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Status augmentations are iffy, because typically status infliction is balanced by status strength and weapon base damage. But I see no reason to have a damage buffing vial for clockworks, that behaves like an Alpha Wolver's AoE buff effect. In fact, such an item does exist (I think it's called Coffee of the Damned or something), although it is not obtainable in-game. I recall in a different post a GM spawned a couple of these for some players that had been trapped at Vanaduke for some time as an apology, as well as a surprise vial that spawned a bunch of monsters.
While we're at it, I have some ideas to improve current consumables:
1) Make status vials spawn a haze inflicting the particular status. The area/radius would be about similar to Greaver haze, and would inflict the appropriate strength of status depending on the vial. This would work for Shock, Fire, Ice, Stun and Poison; however, Curse vials might remain unchanged (for balance reasons). This would make status vials a ranged, mini-haze bomb (balanced by their relative scarcity), and I'll bet you would see people chucking a lot more of them.
2) Add damage vials that deal some special typed damage in a similar area/radius to the status vials. The damage would be on par to about 1.5-2x of a Nitronome blast at that depth, so if you stock up your vials carefully you could potentially unleash a devastating barrage, but again due to scarcity you would not be able to rely on vials alone.
3) Introduce multiple strengths of Remedy capsules that provide status immunity for a short amount of time after consumption. As they are currently, Remedies are not very useful in the places you would imagine they should be, because you get reafflicted almost immediately. This widens their appeal so players will actually have an interesting decision to make about choice of consumable.
4) Temporary buff vials (mentioned above). These could be weapon specific or general, and could come in varying strengths and durations.
5) Regen vials. Like health vials, but they cause you to regenerate health for a short duration (as if you were standing on a heal pad). This one might be a bad idea, as the wrong strength or duration would make them either useless, or akin to a Medic ubercharge in a game that isn't supposed to have such things.
I'll be honest, I was behind this idea until I read the OP.
Your solution to 'useless' vials is to make a vial that is useful. Ignoring the existing vials. Keeping them useless.
I thought this suggestion would be something along the lines of "weapon that runs on vials". Like a sword that has a charge attack that deals the status of the left-most vial. Not, add fire vials to your poison-Toxic Catalyzer
I think I'll make a topic for that.
also, I like the haze-cloud idea.
Mohandar's ideas are pretty cool.
For regular clockworking, I'll add that Stun is already the greatest goddamn vial you could possibly bring. It inflicts stun, which is of questionable utility, but it also inflicts instant, insane knockback - just add water. Excellent if you get crowded. So instead of a lingering haze on the stun bomb, I'd add a knockbacky blast to it.
-BERSERK DRIVE: Rare! Overclocks your armor so that your alchemical defense boosts go into maximizing physical strength and agility instead for a ten-second period. This disables any special defenses and cuts normal defense by 50%, but gives Sword Damage, CTR, and ASI Overdrive!, which is a step above Maximum!
-FOCUS BOOST: Rare! Overclocks your armor so that your alchemical defense boosts go into maximizing focus and dexterity instead for a ten-second period. This disables any special defenses and cuts normal defense by 50%, but gives Gun Damage, CTR, and ASI Overdrive!, which is a step above Maximum!
-ORDNANCE OPTIMIZER: Rare! Overclocks your armor so that your alchemical defense boosts go into packing loads of blast powder into one bomb (while avoiding blowing yourself up with aplomb), with a side effect of increasing your stride. (Probably because you want to get away from all that blast powder you stuffed into that one Nitronome.) Disables special defenses, cuts normal defense by 50%, but gives Bomb Damage and CTR Overdrive! and MSI: Overdrive!, which is a step above Maximum!
-OOZE WARD: Rare! Overclocks your armor so that your alchemical defense boosts go into shielding you from fangs and thorns, at the cost of slowing you down and making your weapons all squishy and mushy. Triples Piercing defense, but gives MSD Medium and a universal Damage penalty medium, for ten seconds. Also covers you with purple squishy jelly.
-ENERGY WARD: Rare! Overclocks your armor so that your alchemical defense boosts go into shielding you from elemental attacks, at the cost of slowing you down and stealing energy from your charge mechanisms. Triples Elemental defense, but gives MSD Medium and a universal CTR penalty medium, for ten seconds. Also covers you with a glowing blue aura.
-BONE WARD: Rare! Overclocks your armor so that your alchemical defense boosts go into deflecting darkness; side effects include the weakening of various Undercorp products on the user, and an ominous cackling that's quite frankly freaking you out enough to slow your attacks and movement. Triples Shadow defense, but gives MSD Medium and a universal ASI penalty medium, for ten seconds. Also surrounds you with an ominous red aura.
Overpowered? Underpowered? You decide! In the meantime, I SAID CLOSE THE HATCH!
Throwables:
Flare: Causes mobs to crowd around in flare where it thrown. 10s duration.
Grenade: Does good amount of normal damage but scatters mobs around 2x powerful than stun vial.
Usables:
Force field generator: Protects user from an amount of damage.(Rare)
Temporal Sword Strike Pod: Gives user Sword Dmg: Med
Temporal Sword Speed Pod: Gives user Sword Asi: Med
Temporal Sword Focus Pod: Gives user Sword Ctr: Med
Temporal Handgun Strike Pod: Gives user Handgun Dmg: Med
Temporal Handgun Speed Pod: Gives user Handgun Asi: Med
Temporal Handgun Focus Pod: Gives user Handgun Ctr: Med
Temporal Bomb Strike Pod: Gives user Bomb Dmg: Med
Temporal Bomb Focus Pod: Gives user Bomb Ctr: Med
Slimy Mixture: Grants user an additional %25 piercing protection.
Rocky Mixture: Grants user an additional %25 normal protection.
Misty Mixture: Grants user an additional %25 shadow protection.
Gremlin Mixture: Grants user an additional %25 elemental protection.
Swarm Mixture: Grants user an additional %25 against all kinds of damage.(Rare)
All they are OP, i know.
@Patarrick: No to assorted statuses being added to every weapon. Yes to option of adding fixed status to a weapon for a period of time (Sealed Sword is a prime candidate). Yes to the option of boosting status strength/chance on a weapon that already inflicts that status. However, just make this last into one usable item, rather than numerous ones.
@Mohandar: Most of those ideas sound pretty reasonable, although the regen ability would need some fine tweaking. The total health restored shouldn't exceed an equivalent tier Health Pill. The Remedies sound like an excellent idea, too. With regards to the AoE of status vials, perhaps having the area covered scaling with tier would be a good idea as well...
@Doctor: Nerf the MSI, then we'll talk.
The total health restored shouldn't exceed an equivalent tier Health Pill.
Then why would you use it over a health pill?
@Purrifier
How long would the damage and armor bonus things last?
BTW, this is the video with the damage buffing vial thing Mohandar was talking about.
... want a status? make a status weapon. WHile it seems innocent to add 30 secs of weak fire on say a proto gun, it's too overkill on most scenarios.
Super mists bombs, qucik antiguas, ultimate trollaris, etc.