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Expansion Idea, Revenge of the Megalodon [rough draft]

5 respuestas [Último envío]
Lun, 06/25/2012 - 21:06
Imagen de Bella-Donna
Bella-Donna

Okay, before you say it is stupid, note this is a draft and will be edited later, I am just giving a taste of it by having the rewards here and some more. More will come when I have time along with pictures and corrections.

T1 Rewards:

Ancient Javelin 1* Sword: deals shadow and piercing damage. Charge attack, throw a javelin.

Water Gun 1* Gun: deals elemental and shadow damage. charge attack can put out players on fire.

Coral Scale 1* Material

T2 rewards:

Deep-Sea Javelin 3* Sword: Same as 1* version but more damage and Charge Attack pulls enemies towards you.

Water Blaster 3* Gun: same as 1* version but more damage.

Deep-Sea Scale 3* material

T3 rewards:

Dark Water Javelin 5* Sword: same as 3* version except the charge attack throws 3 Javelins that pull enemies closer to the thrower.

Water Rocket 5* Gun: same as 3* version but more damage.

Megalodon Scale 5* material

Specialty Crafted Items

Coral Scales:

Coral Jaws 1* helm: protection from normal (most protection), shadow (half of normal), elemental (half of normal), fire, stun and curse. Weak to shock and freeze. movement speed increased low.

Coral Cuirass 1* armor: same as coral jaws.

Coral Shield 1* Shield: Normal (most), shadow (half normal) and elemental (half normal) resistance. Fire, Stun, Curse resistance, shock and freeze weakness.

Deep-Sea Scale:

Deep-Sea Jaws 3* helm: same as but more powerful than Coral Jaws.

Deep-Sea Cuirass 3* armor: same as Deep-Sea Jaws.

Deep-Sea Sheild: Same as Coral Shield but with Movement Speed Increase low.

Megalodon Scale:

Megalodon Jaws 5* helm: Same as Deep-Sea Jaws but with Movement Speed Increased medium.

Megalodon Cuirass 5* armor: same as Megalodon Jaws.

Megalodon Shield 5* Sheild: Same as Deep-Sea Sheild but more powerful and Movement Speed Increased medium.

Plot: basically a gremlin uncovers an ancient temple amd plans to unleash the beast trapped within. You would fight Gremlins and the temple's defenses to try to beat him to the megalodon, only to find out you cleared the way for him. The gremlin then unleashes the Megalodon which then proceeds to attack you and your party.

Levels:
Temple Path: Gremlins and Constructs. Fire.
Temple Entrance: Beasts, Constructs and Gremlins. Fire and Stun.
Temple Halls: Gremlins, Constructs, Beasts. Fire, Stun, Curse.
Temple Courtyard: Constructs, Beasts and Undead. Curse and Stun.
Temple Tomb: Constructs, Undead and Beasts. Curse and stun.
Temple Prison: Megalodon Boss Battle.

Megalodon's resistances and weaknesses: weak to peircing, resistant to normal, and elemental. immune to stun, curse and fire.

Megalodon attacks: Smash, Bite, Spit Water, Summon Beasts.

I see alot of people asking for a challenge, I hope this can give them that challenge.

Lun, 06/25/2012 - 21:38
#1
Imagen de Toxicblade
Toxicblade
Derp

No throwing. Unless its something like the Divine Avenger/Gran Faust Charge attacks. You need more info on the sword? Is it a fencing sword (like the flourish/snarby sword lines) a normal sword (calibur / brandish lines) a fast sword (cutter lines) or a heavy smashy sword (troika/sealed sword lines)

I am assuming it is not like the rocket hammer because it is like a hammer. With rockets.

You need info on the gun. How big is the clip? (How many shots before you reload) what is the bullet speed? (fast being autogun speed, slow being pulsar speed)

The movement speed increase should be changed to maybe only appear on the 5* shield, and be low. If you had the Mercurial set and the shield the Move Speed Increase would be (I do not know about UV's so I'm guessing) Max.

Did you name that gear like that on purpose? Because we have Jaws of Megalodon here and we have the Deep Sea Cuirass here

Lun, 06/25/2012 - 21:46
#2
Imagen de Luguiru
Luguiru
Honk

This is just for the equipment seeing as the rest is mostly still in progress.

The javelin-harpoon-sword-thing has two specialized damages at once. The base damage values, attack speed, and harpoon throwing range had better be slow/short. Seeing as there are variants with a pulling mechanic it may not outclass the existing suction bombs in utility against crowds, meaning only one target harpooned at once, such as here. It could also be pure normal to resuscitate the original play style of versatility rather than depending on specialized damage types to do all the damage for you. I am not going to begin to address the lack of weapon mechanics because I expect it to be there soon.

The squirt gun seems bland. And abusable. Think Vanaduke.

The helmet is overpowered. It has three different types of defense for damage when normally things only have two, one of which being a significant amount of normal, curse resistance, and movement buffs. Seeing as we already have the Seerus masks, consider making a torso instead seeing as this is an expansion so people are likely to already have the Seerus masks. Encourage people to have more variety in their arsenal, not promote clones. We already have enough equipment with curse resistance which is balanced by being wimpy, not that there is a way to escape it; curse is a powerful status and having resistance to it is a major advantage. Movement speed is also a major bonus which gives the two Mercurial (Quicksilver and MDemo) lines a special reason to obtain them. I see your 5* items give +2 movement speed bonus yet still have three different defenses for damage and curse resistance. Nothing should give more move buffs than either of the Mercurial sets, meaning they get buffed or are not superseded. If it has curse resistance and has an offensive bonus effect it should not have more than one other status resistance, unless it has no normal defense as is the case with Divine. If it has more than two types of damage based defense on the same item it should not have more than two status resistances but must have at least two status weaknesses, and the three or four defense against damage types it has should accumulatively be no more than sixteen bars worth but may be above twelve. Stun resistance implies being able to take substantial hits, meaning this would overshadow Plate lines. Get rid of that. In terms of defense for armor (helmet and torso) and shields use bars to refer to defense values: damage types scale up to ten bars being maximum while statuses scale to five being maximum. Do not feel limited to existing active effects for equipment and avoid having movement buffs and curse defense in the same room.

Lun, 06/25/2012 - 21:51
#3
Imagen de Bella-Donna
Bella-Donna
@Toxicblade

Thanks for the feedback, I didn't do so much on the info because I had to type it on my 3Ds and that's why I put the rough draft lable in the title, I will admit there is alot more work to be done on it and i did get the idea from the beta items sp yes i named it after them. I believe mercurial armor has movement speed increased low and somethimg else increased low. I used the Wolver/BTS lines as a reference for increases, but i guess I need to do more research into that. thank you Toxicblade for giving me more specific points to focus on while editing.

Lun, 06/25/2012 - 22:02
#4
Imagen de Bella-Donna
Bella-Donna
@luguiru

Thanks for your feed back, the idea i had behind the damage resist is an armor set that gives about the same damage resist when whearing the set as wearing a snarby piece and a vog piece at the same time, making it unique while still being balanced, the status resistances and weaknesses, i just put something and will work on balencing it in my next draft.

if you have more suggestions, please tell me them and i will be happy to read them. c:

Mar, 06/26/2012 - 00:17
#5
Imagen de Tuhui
Tuhui
Shields don't have

Shields don't have weaknesses.

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