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Perhaps a new way to fix normal weapons? Also: Heat burst

5 Antworten [Letzter Beitrag]
Mi, 05/30/2012 - 10:02
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Quotefanboy

Okay, now I understand that many normal weapons are simply inferior to their counterparts, by simply doing less damage to even neutral targets and losing a status ailment. I agree, that needs to change (See Sudaruska for details on this, I believe that Tsu put a thread on damage and speed tables that meet this perfectly), but what I don't think needs to change is what a lot of people are suggesting.

The problem with normal weapons being bad is the fact that if you carry 2/3 elements you'll do 2/3's critical and 1/3 neutral. This means if you're willing to use this amazing double combo that you'll, most likely, own anything and everything. Why need a normal damaging weapon when you can simply use 2/3 elements and dunk everything.

My proposal:
Create a new enemy type that would pop up EVERYWHERE in spiral knights. (You know how like you usually see fiends with undead, slimes with wolvers and maybe gremlins, and construct with gremlins).

Usually 2 types pair up with eachother a lot. Not "100%" but they mostly stick together, right?

This would be that enemy type that would be found everywhere and anywhere, all the time, regardless of what you're fighting.
Fighting undead? Bam It's there.
Fighting Jellys? Bam, I'm here too.
Fighting Wolvers? What do you know, I'm coming to the party too!

Now, you're probably asking, "Okay, and how does this do anything special?"

Give them high amounts of health, and be heavily resistant to EVERYTHING but Neutral, kind of like Vanaduke's mask.
That way these enemies will always be down your throat, and would require a Neutral weapon to be the most effective.
Sure, these enemies wouldn't be so hard to where you couldn't beat them with your Hammer of choice, but that doesn't mean it's going to be the most effective, and in the end that's what the biggest complaint is. It's not "as effective" but still viable.

Viable isn't an excuse though.

Side Proposal: You don't have to mind this really, just a simple idea.
Heat Bursting: Same thing as energy burst. We can already see, visually, a point to where how much heat we've generated. It goes to nothing, to a little fireball, to a big fireball, to an attempted broken up spiral of heat, to an actual spiral of heat into a vortexing spasm of heat.

So clearly, heat isn't told in numbers, but is actually "visual"
This makes my idea work perfectly.

Based on visual content of heat is how much heat is how large your burst would be. It would use up as much heat as it can, without sparing any (the risk factor) but in return you would do the same thing as you would when you resurrect. That energy burst? Yeah, think that but using heat.

This would:
A.) Give a usage to heat to those who already have it maxed out.
B.) Allow a way to utilize the energy burst, without having to spend so much CE because you keep dying.
C.) Be a new feature, and include a new way to fight and get out of a situation.

Mi, 05/30/2012 - 11:23
#1
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Draycos

Special-resistant enemies: If a fourth tier was ever created, random Swarm encounters would work nicely with this.

Heat Bursts: This has popped up quite a few times and I never think of a negative outcome resulting from this. +1. :P For a nice visual touch, instead of cyan and blue lightning/shockwaves, what about a deep/bright red for heat blasts?

I'd personally like to see a system where heat gathered goes into a meter. The more heat you gather, the more the meter fills. Each time you fill it, you get a point, and it goes back to empty (each 'point' registering an unspecified value of heat). Pressing a certain key would then activate the explosion, which would be higher the more heat points you have.

The more points you have on-hand when you... well, explode, the higher level the explosion. If you have more points than the highest available explosion requires, it deducts what it needs and leaves you with the remaining points.

There'd have to be some kind of cooldown of course, so you couldn't just rapid-fire that bound key...

Someone also suggested a possible customization option where you change the status the CE revive explosions inflict; perhaps such an idea could be applied to heat explosions instead, since the main purpose of CE explosions is to get things off of you.

Mi, 05/30/2012 - 11:44
#2
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Quotefanboy
Well:

I don't like it being the super omega 4th tier, because then normal weapons would ONLY be viable in tier 4. Which isn't balance, in my opinion.

As for Heat bursts: Yeah I thought the burst would be bright red and the like, and I kind of like how it is now. Perhaps after you hit the spiraling Vortex There would be a meter based on being able to do it a second time. Every time you fill a meter, a red spiraling orb will appear above your heat signaling you have an extra one.

This way you're not taking away the old visual, but simply adding a new one.

There could be rapid fire, but heat isn't something that's easily obtainable. It'd probably be something you have to charge though, because it shouldn't be something you'd activate instantly. That would be very overpowered. Not to mention, charging would stop "Man I accidentally heated on everyone again. I needed that for my weapon/armor too!"

Also: I saw that thread. That does seem like it would be nice. Almost seems like giving it a borderlands "artifact" feel.

Mi, 05/30/2012 - 13:02
#3
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Draycos
Yeah, the 'tier 4' nonsense I

Yeah, the 'tier 4' nonsense I posted was speculation at best, the 'simplest fix' as opposed to creating an entirely new enemy family or changing each and every normal weapon to be up-to-par with specialized weapons. The latter two are the ideal situations, but still...

Having a charge mechanic on heat would be best, I agree.

Mi, 05/30/2012 - 13:19
#4
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Tsubasa-No-Me
About those monsters...

I've said a thing or two about them, But I'll say that the level of resist should be about 1.3x the regular resist.

Mi, 05/30/2012 - 14:30
#5
Bild des Benutzers Quotefanboy
Quotefanboy
Hmm...

I agree that making the shadow/element on a Normal/Something weapon (Acheron / Gran Faust / Divine Avenger / Etc) a bit weaker, to more rely on normal weapons to really bring out that "Normal weapons are dominant on this."

Yet for those people who only rock 2 weapons, this will really hurt them. Granted, anything with normal/something split could whup them. I'd just feel bad if they rocked a flourish and alchemer when these guys appear. It shouldn't force players to use normal weapons, but simply show that weapons with normal still have good use.

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