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Chromalisk series (monster) rebalance

7 replies [Last post]
Sat, 06/22/2013 - 19:53
Thunderskull's picture
Thunderskull

A lot of monsters are lacking variety in their moves during combat, I'll start simple with just some tweaks to the chromalisk series, an often overlooked creature. I'd seen some other peoples ideas but I would like to take a crack at it.

A slight change in combat

All versions of chromalisks should have the ability to use their tongue and spit, this will allow more hectic and fun combat. The normal chromalisk will only inflict stun status with their spit and not do any status infliction with their tongue attacks, while the other of it's series will inflict status on their tongue attacks (includes kleptolisk which is stun). In tier 2 a chromalisk's spit will split into 1-3 puddles(1-5 puddles in tier 3), the first puddle being directly under the targeted knight (if said knight were to stay completely still and take the viscous slimy disgusting beating); the other puddles after the first one will have enough deviation from the first puddle to have a chance of getting caught in one if you don't move out of the way early enough. The amount of puddles created is based on chance, from 1 being the most likely to 5 being unlikely but possible. I would also like to see them have a new attack in their arsenal: Simply a powerful wide arc tongue swing that hurts all knights that contacts with the tongue, this attack takes longer to windup than their tongue jabbing or spitting.

The much more conniving Kleptolisks

Kleptolisks will be much more agile than any other chromalisk, they are also much less hearty because they will be more prone to flinching than other chromalisks. Their attacks will all inflict stun (with spit being a longer lasting stun compared to a chromalisk) in trade for damage. These guys want your stuff, not to murder you, they will run like heck once they have something of yours just like they do already.

Mon, 07/01/2013 - 10:52
#1
Blandaxt's picture
Blandaxt
LOve it!

I love the proposed ideas, but I would like to modify them a bit. About the chromalisk wide tongue arc, I would rather that their tails were to grow for the duration of the attack and the tail would do the wide arc swing to serve as a rear attack for chromalisk to use.

About the Kleptolisks, I would like for them to be able to keep the abilities of the items that it stole from the player. After the Kleptolisks have escaped and decomposed the stolen item in its stomach, here is how I imagine it would go:

Fire vial = The Kleptolisks body will morph giving it fire abilities. All of its attacks can now inflict the fire status. It will also leave a trail of fire while feeling.

Freeze vial = All of its abilities can now inflict ice status. It can also emit a small burst of ice mist that will temporarily freeze any unshielded knight while it is fleeing.

Shock vial = All of its abilities can now inflict shock status. It can also have a small percentage chance (30%) to call in a thunder strike (similar to the new usable items) while it is fleeing.

Poison vial = All of its abilities can now inflict the poison status. It can also leave a smog of poison mist while fleeing.

Stun vial = All of its abilities does greater stun status duration. It can also hop greater length of distances while side stepping.
Modified new version by Magnicth: The kleptolisks also has the ability while fleeing to fire a small sonic boom in a circular pattern that will knockback all knights in the radius of the attack. The sonic boom does weak damage, but moderate pushback. The knockback will have the animation effect of a fired charge bullet from a Magnus gun.

Health pill = It regains full health and have an all status boost such as; Health boost, attack boost, speed boost and defense boost. It also gains a longer tongue.

Remedy pill = It summons a new kleptolisks to help it fight. The remedy pill acts like a blow horn that calls for allies for help. (Maybe it should 2 to 3 new kleptolisks?)

Mecha knight kit = It summons the Mecha night as an enemy of the knights to help it fight. (The Mecha knight that is summoned will be upgraded base on the tier and floor level the knights are currently on.)

Curse vial = Attacking while invisible have 45% chance of causing curse to that knight. It can also give other kleptolisks this ability upon contact.

Sleep vial = It now has the ability to heal itself (by sleeping) after successfully escaping the knight. It can also steal more than one item attack knights with its tongue.

All kleptolisks that has been changed or metamorph to their new stage can no longer morph to learn other abilities.

Wed, 06/26/2013 - 08:12
#2
Mtax's picture
Mtax

Blandaxt idea is nice, but other stolen things, than vials would suck.

Thu, 06/27/2013 - 10:09
#3
Widhaadh
+1

i like these new ideas. let me add my opinion. as Mtax said items other than the vials would suck. and the remedy pill summoning another kleptolisks is rather odd. lets just make it that the remedy pill does something else of may be just nothing. i think we should keep the one shot tongue lick and add a tail wip to the arsenal which does a wider area.

Thu, 06/27/2013 - 22:20
#4
Magnicth's picture
Magnicth
+1

Love the ideas being concocted up in here. Let the brainstorming commence!

~Magnicth the Kleptolisk King

Fri, 06/28/2013 - 05:04
#5
Blandaxt's picture
Blandaxt
Ideas

@Mtax:

I feel whatever is stolen should give the kleptolisks a new effect that will somehow aid it in battle. If that is not an option, then we would have to modify the kleptolisks so that it can only steal vials from players.

@Widhaadh:

Yes the kleptolisks will keep the one shot tongue, but I don’t agree about the tail arc. I would like to be a difference in attack patterns between the chromalisk and the kleptolisks. For this reason, I would not give the kleptolisks the wide tail arc swing. As I said to Mtax, I would like that anything that the kleptolisks has stolen to give the kleptolisks a boost in some way.

@Magnicth:

Yes, please modify the ideas I contributed in any way you see fit ^_^.

I wonder if thunderskull likes my ideas :/.

Sat, 06/29/2013 - 15:01
#6
Magnicth's picture
Magnicth
@Blandaxt: All your ideas

@Blandaxt: All your ideas look pretty good, though I do have one little suggestion. Perhaps after stealing and consuming a stun vial, the kleptolisk would be able to perform a miniature bash attack, similar to our shield bash, that inflicts stun? Or perhaps after consuming a stun vial, it could emit a sonic boom or sound wave that knocks back (or even knockdown, like how the magnus's charge does) and stuns?

~Magnicth the Old Man

Mon, 07/01/2013 - 01:28
#7
Blandaxt's picture
Blandaxt
Well..

@Magnicth:

Well, I wanted to keep the attack simple so the developers would not have to implement new animations specifically for the attack, but sense you are suggesting to recycle used animations and modify them so that the stun effect is added on the animation for the Magnus gun charge attack line, it sounds good. I like the sonic boom, but I have to suggest that it can only use that attack when the Kleptolisks is fleeing from battle. Also, sense the attack can put distance between the knight and the monster; there should be a cool down on the attack so that it does not become a pain to kill a modified stun type kleptolisks while going solo in the treasure vault levels.

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