge Speed: Low

Possible Descriptions:
1. A jelly gun modified to carry tanks full of oil. A downgraded firo driver has been attached on top.
2. " ". Store at low temperatures.

Frosty
1. Damage Type: Elemental/Piercing
2. Power: Very high (high damage is about at current alchemers)
3. Speed: Low
3. Normal Attack: 2 shots. Drops a ball of jelly in front of the user. The ball hardens a few seconds later and creates a spike, doing high damage.
4. Charge Attack: shoots a ball of jelly that travels a short distance. It drops on the ground when it hits an enemy, hits a wall, or simply stops moving.
5. Charge Speed: Med
6. Charge Power: Med

A pressure control system has been built into this gun. Ice Cube jelly can now retain its liquid form.
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4 Star Versions

Electro Gel Gun (Previous: Glossy Jelly Gun)
1. Damage Type: Elemental
2. Power: Med
3. Speed: Low
4. Normal Attack: 2 shots. Shoots a disfigured ball of jelly but now creates a puddle on the ground on contact. If the ball doesn't hit anything, a puddle is created on the ground once the ball drops. The puddle now also shocks opponents.
5. Normal Attack Effect: good chance of moderate shock
6. Charge Attack: shoots the ball of jelly a longer distance.
7. Charge Power: Med
8.Charge Speed: Med

It turns out that this sticky jelly is able to efficiently conduct electricity. The gel can maintain a strong charge, toasting enemies that happen to come across it.

Polished Jelly Gun (Previous: Dense Jelly Gun)
1. Damage Type: Normal
2. Power: High
3. Speed: Low
4. Normal Attack: 2 shots. Shoots a smooth ball of jelly that lightly sparkles, splitting into 2 smaller disfigured ball once it makes contact. This ball noticeably larger than regular alchemer projectiles as well as the smaller one. The smaller balls bounce the opposite direction of the impact. The small balls travels one square. All balls have increased AoE due to larger size. All the projectiles travel a bit farther than the jelly gun projectiles.
5. Charge Attack: shoots a bigger ball, splitting into three smaller balls on impact.
6. Charge Power: Med
7. Charge Speed: Med

The balls shot out of this gun are now more refined, being polished to allow for cleaner deliveries. If stared into it, your able to see your own reflection.

Unstable Oil Gun (Previous: Oil Gun)
1. Damage Type: Elemental
2. Speed: Med
3. Normal Attack: The gun shoots out a burst of oil (similar to oilers) that drops in front of the user. The user can only have 5 puddles of oil on the field at a time.
4. Charge Attack: Shoots out a ball of fire that lights up oil if it crosses its path. The oil cannot burn allies or be lit by them.
5. Charge Power: Med
6. Charge Speed: Low

The compartments within this gun have been expanded by force to hold larger quantities. It might not have been a good idea considering it occasionally sprays you with oil.

Frigid Spearer (Previous: Frosty)
1. Damage Type: Elemental/Piercing
2. Power: Very high (high damage is about at current alchemers)
3. Speed: Low
3. Normal Attack: 2 shots. Drops a ball of jelly in front of the user. The ball hardens a few seconds later and creates a spike, doing high damage. The spike is slightly larger than previous version
4. Charge Attack: shoots a ball of jelly that travels a short distance. It drops on the ground when it hits an enemy, hits a wall, or simply stops moving.
5. Charge Speed: Med
6. Charge Power: Med

The gun is now able to release larger amounts of jelly without being in danger of freezing the nozzle.
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5 Star Versions

Lightning Gel Gun (Previous: Electro Gel Gun)
1. Damage Type: Elemental
2. Power: Med
3. Speed: Low
4. Normal Attack: 2 shots. Shoots a disfigured ball of jelly and now releases an additional ball on contact, creating another puddle. The ball bounces the opposite direction of the impact. If the ball doesn't hit anything, a puddle is created on the ground once the ball drops. Each ball has larger sparks coming from it.
5. Normal Attack Effect: good chance of moderate shock
6. Charge Attack: shoots the ball of jelly a longer distance.
7. Charge Power: Med
8.Charge Speed: Med

What do you get when you super charge a large mass of jelly? Lightning.

Solid Jelly Gun (Previous: Polished Jelly Gun)
1. Damage Type: Normal
2. Power: High
3. Speed: Low
4. Normal Attack: Same as 4 star. The balls look darker pink. Now each ball has moderate knockback.
5. Charge Attack: shoots a bigger ball, splitting into three smaller balls on impact.
6. Charge Power: Med
7. Charge Speed: Med

Possible descriptions:
1. What's blue, pink, and flat as a pancake? Your enemy after being hit by these extremely condensed balls of goo.
2. New technology has been developed to pack several hundred pounds of jelly into a single ball. It's curious how your still able to hold the gun.

Advanced Oil Gun (Previous: Unstable Oil Gun)
1. Damage Type: Elemental
2. Speed: Med
3. Normal Attack: The gun shoots out a burst of oil (similar to oilers) that drops in front of the user. The user can only have 5 puddles of oil on the field at a time. The puddles now last 50% longer on the field (both unlit and lit)
4. Charge Attack: Shoots out a ball of fire that lights up oil if it crosses its path. The oil cannot burn allies or be lit by them.
5. Charge Power: Med
6. Charge Speed: Low

This whole gun has been reworked to fire higher quality oil (and to avoid being potential killed by the leaks).

Artic Impaler (Previous: Frigid Spearer)
1. Damage Type: Elemental/Piercing
2. Power: Very high (high damage is about at current alchemers)
3. Speed: Low
3. Normal Attack: 2 shots. Drops a ball of jelly in front of the user. The ball hardens a few seconds later and creates a spike, doing high damage. The spike is slightly larger than previous version. A light mist now surrounds the spike.
4. Normal Attack Effect: fair chance of moderate freeze
5. Charge Attack: shoots a ball of jelly that travels a short distance. It drops on the ground when it hits an enemy, hits a wall, or simply stops moving.
6. Charge Speed: Med
7. Charge Power: Med

So much jelly is now shot out of the gun that it wouldn't be surprising if an Ice Cube reformed from it.

Still working on some of the descriptions of the visual aspects of the weapons.

More weapons coming soon (or really soon or much later).

Wed, 05/02/2012 - 22:06
#1
Luguiru's picture
Luguiru
Can you dig it, armadillo

Damage and speed rates are set to a scale of ten bars, ten being the maximum. When referring to charge attacks use seconds in real time as a charge rate base; Calibur series is approximately base five seconds if I remember correctly. Feel free to attribute damage and speed bars by "# bars {damage type}, # bars speed" to be compared to existing weapons.

Let the game begin.

Condor (2*)
This weapon seems to behave similarly to Calibur line, except the charge attack. Instead of delivering a spin it creates a scouting hologram which activates spawns which normally require the user to move to in order to activate the spawn. This defeats the purpose of a melee weapon.

Loner (3*)
See the above notes. A scouting projectile for a sword charge attack defeats the purpose of melee combat.

Sun Blade (4*)
No movement from the combo? What sorcery be this? Why does it have triple the Calibur swing width? Is it a heavy sword? Why does it have no combo movement with a three hit combo with heavy mechanic swing range? Why are its normal and charge attacks just giant sweeping slices? I have too many questions to address this. It seems to have the swing range of heavy swords with the speed of standard, making it far overpowered regardless of its charge attack; see Gran Faust.

Wanderer (4*)
It has almost the knockback of a heavy sword yet has the combo pattern of standard swords with the swing range of heavy swords with the scouting charge attack which is irrelevant to a melee weapon. There is a reason heavy and standard mechanics are kept on different swords.

Scavenger (4*)
"7. Charge Effect: heals the user for 100% of damage inflicted"
Nope. Next.

Phoenix Blade (5*, branched from Sun Blade)
The same high damage, three hit combo with no lunge and enormous hit range and does fire? Definitely overpowered.

Faucon (5*, branched from Wanderer)
Manually controlled scouting projectile? Nope. Next.

Vautour (5*, branched from Scavenger)
Maybe there will be no healing in thi-
"7. Charge Effect: heals the user for 100% of damage inflicted"
Nope. Delete this whole healing line.

The scouting line would only be useful as a gunner sidearm to trigger areas so they can stay in a safe area without activating the skirmish first, making it overpowered for gunners.

The Sun Blade line has the advantages of the heavy and standard sword mechanics, making it absurdly overpowered in offensive combat. It also does split damage. Imagine Divine Avenger where the charge attack is the normal attack; that is what this weapon line is, but with fire added on.

The Wanderer line has all the swing range of heavy swords but still has the three hit combo of standard and Spur mechanics. This is not allowed. The Seerus hammers are an exception because they are not technically the same mechanic.

Overall, all three of the lines are overpowered; one for making gunners unnecessarily overpowered, while the other two are trying to take the benefits of two opposite mechanics and combine them into two overpowered mechanics which would make Divine Avenger the new Big Angry Bomb. I appreciate you are trying to make new sword mechanics but keep balance in mind. See this post for mechanic references while considering balance; not that balance is optional, but while you are thinking about it.

Fri, 05/04/2012 - 09:24
#2
Digibyte's picture
Digibyte
Not only does your idea suck but...

"Phoenix Blade" sounds an awful lot like the Phoenix Blaster from Terraria.

Fri, 05/04/2012 - 07:19
#3
Helioflame
First..

First, thanks Luguiro for giving constructive criticism. There might be features that might need adjusting but your not really taking everything into account. I knew some new game mechanics would make the hairs on the back of some necks stand. Its ok. I knew the healing part would be a big turn off for people that want balance.
The wep suggestions are not as bad as you think.
1. Theres a reason why the phoenix blade doesnt thrust. It would be pretty hard to get full damage when you cant deliver all your attacks. While it may need some adjustments, the point of this wep is to offer a new battle style where you dont move forward. I decreased the speed so that its slower than average 3 swing swords. The damage is a bit higher. I could make the swing wide but not long (the calibur width is not that large). Personally, I like the idea of a flaming phoenix wing charge so no. Im not changing the charge range. But, I could change the charge power to even it out.

2. The Wanderer might need less damage to balance it out. But, im doing a three swing heavy wep to bring new unique battle styles. All three swings do knockback equivalent to the first swing of a heavy sword, nothing more.

The charge certainly doesn't defeat the purpose of melee. People can and do use guns if they reach an area they dont want to fight directly. If it seems fairer, the scout could show the outlines of some enemies or show red mist where a monster would spawn. But no, I think the bird could offer something different and im not changing it.

3. The healing mechanic in the sword did seem overpowered if looked through the first time but is it really. I actually thought it might be underpowered when making it (but definitely thought the first comment would be "its overpowered"). The total damage you could heal is about 3 normal swings. The charge immobilizes you for a while, allowing for openings. It has a very narrow attack with only a slight knockback. In a pack or even with 2-3 targets, its so easy for the targets to go around you (which they tend to do with others). If not used correctly, its more of a liability than an asset. Its not powerful enough to do significant damage or stop attacks. Basically what your left with is a defensive charge that could be used in certain situations. I could tweak it a bit if you still find something uneven. But again, I think it could allow for a unique mechanism and no way am I getting rid of it.

4. Im sorry but the damage bars are uneven. Besides, now that I think of it, I have too many ideas to present and I just want people to understand a general picture. Im sorry if this might cause slight misunderstandings in balance since the scale is a bit odd.

In general, please consider the potential uniqueness of a wep even if it might need some adjusting.

Second,
Spiral Spectre you have given me not even half of an intelligent criticism. Therefore, I cannot respect your opinion.

Fri, 05/04/2012 - 20:16
#4
Luguiru's picture
Luguiru
"Luguiru" is not "Luguiro", "Luigiriu" nor "Lugia"

Thank you for not doing a backflip for getting a real response and not the "durr you is stuppurd" common post. Everyone thinks I flame everything because when the original poster is incompetent and soils them self when someone points it out it is apparently my fault.

For Phoenix I can understand a wide hit range, but how would it be wide and not long at the same time? Does it follow the below pattern?

B = hit box
X = empty space
A = user

X X B B B X X
X B B B B B X
X X B A B X X

That is basically the existing heavy sword hit range.

Why does this weapon have three hits, enormous swing area, and high damage all at once? The only way having more than the above model area of effect for normal swings (charge may be slightly larger, maybe one space further than the basic attack) would be to have a recoil feature or low damage in exchange for the massive area of effect without being absurdly overpowered. Overpowered weapons are not allowed. Divine Avenger charge and toothpicks/rapiers are an exception because they are not game-breaking-guaruntee-kill-everything-at-once. Phoenix takes the advantage of standard swords having a three hit combo and combines it with the large swing range of heavy swords, which have a two hit combo, then making the swing range larger and making it have more overall damage; there has to be a tradeoff somewhere. No exceptions.

An overpowered mechanic is not the same as a unique one. Unique has different advantages and disadvantages compared to other mechanics of the same weapon type; overpowered is when the balance is tipped too heavily towards advantages. There is no supportable reason for a weapon to trigger spawn areas. It does not provide a new style of combat, it gives gunners an enormous advantage where escaping the room to the previous hall is already entirely possible and routine. It still makes no sense for a three hit sword to have a three hit combo with no recoil effects and advantages after its combo rate; having three hits on a heavy sword alone makes it overpowered without a disadvantage to balance it. Gran Faust has curse, but its charge is absurdly long and may give the user curse; it does not have a three hit combo but it swings slightly faster than Troika/Avenger lines. The Seerus hammers are an exception to the heavy sword mechanic.

The only way a healing weapon could be balanced is if it has an equal mechanic to lose health; health transferal by attacking an ally with the weapon. Nothing which generates health from nothing or vamping an enemy will be balanced or fair. You deserve to know this. I recommend removing the healing weapon before the real flamers show up and burn this thread down to its underwear.

I support new mechanics, but not if they are ridiculously overpowered; balance is vital. Imagine using 3*- in T3 with someone using all 5*. Is that fair to you? No, you should be using 4*+; balanced with the all 5*.

Fri, 05/04/2012 - 22:41
#5
Helioflame
I see your point

Sorry for the one letter mistake.

As I said before, I know they will need more adjusting ( and as you also pointed out).
I am currently adjusting some weps (definitely not deleting though).

The wanderer does lower damage than a heavy wep while having same speed. I might decrease damage to medium.

The vulture's charge attack does have a damage mechanism. Its not all powerful. The damage mechanism is that its susceptible to damage while having a feeble knockback and bad width (I thought I already explained this). It leaves you as vulnerable as cutter charge (which I havent seen a lot of people successfully use without getting hit). If just having the 100% is a turnoff than I can adjust nothing else but that. I understand that 100% anything "looks" bad even with negative drawbacks.
Im only willing to decrease the damage of the charge or remove all knockback from it.
I wanted to leave the 100% for a reason. I wanted the charge to seem tempting but giving it drawbacks that the user will realize once used in practice.
I included 16 weak hits because it would look nice to have a barrage of them (they only add up to 3 hits). Besides, there's a high chance that you're not going to land all the hits. It doesnt lock enemies.

Final Conclusion:
Im not deleting the wep.
Im either removing the 100% and turn it into an actual damage attack.

The Phoenix is slower than three swing swords. It has lower damage than heavy swords. Its in the middle.
Its not as long is it shows on the model. Its way shorter. If you wanted take advantage of longer width directly then you would have attack enemies sideways (you might as well just attack them normally). Your failing to understand how much of a disadvantage you have by not being able to move as you attack.

Comment: I have not seen a post get criticized for having extremely underpowered weps (Ive seen some). It seems that the whole community is traumatized by massive weapon unbalances in the game (I can understand. Ive used most weps in the game).

In general, your overestimating some of the mechanics. I think you aren't reading some of the important details (maybe they get lost in my walls).

Note: I was planning in making this response longer but I cant keep responding to a wall with wall. Its too tiring while we both miss details in each others walls because they're long (especially mine since they tend to be a super wall).

You can comment if you want. I will maybe briefly comment but you'll see what I got in updates. That's my biggest response.

Fri, 05/04/2012 - 23:27
#6
Luguiru's picture
Luguiru
Tripping

We need a third opinion in here for your first series of mechanics. When updating your original post separate the content by date or by creating a line using underscores to divide sections, if not both. It also helps to divide weapon lines for those unable to recognize where the line begins or ends. Organization helps users understand rather than be distracted by paragraph after paragraph.

Ancient Sword line:

Ancient Sword (2*)
This weapon is uselessly underpowered. The charge attack is silly.

Refined Ancient Sword (3*)
Damage values are not constant throughout the Clockworks. Again, ridiculously underpowered; keep in mind to balance a weapon does not mean jumping from the opposite ends until you eventually fall on your face near the center.

Death Sweeper (4*)
Suddenly, immense damage and absurdly low speed! Troika is most likely going to be the slowest sword in the game to exist. Will I be trolled by Three Rings for this statement one day? Possibly, but it would annoy heavy sword dabblers. This weapon seems to act as a sweeping tool to swing enemies in the direction of the weapon path; a swing toward the left would push away and to the left, et cetera. Having this be a scythe seems somewhat silly. It would make more sense for this to be a polearm; balance the damage and keep the speed the same as Troika.

Holy Broadsword (4*)
Having the third swing deliver higher knockback is interesting, but the charge attack makes little sense; it is essentially a single explosion Brandish charge. Broadswords are convenient, reliable blades versatile in several combat scenarios, such as parrying a blow or giving a swift strike while the opponent lunges. The blade is thick, smelted by a dual layer of metal for enforced thickness to absorb heavy strikes. Rather than make the charge attack an explosion, it would be more sensible for it to be a solid strike which knocks the enemy down (not back, down; disabling their attack) and/or inflicts a fairly strong degree of stun.

Ghost Dagger (4*)
This sounds like something from another thread pertaining to boxing glove weapons, namely the sucker punch line. The teleporting seems similar to something by Kent in his equipment thread. See this post.

Silueta (5*, from Death Sweeper)
See previous notes to change this weapon from a scythe to a polearm; retain Troika speed.

Ragnarok (5*, from Holy Broadsword)
See previous notes to change the charge from an explosion to a crushing blow or parry.

Ethereal Dagger (5*, from Ghost Dagger)
See previous notes for similarities to other ideas. This weapon ought to do shadow damage for its name.

Flourish variant, "Veiled Seed Blade" line:

Veiled Seed Blade (3*)
Rapier swords always do pierce to counter its mechanic against abuse to enemies resistant to pierce; imagine being able to use a toothpick on constructs and jellies.

Dormant Bud Blade (4*)
See notes on the 3*.

Blooming Rose Blade (5*)
No critical hits. I can understand changing the damage type to a degree, but no critical hits. It contracts with existing combat consistency.

__________________________________________________________________________________

I will address the Spur line later. I like the broadsword but the charge would be more interesting as a counterattack; if it makes contact to a target during their attack animation it does even more damage.

Sat, 05/05/2012 - 07:38
#7
Luguiru's picture
Luguiru
Now is later

Spur branch:

Scalder (4*)
This appears to be Fang of Vog without the double edged blade effect. Since Fang of Vog already exists this line is unnecessary; Combuster already trolls Fang of Vog anyway.

Stone Cold Basher (4*)
The only freeze swords so far are Triglav, which creates an explosion of frost from its charge, and Glacius, which only freezes on the charge attack explosions. The normal attack I assume does not have a chance to inflict freeze, but the charge does a la giant chunk of ice rolling over them. As long as the damage is somewhat low for having split normal-element this seems fine.

Disintegrater (5*, from Scalder)
See previous notes for its similarity to Fang of Vog.

Stone Cold Crusher (5*, from Stone Cold Basher)
The previous line would already have freeze, but this can have a greater chance and/or degree of freeze (higher probability to inflict and/or lasts longer when inflicted).

Wintrillion (5*, from Winmillion)
Are the basic attack projectiles a single needle or multiple needles per swing? Multiple with 25% damage each would make the weapon more gun-esque than necessary. The charge seems to be a single projectile version of the Divine Avenger charge, pushing back while damaging. Winmillion charge is similar to this but lacks damage where it has speed.

Sat, 05/05/2012 - 09:26
#8
Isisdelltion's picture
Isisdelltion
Third opinion here...to say a few sentences!

Wow, these actually seem promising.
If you're asking for opinions, I agree with Lugs for the most part, there are some that are just a bit OP, and others that need some work to make them truly different and special.
In general, continue refining these idea and we may see one in the future!

:D

Sat, 05/05/2012 - 19:45
#9
Helioflame
My bad

Ill keep responding to these messages. I was just a bit tired and I didn't feel like thinking.
I really appreciate your criticism.

Btw, how do you change the fonts here? I cant make them stand out. Its been bugging me since i started this thread.

Ancient Sword Line.
hahaha thank you. I want to it to feel silly to use. I was inspired by Magikarp to make this weapon.
Im just thinking whether to delete the refined version and just move up the 2 star version to 3 (might piss off some people).
I could remove the "always" from the damage value (subconsciously put always).

The transition to the 4 star line has to wow you. These weapons gotta be very special to contrast from the supposedly useless wep.
Thats why theres a jump. Its an ancient wep that people think is useless but turns out to be a piece of magnificent weapons. Its a misconception by the user that the blade deteriorated. The blade isnt powered up to release the weapon. The blades on this line grow out of the hilt, the blade being semi-transparent.

Death Sweeper.
Thats what I was going for. Slower speed, greater damage.
1. Might want to make it a bit faster, but slower than troika (at least just a bit under).
2. I was thinking of making a single hit stopping attacks.
3. I could just make the attacks push enemies forward.
4. Keep in mind that it has 50% more range.
5. Ill also lower the damage.
6. Sorry no pole arm. I want a scythe. Ill just remove the pushing left and right (same swings but different knockback direction).

Holy Broadsword
I wanted a small burst of light that knocks back. Its not really an upward explosion but the animation is a sideways burst coming from the sword.
The high damage will stop enemy attacks anyway. I dont want stun. The attack is like a simple slash but extended a bit. Its meant to seem like it has concealed power inside the sword (light) and close contact with it releases it (with charge of course). I could decrease the width of the 5 star version to make it more like a slash.

Ghost Dagger
Dont want shadow damage. I know it seems to make sense but I want something to extend from the original normal damage.
I cant find the sucker punch in the thread.
I dont my ideas to overlap or think that im copying.
Well, technically, the idea could remain separate as long as its not exactly the same.
I really do like this wep (probably my favorite) and it tears me to modify it too much.
Luckily, its similar not same. Its just really a matter of not being average.

Veiled Seed Blade
I knew you would tell me to get rid of critical (worth a shot hahaha).
The blade still makes sense without the critical because its pointing that the rapier isnt weak enough to fight just light enemies.

Scalder
I could agree that it seems similar but I like the overall concept.
I will definitely change the charge (didnt really know what to give this one). The charge is what really makes it similar.

Wintrillion
Projectiles dont travel that far. They look more like needles from a strike needle. Its total damage is slightly stronger than winmillion's total damage, relative to star level. The speed fixes the problem with constantly dodging enemies.

Sat, 05/05/2012 - 21:09
#10
Luguiru's picture
Luguiru
Luguirufaec.jpg

Use "< strong >" {text} "< /strong >" without the spaces between the tags for to bold, use underscores ( _ ) to form a line to separate sections as seen below:

Poot item one here.

_________________________________________

Poot item two here.

_________________________________________

When giving my responses I tend to neglect using dividers to encourage the original poster to read through the whole thing rather than skipping to what they want to see and ignoring everything else. Yes, this happens. No, they never had a competent thread to begin with, but they think by ignoring competent input makes them more competent somehow. No, you have not been doing this; you seem to read through at least most of it. Yes, the majority of my posts are long and thorough because I have other things to do; science and outer space related things. I have to be ready with my tin foil hat when the aliens come and take the non believers. Hurr.

_________________________________________
Magikarp sword? Needs more splash and derp eyes. It can have low damage bars, but damage is not consistent throughout the Clockworks. Keep in mind Sealed is supposed to be the weak weapon to become Gyarados with Divine Avenger and Gran Faust.

The problem with a battle scythe is its impracticability; keep in mind weapons ought to be at least somewhat realistic. Troika is ridiculously large and has ridiculous knockback on the 5* charge (I made my Sudaruska recently and the charge is hilarious) as well as a large hitbox due to its massive size; it could be a makeshift bed with enough padding. A polearm excels at keeping the enemy away from the user while handling multiple opponents with wide swings, as the existing heavy mechanic does, yet is crippled by the large size preventing swift and rapid swings. Why do I know about how weapons work? Have I been taught in melee combat? That is up to you to decide; next time, on Luguiru Does Forum Stuff. No, I kid; those questions are for everyone else to decide their own individual thoughts. Am I reading your mind as you are reading this? Are you thinking of rolling on the moon while covered in liquified ham? Good, because that was what I was thinking of. But in all seriousness I have only heard of battle scythes being used as a makeshift short sword or polearm by peasant farmers in emergency scenarios where a militia is unavailable. Nothing about using it in formal war, nothing of intentional weapon use, only from recent online games and the reaper myth is it used as a real weapon. If you want to keep this personal you are free to have a war scythe, but if you want to make other "reality or bust" mindset users to support this it would be better to have a polearm for better suited mechanics.

We can save counterattacking for another line. By your new description of the charge I imagine it to imitate the Brandish charges but with a single explosion moving on a horizontal plane rather than vertical; this could not work due to mechanics unless you steal the Sealed 4*+ line charges where a hovering projectile is released and travels along a linear path. Broadswords are shorter and sturdier than most one handed swords due to the double layered blade to support crushing blows and parries while the user forces the opponent to their knees or breaks their wimpy single layer sword. Stopping enemy animations is not determined by damage, most sword charge attacks have it built in for the charge intentionally without giving the same to basic attacks. A horizontal explosion with a crushing smash would make more sense with a bastard sword, named for its design to act as a sword large enough to be used with two hands yet light enough to be used with one hand. "Bastard" refers to it being a bastard to decide how to use it, since not everyone could handle the size nor weight imbalance. The issue with this type of sword is its name being denied by public communities since most people think "bastard" is a curse/insult, though it refers to something strange or abnormal. This may be due to modern societal rejection of everything strange or abnormal for an individual to their own beliefs and knowledge, meaning everything weird to them is evil and should die horridly because they want it to. Thanks a lot, modern society. Anyone who skipped to the end of this paragraph most likely has no idea what is going on.

The suckerpunch concept actually came from my own input to what was intended to simply be a reskin of another idea by the original poster in this post. Why do you not want this to have shadow damage when its names refer to the undead? Enemies with shadow defense tend to be fast (excluding zombies, derp), giving this weapon speed with shadow damage would essentially give the user some abilities of fiends and to a lesser degree Kats. Not that it should have Kat lunging ability or Devilite insta-dodging, but to somewhat of a degree in speed and mobility would be interesting in contrast to the heavy sword mechanic imitating melee constructs.

Is it fun to poke the bear at the zoo? There is a difference between testing the line and hopping over it and rolling around while singing the alphabet diagonally.

Do the projectiles also imitate the rapid fire or is it a single bullet? Autogun has the advantage of rapid fire, blitzkrieg tactics for firing many decent damage bullets at once in exchange for mobility while doing so. If it is a single or very few projectiles this is somewhat balanced; if it takes the Blitz line attack and copies it, absolutely not. Balance takes priority.

Sat, 05/05/2012 - 22:52
#11
Helioflame
blaehshsghseg (not bothering to name)

Ancient Sword
Ill just say that it has the weakest damage possible (of course this would mean relative to bars).

Sealed Sword is a pretty strong wep. Its just that its normal damage. This is a magikarp that wont just fart around when on the battlefield.
I doubt anyone would use the ancient sword to fight besides to heat it or play with its charge and swing (im betting on it).

Death Sweeper
Its not really a normal wep. Have you ever heard of a scythe weighing a few hundred pounds? I can see how it would look swinging around with a scythe.
Im betting that people would still like it in the game. Although, im having second thoughts on using the scythe though. Theres no blade at the bottom. Practically, it would just hit the opponent near the top part.
Crap, I really liked the concept.
Can I save the concept? Most likely not.

What do you think of a longer and thicker scimitar?
Ill be trying to come up with another concept that involves a long, slow sword. I want it to look unnatural. A sword that could be useable if a person was strong enough. I think the scimitar could be practical while being unnatural by increasing its length and thickness. Wont call it a scimitar though. Ill be a bit vague.
If I do decide to use a scimitar, ill keep the concept closer to giants to make it unnatural while somewhat practical.

Dont really wanna use a halberd because its more practical than my scythe idea but its still awkward when thinking about my concept.

Holy Broadsword

Want me to name it holy bastard sword? Doesnt sound that bad (there are some games ive seen them in). If your right, people will start to point at it (especially the developers who wont find it PG). There are many words that are used differently that would sound like an insult (its a long list). But, society changes along with meanings. Some are dead and forgotten while others are attached. This is how languages develop after all.

I really want to make it seem like it has a lot of internal power. Hitting like a bastard sword wouldnt seem that odd. I could make it so that the charge is only activated if it actually hits the target. Otherwise, it would just show a slash with an arc. It would indicate that it has the power when it impacts.

Ghost Sword
I want it useable in all situations.
Shadow damage would make sense (thought about it when making it).
"Might" make it normal/shadow if I modify the shadow sword concept too much (the death sweeper soon to be scimitar).

No of course not. That would be a total lack of creativity. I was suggesting that it would release only three moderately sized needles. They would be blueish. The three needles would be a bit smaller than the poison autogun needles (forgot the name). All the three would be released together while being somewhat spread out. It would somewhat look like DA's set up but you wouldnt even notice it too much since they shoot out immediately.

Sat, 05/05/2012 - 23:20
#12
Luguiru's picture
Luguiru
Quick response, maybe more tomorrow

The reason Sealed at 3* is supposed to be weak compared to its equal rank counterparts is due to it being simply a corked bottle, shaken until it upgrades further to spray all over everyone and making them all rather soggy. Your Ancient line is imitating this; rather than derp up something which already exists, it would be interesting for it to branch from Sealed or another base variant from a new boss obtained as a reward from one of the many well developed boss threads.

Yes, I have heard of massive battle scythes. I used to play Vindictus. The problem is not the design, the problem is how cliche "modern" ideas of past weaponry. Some people think knights wore giant flowing capes and were always busy rescuing princesses from castles guarded by evil and what not. Scythes were never realistic weapons, they were only used when peasants were under attack and all the other weaponesque tools were already being used by other peasants. A scimitar has completely different use than a sweeping mechanic; a polearm almost perfectly matches the description of the weapon. Keep in mind polearm does not solely refer to a giant stick, it can have pike heads or metal adornments.

Change begins with a single stance and ends with a glorious march.

No weapon is allowed to be perfect in all circumstances. Welcome to balance. On your left is a herd of rampaging hippopotamuses. On your right is the fiery depths of my closet. Above you is North Korea. Ahead, littered with several balancing issues, is the door to having a balanced weapon after sacrificing personal wants to come closer to perfection; either allow balance to shave the scraggly beard off the concept or disown it from its path to implementation. All equipment suggestions follow the exact same hallway, though what stares from the walls may vary. Sometimes the hippos take a day off so a herd of rhinoceroses take over, other times North Korea has too low a budget to make an appearance due to orbital testing; testing which inevitably fails.

Derkay. Three slightly larger bullets seems fine as long as they do not follow the same pushback pattern as Divine Avenger this should be fairly balanced; the bullet pattern imitates the cone pattern rather than the Snarble Barb spray. The poison Autogun line is named Plague Needle at 5*.

Sun, 05/06/2012 - 10:42
#13
Blandaxt's picture
Blandaxt
balance.

@Luguiru: i cant say everything has to be perfectly balanced. if there was a game where sword beats dagger, dagger beats magic, and magic beats sword. i would still want for sword to have a chance to beat magic, still have a chance for dagger to beat sword, and still have a chance for magic to beat dagger. that's what real battle is about, so if i refer this idea to for a new weapon, as long as it meet a certain range, that should be enough to meet the criteria. so as long as its not over balanced, it should be okay.

Sun, 05/06/2012 - 11:00
#14
Softhead's picture
Softhead
?

That example is balenced. Infact, the rock paper sisorrs based system is similar to the Elemental, Shadow and Pierceing.

For every type, there is a weakness and strength. But in ours, Normal can be used everywhere, but is less effective than the others.

This weapon is borderline OP.

No consistency, OP Charges ect.

Bland, why do you even bother?

Sun, 05/06/2012 - 10:59
#15
Softhead's picture
Softhead
?

That example is balenced. Infact, the rock paper sisorrs based system is similar to the Elemental, Shadow and Pierceing.

For every type, there is a weakness and strength. But in ours, Normal can be used everywhere, but is less effective than the others.

This weapon is borderline OP.

Sun, 05/06/2012 - 11:08
#16
Luguiru's picture
Luguiru
Derp

This is not rock-paper-scissors.

The point is to balance the positive and negative features without allowing either to significantly outweigh the other; Big Angry is designed to have higher damage output than Nitronome in exchange for speed and radius with its ~1.21 damage per hit multiplier compared to Nitronome damage, but lacks in overall utility.

Blandaxt is not a credible forum user as the past has proven several times as seen in this index, this post where Blandaxt spent 300E in a single Jelly King battle, and here.

Sun, 05/06/2012 - 11:36
#17
Softhead's picture
Softhead
I know,

I mean Bland's example of "Not needing Balence".

His example was similar to a rock paper scissors.

Also, I know he's not creditble. And sucks at this game. Also, he used Blizzbreaker against fiends....

Sun, 05/06/2012 - 12:10
#18
Luguiru's picture
Luguiru
New stuff

See this thread for whips.

Jelly Gun (3*)
This seems to imitate Chromalisk spitting patterns, firing a blob. Derp lizards.

Glossy Jelly Gun (4*)
This sounds too similar to Alchemer guns.

Oil Gun
Yes to the oil, no to the fire charge; the fire should come from something else. The normal attack can shoot dark blobs to insinuate oil as the projectile, but restrict the oil to the charge attack; it can create 3-5 puddles at once. Oil puddles do not last very long. Take out the fire part to encourage users to utilize teamwork or carry a Firotech line with them to ignite puddles. Keep in mind the burning oil would still damage other team members.

Frosty (4*)
There is no heavy mechanic for guns. See this mechanic index for details. The damage for this gun is substantially higher than the other lines, unbalancing it further.

Unstable Gun (4*)
See this post in the largest equipment development thread in this forum. Kent makes good stuff.

While making guns keep in mind they are intended to have less area of effect in exchange for greater range while bombs force the user to stay within close proximity to devastate large crowds.

Sat, 05/12/2012 - 00:36
#19
Helioflame
Bloopt

A small build up of comments.

1. Yes, tradeoffs must be made to balance weapon. I wanted it to be normal so it can be used in any situation, something common in normal weps. Changing the weapon to shadow would be more of a matter of taste. The ethereal in the name would fit the damage type. I think that being able to use the dagger in any situation would be fun. If its a matter of balance, the damage could be decreased. Keep in mind that the slashes have a very short range. I could include in the description that you can still get hit while doing the dash attack.

Whips:
Hmm. What do you think. Should I keep developing my version since there's already a well developed one? Had some ideas for that line.

Jelly Gun:
That wasn't exactly what I was aiming for but you gave me an idea. The attack would just smash into the target, not stay on the ground. Its a lower version of the glossy version.

Glossy Gun
It's supposed to imitate the alchemer to a degree. It just has less range but greater immediate AoE. I forgot to increase the damage to the level of alchemers. Im just wondering whether I should add an extra effect, change damage type (was gonna do piercing but it wouldn't fit with other piercing weps), or simply increase damage a bit.

Oil Gun
I was aiming to restrict the damage to just enemies to avoid possible team killing. I don't think any weapon should be able to damage allies (you can imagine the problems). Only the charge would be able to activate the puddles. The charge would also be used as a backup feature (more like last resort) to not just limit the weapon to a pure utility wep.

Frosty
Woops. I forgot that im speaking using my own terms. To rephrase it, I meant that high was considered average alchemer damage. Very high would just be a level higher. I increased the damage since it would take some skills to hit opponents with this weapon. There's a lag from where the ball drops and the spike appears.

Unstable Gun
Kent's weps are good. It would be good to get some feedback from him and talk to him over some other ideas.
Yeah it is familiar. I guess im blurring the lines too much in this situation. Ill need to find another version to connect it to my 5 star version. Ill be posting the 5 star version if I can. Now, I also have my doubts on the 5 star version.

Sat, 05/12/2012 - 09:07
#20
Luguiru's picture
Luguiru
tpoolB

The reason shadow damage would befit a dagger is its speed; undead and fiends are mostly fairly fast as are the daggers. Fiends overall are fast and obnoxious. Kats in T3 are blatantly obnoxious. Trojans troll corner lock. Zombies are an exception.

Judging by the content of your idea for whips, it would be overpowered and too versatile; the existing whip based thread is more fitting to its mechanic. Whether you continue your ideas is up to you, but the other threads is more viable.

The number one rule of area of effect on a gun is to not make it a bomb. Catalyzer, Pulsar and Alchemers are as close as they should get.

The old Flamberge glitch was hilarious and I will never forget it; but yes, friendly fire should not be available. Restricting the Oiler based gun to only creating oil for its charge (the normal attack would still damage but not create oil puddles) would be fairly limited to team play, but at the same time would contribute to using fire weapons in junction with it in a party member or the same user to make weapon chain combos more viable.

Lag should not be an intentional part of weapons.

Derkay.

Tue, 05/15/2012 - 15:57
#21
Eagle-Warrior's picture
Eagle-Warrior
Sleep inflicting sword

I think there should be a sleep inflicting sword because sleep is extremely rare and only a sealed sword can cause it.

3 star:
Sealed Sword

4 star:
Siren
Damage Type: Normal/Piercing, chance to cause strong sleep
Power:Same as Avenger and Faust
Speed: Same as Avenger and Faust
Charge: Shoots 2 small sized blade (about 3/4 the size of the actual blade) in intervals of 0.5 seconds in the direction the knight is pointing, each blade hitting about 2/3's the second swing of a avenger. The blades cause minor knock back and change direction on impact with an enemy. All the blades have a good chance to cause strong sleep.

The sword should look the same as the Avenger and Faust except that the color of the glowing lines is changed to a teal color and the color of the blade is a platinum color.

5 star:
Lone Siren
Damage Type: Normal/Piercing, chance to cause strong sleep
Power: Same as Divine Avenger and Gran Faust
Speed: Same as Divine Avenger and Gran Faust
Charge: Same as the Siren except that there are 4 blades, one flying behind you and 3 flying in the direction of the knight.

The sword should look the same as the Divine Avenger and Gran Faust except that the color of the glowing lines is changed to a teal color and the color of the blade is a platinum color.

Tue, 05/15/2012 - 16:05
#22
Luguiru's picture
Luguiru
No

No weapon inflicts sleep, not even Sealed at 3*. In fact, only sleep vials can inflict sleep as it stands right now; the only sleep inflicting enemy was removed for balancing.

Balance is not an option when it comes to equipment.

Tue, 05/15/2012 - 17:51
#23
Rommil's picture
Rommil
another bump

another "NO" as in NO-thing of value added to the discussion.

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