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A More Detailed "New Weapons Classes" Thread

21 replies [Last post]
Wed, 08/21/2013 - 11:09
Rustford

Greetings, denizens of the Spiral Knights forum! This is my first post here, ever, so I suppose I should get down to business. And since it's my first post:

Hi! I mostly play as Rustford in the game! Very nice to meet you all! :D

Introductions over!

Now, I noticed that Warpmonger has already created a thread discussing the same subject, but I'd like to be honest and say that there really is a lack for different weapon classes. I picked up his thread and it really got me thinking so, I've studied the weapons a little bit and thought of coming up with new weapon classes, because real knights didn't use just swords and shields; they learned how to adapt using different kinds of weapons. Now I know what you're thinking: "Well, these aren't real knights!" True. But the reason why I thought I'd give this a shot is because Spiral KNIGHTS has the word KNIGHTS in it. To add to this, wouldn’t it be more fun and more challenging if OOO added more weapon classes? ;) As opposed to real knights, though, they spurned the use of ranged combat and explosives so here, I'll include some ranged weapons, explosives and some weapons that sacrifice the use of a shield. With choices broadened, players of Spiral Knights will be able to find their true play style and it will make the game more dynamic or diverse. XD Constructive criticism is absolutely welcome!

WARNING: THIS POST IS VERY LONG. For those that want a TL;DR, just read the title of each section and read the PROs and CONs.

-=SPEARS/LANCES=-

Spears offer range compared to most melee weapons. Their standard attacks cause piercing damage with a simple stab combo. Charging up, however, will make a sweeping attack that deals normal damage. There could be some spears that cause more damage with their charge attack than their standard attacks due to having a blade on its tip instead of a piercing spike. Spiked cudgels that are placed instead of a blade cause more damage to constructs. Its standard attack has weak knockback so its wielder may stab the target continuously. In addition to this, a spear can be used WHILE blocking, making this it the true weapon of a tank.

(+)PROs and CONs(-)
+ Spears can be used while blocking.
+ Spears have range.
+ Spears have two standard damage types.
- Spears attack only one target at a time.
- Spears are not AoE, save for the charge.
- Slow charge time.

-=TWO-HANDED WEAPONS=-

Has anyone ever wondered why weapons like the Leviathan Blade, the Troika family, or the Sealed Sword family are so big yet our puny Knights are able to lift them with one hand? For practicality’s sake, they’d probably be even deadlier when a Knight sacrifices its shield for a weapon of pure offense! That is why I came up with this little idea; two-handed weaponry. While two-handed weapons may be slow, their damage and knockback could be second to none. Warhammers, battle axes, greatswords, and giant clubs should be included into Spiral HQ’s R&D due to their destructive power. The standard attack is a combo of two swings; the first is a diagonal swipe, slamming the weapon into the ground, and the second is a vicious uppercut that’ll send their foe flying. The charge attack would be a slam at the earth, causing a shockwave to erupt around the Knight (shockwave radius depends on the weapon’s ranking). To compensate for this weapon’s titan strength and for not being able to use a shield with it, the Shield Gauge is consumed whenever the user performs a charge attack. Blocking, however, won’t save you from behind. It’s Shield Bash action enables an attack boost for three seconds at the cost of the Shield Gauge. While many would cringe at the thought of being open after every swing, those who master these massive weapons will be able to fearlessly venture into the Clockworks, rest assured.

(+)PROs and CONs(-)
+ Two-handed weapons cause high amounts of damage.
+ Two-handed weapons are mostly AoE.
+ Two-handed weapons have decent range and cause a strong knockback on the second swing.
+ Decent charge time.
+ 3 second attack boost when Shield Bash key is pressed.
- Two-handed weapons can’t protect their wielders from behind.
- Two-handed weapons unequip a wielder’s shield when selected.
- Most actions involving two-handed weapons consume the Shield Gauge.

-=GAUNTLETS=-

Have you ever felt so angry that you wanted to drop your weapon and shield, charge at a Gun Puppy, and beat it to death with your fists? Now you can (hopefully) fulfill that fantasy! With gauntlets for a weapon, DPSing in the Clockworks would mean a torrent of swift punches. These gauntlets would make short work of the wielder’s foes if put in capable hands. Its standard attack features a series of six punches, three character animations that deliver two swift blows each. Its charge attack causes the user to punch a single target with a flurry of countless punches so fast that the Knight’s hands only appear as blurred streaks of color and a final punch that causes medium knockback. Some gloves would involve the final punch causing the enemy to explode on death. Unfortunately, like two-handed weapons, this weapon cannot be used with a shield and it cannot protect its wielder from behind. Its Shield Bash action involves a 3 second defense boost to its (possibly) squishy wielder at the cost of the Shield Gauge. To use this weapon means to summon the raw, primal fury of every Knight from Spiral HQ.

(+)PROs and CONs(-)
+ Gauntlets are extremely fast and are ideal for those who put speed over power.
+ Some gauntlets enable enemies to cause an AoE explosion upon death.
+ High damage output due to speedy combos.
+ 3 second defense boost when Shield Bash key is pressed.
- Not ideal as a tank weapon.
- Players might find its standard attack as weak.
- Very short range due to a Knight’s tiny frame.

-=KATANAS=-

Ever wanted to feel like a samurai or a master swordsman who wields a blade that could slice the enemy like a hot sword through butter in the blink of an eye? With this weapon, you (possibly) can! The katana is a weapon of not only speed, but skill. Every Knight that uses a katana holds it out in front of them, unequipping their shield while in use. As a weapon of pure offense, it involves a truly frightening set of attacks. Its standard attacks feature a swift, three hit slash combo, but its charge attack should be more than enough to give Lord Vanaduke a scare. For the charge, the Knight using this deadly blade puts it in its sheathe while charging, and after the bar fills up, the Knight will unleash a slash so fast the enemy won’t know what hit them. However, using that slash is one thing, but TIMING it right before the enemy strikes would double its damage, rendering the enemy completely stunned. Unfortunately, because the blade is so thin, a Knight using it could not block any incoming enemy attacks. Pressing the Block key makes the Knight perform a “shield bump” except by bashing the enemy with the katana’s hilt. The Shield Bash key enables the Knight to dash behind the enemy of their choice and rear the blade in for a strike with the grace and ferocity of a Wolver. Most katanas also come with a defense boost so as to compensate for not being able to block. With a katana in the hands of a veteran Knight, they could be proud to say: “I am the wind, and the wind, you cannot kill.”

(+)PROs and CONs(-)
+ Katanas offer the most offense in a weapon.
+ A truly dynamic fighting style involving lots of movement.
+ Scary charge attack that causes double damage if unleashed before the enemy attacks.
+ Most katanas have a defense boost in compensation for not being able to block.
- Not ideal for beginners.
- Steep learning curve.

-=MINES=-

Most Knights have already encountered Gremlins that love to chuck bombs around, right? How about a bomb that has an indefinite detonation time? In fact, how about a bomb that only detonates when it comes in contact with the enemy? Introducing: mines. These bombs are for Knights of patience and thought who know exactly where to place these before an encounter. Mines detonate with huge explosions and knockback, but only within a tiny radius (some mines have larger radii than the others). They have a longer charge time than bombs, but are otherwise more powerful. Some mines could even scatter shrapnel, causing excruciating piercing pain to beasts and fiends. Only three mines can be placed at a time, and if the mines are left alone for too long, they disappear with a poof. When mines are placed in an encounter, the mine layer will surely greet the unsuspecting monsters with a bang!

(+)PROs and CONs(-)
+ Mines have huge knockback and huge explosion radii.
+ High explosive damage, some involving shrapnel.
+ Three mines can be placed at a time.
- Slower charge time than bombs.
- Mines only explode when in contact with the enemy.
- Mines disappear if they don’t detonate.

-=RIFLES=-

Ever wondered if Spiral HQ wanted to bring in heavier guns? Here, we have another weapon that sacrifices the use of a shield, but allows Knights to imitate their favorite action heroes. Rifles enable Knights to consume their clips on the enemy whilst dodging projectiles by being able to go prone, or in layman’s terms, crawl on their bellies. Going prone replaces the block action, but while this ability enables the Knight to dodge any incoming projectiles, they won’t be saved by melee attacks from the enemy. The rifle’s range bests the range of Pulsar shots, but unlike pulsar blasts, they don’t explode on contact. Its standard attack features shots the speed of a Magnus-class weapon, but its projectiles soar faster than any other ranged weapon’s projectile. Its charge attack involves a burst of three shots fired in rapid succession. Unfortunately, Knights have to stay still in order to use the charge attack in prone. The Shield Bash key enables the Knight to slam the butt of the rifle at the enemy, causing a tiny amount of damage, but damaging them nonetheless. With a rifle in the hands of an experienced gunner, the enemy would surely be filled with holes before they could even feel it.

(+)PROs and CONs(-)
+ Longest ranged weapon.
+ Fastest projectiles.
+ Knights can go prone to avoid projectiles.
+ Shield Bash attack could be used as a means to escape.
- Rifles cannot be used with shields.
- Going prone cannot save you from melee attacks.

To clarify, those who have a weapon that involves a shield, and a weapon that doesn’t involve a shield, (e.g. Acheron + Gauntlets), the shield will be disabled once a person uses the shield-less weapon. However, if a person has shield-less weapons only, the shield they’re currently using will be unequipped (not ideal for Lockdown games, unless you have a shield with you for backup).

Now, I have many more ideas, but I’d have to dig deep into the annals of my brain to find them. Like I said up there, constructive criticism is most welcome. :D (It'll help lots if your arguments are valid and if you read the post entirely.)

In closing, I congratulate those who have read the post entirely, and I hope OOO picks this idea up. It may not appeal to all of you, but it’s only some ideas I wanted to put down on paper once and for all.

Thank you all for hearing me out and see you on the battlefield! :D

Wed, 08/21/2013 - 11:25
#1
Isekuube's picture
Isekuube
Okay here's what I think...

First off... "but I’d have to dig deep into the annals of my brain to find them." *cannals" Or at least I hope you meant that. I'll let the pros handle the criticism, but what I do think is:

Spears/Lances: Yes. So hard, yes.

Two-Handed: Should be under the actual sword class, but I wold also do this.

Gauntlets: Yes. I would love to be a Monk.

Katana: Acheron.

Mines: This is a bomb.

Rifles: This is a gun.

Wed, 08/21/2013 - 12:37
#2
Thunder-The-Bright's picture
Thunder-The-Bright
ok.

first off: game is simle why you want to complicate things? this is an half-sarcastic question.

Spears:
+ Spears can be used while blocking.
+ Spears have range.
+ Spears have two standard damage types.
- Spears attack only one target at a time.
- Spears are not AoE, save for the charge.
- Slow charge time.

notice please that there are no tanks in this game. or at least they are not viable. everybody would go forth with chaos and omega shell, effectivly killing everything having a crapton of health and lots of attack. especially if you can use the charge while shielding. also, range. if you can poke an enemy with melee force from a distance, it becomes quite OP. mixed damage types is a good concept.

two handed weapons:
+ Two-handed weapons cause high amounts of damage.
+ Two-handed weapons are mostly AoE.
+ Two-handed weapons have decent range and cause a strong knockback on the second swing.
+ Decent charge time.
+ 3 second attack boost when Shield Bash key is pressed.
- Two-handed weapons can’t protect their wielders from behind.
- Two-handed weapons unequip a wielder’s shield when selected.
- Most actions involving two-handed weapons consume the Shield Gauge.

two handed suda + asi= death. it's OP, and with quite a lot of weapons. see spears for range. shield bash boost is unneded.

Gaunlets:
+ Gauntlets are extremely fast and are ideal for those who put speed over power.
+ Some gauntlets enable enemies to cause an AoE explosion upon death.
+ High damage output due to speedy combos.
+ 3 second defense boost when Shield Bash key is pressed.
- Not ideal as a tank weapon.
- Players might find its standard attack as weak.
- Very short range due to a Knight’s tiny frame.

try a cutter. really, it's what you want. it's fast, it deals some knockback, and it even has some bonuses at the end. the only thing is, if it's fast, it shouldn't have AoE, or else it would become easy to corner an enemy until it's cooked, and blast it into a crowd to scatter it, then repeat.

katanas:
+ Katanas offer the most offense in a weapon.
+ A truly dynamic fighting style involving lots of movement.
+ Scary charge attack that causes double damage if unleashed before the enemy attacks.
+ Most katanas have a defense boost in compensation for not being able to block.
- Not ideal for beginners.
- Steep learning curve.

fast and with damage is a quick way to OP-ness. also, a very skilled player could easily say “I am the wind, and the wind, you cannot kill.”, leading to OP-ness straight away, then teach everybody how to do that, and everybody goes for that weapon, and then no variety. no, really, if you encounter someone that uses this well, you are dead, you will whine it's OP, OOO would nerf it, and this thing would be useless.

mines:
+ Mines have huge knockback and huge explosion radii.
+ High explosive damage, some involving shrapnel.
+ Three mines can be placed at a time.
- Slower charge time than bombs.
- Mines only explode when in contact with the enemy.
- Mines disappear if they don’t detonate.

huge knowckback, range and damage: sounds like OP. also, it would be easy to place a mine, make it explode under the feet of an enemy making him flinch, and go with a gun to finish him. see arenas and other battles: spawining points are the same. a miner could easily kill key targets, making the fight easy.

Rifles:
+ Longest ranged weapon.
+ Fastest projectiles.
+ Knights can go prone to avoid projectiles.
+ Shield Bash attack could be used as a means to escape.
- Rifles cannot be used with shields.
- Going prone cannot save you from melee attacks.

ith a rifle in the hands of an experienced gunner, the enemy would surely be filled with holes before they could even feel it.

precisely. in the hand of one who can use it, the rifle is way too OP. you can make enemies spawn, retreat, an kill them from the distance. if they come close, brandish charge and repeat.

overall: you simply want more power and more depth in combat. problem is, the game is already too easy and one of its key components is simplicity.

Wed, 08/21/2013 - 13:53
#3
Warpmonger's picture
Warpmonger
Spears and Rifles.

Finally someone likes my ideas, THANK YOU SO MUCH.
Anyhow, I understand with Thunder's idea of how a high attack would really make the spear over-powered, but this is not the case. The spear, is a slow moving weapon, meaning when you swing it, you swing it not to kill, but to make enemies retreat from it's deadly effects. No one is a tank, because the plate mail effectively reduces your swing speed, and mastering timing, is not something most newbies want. The idea with the spear Thunder, is that if someone only has a pepperbox, and a needleshot, and there are jelly cubes right on his behind, breathing (metaphorically, no idea if jellies breathe) down his neck, the spear combo plus Plate-Mail armor, would force jellies to fall back from the oncoming swing, and make the gunner with the Pepperbox have a safe distance to fire his weapon. Plus, this adds a level of depth to the gameplay of SK, meaning that now, people can become true gunners, using only ranged attacks, pistols or autoguns, without having the problem of getting damaged while in the process of discharging his weapon. Now, when the spear levels up, the damage does not increase, or, if it will, it will only be a small damage boost, instead of that, the swing speed will increase, to counteract the heavy plate mail. Now, since balance is an issue, when the spear levels up, if you do not use heavy plate mail, a full set needless to say, the swing speed boost will not apply. That being said, the spear will have an effect upon it, that will force/give the NPC Enemies a choice of whether not to move back, or keep charging. With PvP the choice is yours. Do you want to run in, and hope to get out in time? Or sit back, and relocate to snipe off the Guardian, with a rifle?

Moving on to that subject, rifles sound like a great idea! Heavy hitting, slow to fire, medium knock back. Now, I have one problem with this idea of rifles, the projectile speed should not be very high. Instead, it should be a little faster than the blasters, but not so fast the the idea of marksmanship is point and shoot. Instead, since the rifle has a higher damage, and has the longest range, players need to take into account projectile speed, and how far away the target is. Different rifles will have different projectile speeds, but all of them should have a high damage. Now, far away targets will notice you, when you fire at them, when they start moving, if they know you have a rifle they will move in a zig-zag pattern. If this get's implemented, real players should use cover efficiently, and zig-zag. Now, enemies will charge forth, zig-zagging, meaning you have to anticipate where they will end up, and fire there, instead of directly at the target. This is marksmanship. Hitting moving targets at longer and longer distances. I LOVE IT.
Well, that's all I have to say about Rust's idea. This has so many things I like, I cannot but help to support. Great work!!

Wed, 08/21/2013 - 15:16
#4
Shotjeer's picture
Shotjeer
KK.

Mah turn.

Spears: I believe that hiding behind a shield and using it is quite OP. TYVM.

2h weapons: Like Thunder said, pair this will ASI and it will be OP. Nothing more to say.

Kantana: Learn to dodge --> OPness

Mines: Put down 3, in an arena, right at the spawns, and skip a wave.

Gauntlets = Cutter

Rifles = Magnus line w/o shield. No thanks.

Wed, 08/21/2013 - 17:48
#5
Azmus's picture
Azmus
love the gauntlet...

I love the gauntlet idea! thanks for that long post :D

Wed, 08/21/2013 - 17:48
#6
Azmus's picture
Azmus
love the gauntlet...

I love the gauntlet idea! thanks for that long post :D

Wed, 08/21/2013 - 21:15
#7
Warpmonger's picture
Warpmonger
Seriously?

Quote by Shotjeer:
"Spears: I believe that hiding behind a shield and using it is quite OP. TYVM."
Seriously? There are very many ways to attack someone who hides behind a shield. The spear and gunner combo can be easily outdone by clever movements, such as pretending to attack one way, forcing the spearman to swing, then, quickly retreating before the swing is done, and hitting the spearman from a different direction. That being said, spears are slow. PLUS! You cannot shield with the spear, and most gunners cannot keep up with the fast movement speed of those who play the Striker class.
Quote by Shotjeer:
"Kantana: Learn to dodge --> OPness"
No it's not, all of the weapons here take skill and precision timing to use, not fast button spamming like with blasters or swords. If you are a skilled swordsman, dodging can be your best friend, and worst enemy. If you are creative with tactics, you can force a skilled PvP player, to retreat buying time for your friends to move up and take positions. But! Dodge too soon, and you are succeptible to damage. Dodge too late, and you take damage.
Quote by Shotjeer:
"Mines: Put down 3, in an arena, right at the spawns, and skip a wave."
Because the developers would obviously not fix this. Right.
Quote by Shotjeer:
"Gauntlets = Cutter"
Because you don't want to have a high physical strength, that can be modified by the gauntlet you choose, while dealing damage similar to that of either a calibur, or blaster? Right.
Quote by Shotjeer:
"Rifles = Magnus line w/o shield. No thanks."
The thing is, yes, it is kind of like this, but you can shoot and move at the same time, and it would allow you to go prone, which helps with dodging projectiles from several Howlitzers arranged in a square pattern at once. Plus, rifles can do either normal, elemental, shadow, or piercing damage, making it one of the more versatile weapon classes. Like the Alchemer line, or Brandish line.

Wed, 08/21/2013 - 23:56
#8
Rustford
Thank you so much for all

Thank you so much for all your input!

I do, however, agree that most of these weapons are overpowered. But they're only ideas that I have come up with. These weapons involve a different kind of fighting style that aims to suit players who have a specific play style. Everyone has a sword and a shield, and sometimes, some people don't even like shields or don't bother using shields (and they most often get killed). But think of it this way: what if we can give those people a new edge? I'm not saying that non-shield users are inept at what they do, but what I'm trying to say is what if they are able to use something that doesn't require them to block at all, but has a trade-off where the most obvious one is sacrificing the safety of a shield?

This is all about stepping outside your comfort zone and having a wider taste in technique and style. Sometimes, the weapons can be the same, and all of us have a different way of mastering things.

Yes, OOO would nerf the things. They're my ideas, yes, but with OOO being the creators of this wonderful game, they will most definitely change the mechanics of these new weapons (given that this idea is taken, of course. My hopes aren't that high. XD). They'd probably even be the ones to balance it for us so they don't become ultra-cheesy.

Also, I second Warpmonger's notion just above this post. XD

Thu, 08/22/2013 - 02:05
#9
Thunder-The-Bright's picture
Thunder-The-Bright

mmm, coding the spears on warp's idea may be difficult, and may render spears useless against dashing enemies in t3. also warp, spear combos have low knockback and practically no AoE, so you have to use the charge against those jellies. and, really, if you have a pepperbox, you would charge that instead of the spear. also, you wouldn't bring piercing weapons on jelly levels. don't tell me danger rooms, those are recognisable, and you should aviod the ones you don't have weapons for.
for your answer to shot: I think he thinks of PvE. also: "PLUS! You cannot shield with the spear" wut?

*repeat first sentence of spears for rifles*. also, no other ultra branching like alchemers and brandishes, they kill variety. I would exclude shadow and normal from 5* rifles if they were implemented.

No it's not, all of the weapons here take skill and precision timing to use

what did you quoted from him? "learn to dodge". that's the key. it doesn't matter the time it takes to master,if it's OP it's OP. period. besides, again, think of PvE. monsters are prevedible, and with that weapon it would be massacre.

mines offer a tactical advantage over bombs, and don't have nerfs for this (I haven't seen them). either reduce blast radius or knockback.

"Gauntlets = Cutter"
Because you don't want to have a high physical strength, that can be modified by the gauntlet you choose, while dealing damage similar to that of either a calibur, or blaster? Right.

I don't understand the sentence. if I recollect correctly, cutters have the damage of a blaster (main) and of an antigua (ghost). also, gaunlets would be used for reckess charging into the enemy, right? that's cutter's work.

Thu, 08/22/2013 - 04:07
#10
Rustford
If the idea came through,

If the idea came through, cutters are classified as swords. Gauntlets are something else entirely. Think of it this way, you do additional damage to constructs because of the blunt force trauma you deliver with every punch. In addition to this, they have a temporary defense boost that cutters don't have, so as to compensate for their inept blocking system. XD Cutters can be used with any shield, while gauntlets have no shields at all. That's why I believe they're completely different.

I agree that their battle mechanics are similar, but if you look at it this way, cutters have a range advantage, while gauntlets would be able to deliver more consistent damage once a Knight has already zeroed in. Neither of which would become obsolete. In short, and once again, it's all about preference.

And what's he talking about not being able to block with a spear? That shouldn't be the case. In real life, spears were extremely deadly behind a shield. If anyone remembers how the Greeks or the Romans fought, their combat mostly involved spears and shields. They had the Phalanx tactic which involved soldiers to march with the shield up and the spear held forward. I put the spear here so that those who prefer to use defense will possibly take a stab at using a spear. *ba dum tss*

For the katana, let me reiterate that you cannot block at all. That balances out everything. You may be overpowered, but you're completely vulnerable to everything if you're inept at dodging. The katana is meant to be a weapon of timing and practice. Even the slightest slip with it could mean a very clumsy death. XD

Thu, 08/22/2013 - 04:39
#11
Gasguzzler's picture
Gasguzzler
There are OP weapons which are still easy to use right now

Well, I gotta tell you guys, there are some weapons right now that are incredibly powerful yet rather easy to use at the same time. The 5* Brandishes for example. A massive mob of elemental-proof Gremlins and for some crazy reason all you have is Combuster? Keep lighting them on fire with the charge, or try to corner them then spam the slash combo. The knockdown at the third swing would stop them from fighting back. This from a freakin' Elemental weapon. So it's pretty hard for me to complain about these weapons, since they seem powerful yet unforgiving of mistakes. Try using that Katana in one of those claustrophobic rooms with Shankles dancing all over spike traps and/or freeze grates. While being chased by some angry Lumbers. :D

Thu, 08/22/2013 - 07:58
#12
Warpmonger's picture
Warpmonger
Meow.

Oh, for the spear, I thought it'd be two handed. If it's one handed, it would take massive strength to hold it, and the shield at the same time. And, I agree with Gasguzzler's point about the weapons are powerful, but are unforgiving of mistakes. I feel, that this is the case. These are not easy to master, and when you do eventually master them, you will be a threat on the battlefield.

Thu, 08/22/2013 - 08:14
#13
Pipipipipi's picture
Pipipipipi

not being able to shield doesn't fix how op it is in PvP

Thu, 08/22/2013 - 12:18
#14
Warpmonger's picture
Warpmonger
The word OP, is OP...

Well, not being able to shield means that whatever may swing or shoot at you, if it hits, you take massive damage. Also, dodge has a cooldown, so if more than one person starts to attack you, you are done for. Dodge out of the way of one person, and get shankled by another. Yes, all of this does sound over-powered, but even things that have massive strengths have weaknesses, you just need to have more tacticality in battle, and not go solo. Just think more creatively than swing swing kill win, and you'll see that all of Rust's idea's have weaknesses that are fatal is exploited.

Thu, 08/22/2013 - 14:26
#15
Thunder-The-Bright's picture
Thunder-The-Bright

fact is, changes to playerbase (especially PvP, with that community) won't happen easily. people go striker sure that they can handle everything alone, then katana master appears, starts killing everybody, and they ask for nerfing. then we see katana master on PvE, that kills everything all over again, because monster are prevedible, and when you dodge an attack you dodge practically everything, becuase almost nothing has tracking or a very high reach, and even in that case you can retreat and gun. soloing with polaris I can handle the last wave of mecha knights of an arena almost flawless. katnas would be the best weapons for melee, only ranged support could have a chance of hitting you, and ranged attacks aren't so strong.

Thu, 08/22/2013 - 16:11
#16
Theprophisised-One's picture
Theprophisised-One
OP?

I like the ideas until I really start to actually think...and nearly all the wep types are OP, however I'm sure it won't take a genius to come along and fix that. Oooh...except the Gauntlets, I like those, they sound pathetic yet nice and fun....or atleast they should be ^^

Thu, 08/22/2013 - 18:09
#17
Alegtbot's picture
Alegtbot
Screw Gauntlets! I want a

Screw Gauntlets! I want a pure fist weapon.Like true Man! Ok ok... there pretty much gauntlets without a skin

Thu, 08/22/2013 - 20:06
#18
Warpmonger's picture
Warpmonger
PvP Katana.

There is no way that someone who mastered the katana in PvE, can leap onto PvP, and kill everyone. At least, I don't think so, because humans are unpredictable. Enemies have a set code to "Chase and Destroy". We have this code too, except everyone does it differently. Guns, bombs, swords, etc. We don't have a glowing red or green aura before we attack, which makes attacking unpredictable, until it either hits you, or you're quick enough to see the swing. The only way to become a master in PvP with a katana, is through experience, and quick timing and eyes. Also having intelligence. Predict when the enemy will swing, and leap back, or charge forth. It's always unpredictable with humans.

Thu, 08/22/2013 - 21:11
#19
Jiker's picture
Jiker
No Random Critical Hits

Maybe some of the weapons, like the katana, could have a "Damage Taken Increase: Medium" type thing, or lower your movement speed. There's many ways to go about nerfing these items so they fit in.

Fri, 08/23/2013 - 03:42
#20
Thunder-The-Bright's picture
Thunder-The-Bright

heart trinkets will render useless any damage taken increase and the sprites will take care of MSD. warp, from PvE to PvP is a huge step forward, but how about the other way round? a little experience in PvE, then go to PvP until you are experienced, then you can master PvP while being sure that any dumb enemy in the clockworks won't stand a chance.
comes to mind: in PvP you won't have classes, right? you don't have a shield.

Sat, 08/24/2013 - 02:37
#21
Rustford
Healthy Debate!

I am enjoying what everyone has to say so far. o:

Thunder DOES have a point that I completely overlooked. Especially when it comes to Lockdown. Now for that, I honestly haven't a solution to go about it for now, but if I were one of OOO, then maybe I'd be able to come up with something that'll make a compromise when it comes to these things. Then again, I'm not one of OOO so I really don't know how this works. XD Heart Trinkets will indeed make things interesting, but that's a challenge the foes of the trinket bearer will have to face! >:D

Coding and animation will also take a while since these weapons SHOULD feature new animations, especially since their uses are completely different (e.g. The spear has a thrusting animation, the gauntlets obviously punch, etc.). Let's not forget that while the katana is held with both hands, it's much lighter than a two-handed weapon which involves the Knight struggling with its weight as they swing it.

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