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New UVs!

8 replies [Last post]
Wed, 09/11/2013 - 08:35
Scirio's picture
Scirio

Introducing new UVs to the game would greatly influence gameplays. These ones only apply to weapons and not gear.
New Uvs could be things such as:

- Reach increase (RI, would obviously increase the reach of weapons. Graded in low, med, high etc.)

- Instant charge chance (ICC, would give you a change of instantly charging. Graded in 20% 40% 60% never 100%)

- Overload (Attacking enemies would fill up a meter called "overload meter" which can be unleashed once per depth for a temporare speed/power buff. Graded in low, med, high etc)

- Dual hit change (DHC, with every attack you have a chance of swinging/shooting/dropping 2 bombs. Graded in 20% 40% 60% never 100%)

These are just examples. Lemme know what you think of them.

-Sci.

Wed, 09/11/2013 - 09:54
#1
Thunder-The-Bright's picture
Thunder-The-Bright

I don't know about range increase, I'll leave that to others.
instacharge is OP. it could lead to bad things. imagine 5 consecutive instacharges in PvP or PvE. it can happen with 30% chance, it can happen more with 60%.
overload, mah. sprites already have sort of that in some ultimates.
dual hit, the problem is the same as the instacharge but in PvE only.

Wed, 09/11/2013 - 09:57
#2
Thunder-The-Bright's picture
Thunder-The-Bright

I don't know how did this happen.

Wed, 09/11/2013 - 10:05
#3
Dekuinanutshell's picture
Dekuinanutshell
+1 to thunder

I agree, having insta charge as a UV would get very annoying very fast, unless OOO decides to split a UVless lockdown to counteract this problem. But even then that would get annoying.

Wed, 09/11/2013 - 10:26
#4
Mushta-Forum's picture
Mushta-Forum

RI: Would create huge problems in lockdown.
ICC: As Thunder-The-Bright mentioned above, OP.
Overload: It's like a new feature more than a UV. Maybe a battle sprite move like this could be useful.
DHC: We already have too powerful weapons for PvE, and it would create problems in lockdown.

Wed, 09/11/2013 - 11:08
#5
Little-Juances's picture
Little-Juances

Dual hit is actually a bad idea because the first hit renders the target immune to the second (at least in LD, I think)
It'd be easier to just increase the damage as a 'critical hit' rather than dual attacks. Not that I want that either..

Wed, 09/11/2013 - 11:10
#6
Krakob's picture
Krakob

No no no no no no. UVs are bad enough as it is.

Wed, 09/11/2013 - 11:53
#7
Zeddy's picture
Zeddy

Hello, I see that you are new here. I would like to tell you that a "Very High" damage bonus, which you can acquire on weapons and do not work against knights, only gives a 16% damage bonus. Even if you top it off to "Max", the damage bonus for a weapon can never exceed 24%.

Putting a 60% chance for double damage (because this is what double hits achieves) will just flat-out increase your DPS by 60%. I will ask that you simply trust me on this matter, because I performed quite decently at basic high school maths. It is for this reason that I feel I must inform you that, compared to absolutely anything else that exists in the game, this UV, as you proposed, would be immensly overpowered.

Seeing how most bonuses in the game operates at intervals of 4% per level, please try to remain within such conservative numbers when suggesting power boosts for our knights. A lot of people on this board, myself included, think that the knight's arsenal is already quite powerful and that any buffs to it should only be done in an interesting manner and handled very delicately.

Thank you for your attention.

Wed, 09/11/2013 - 14:15
#8
Modicu's picture
Modicu
I'm kind of iffy about this.

A range increase would definitely be a reasonable choice, since some weapons do suffer from a range restriction that can hamper their effectiveness from time to time. I would suggest that the range UV, if implemented, would only affect bombs and handguns, respectively. Swords shouldn't really rely on range, as they're CQC weapons, designed to get up close and slice up your enemies. Some swords have greater ranges than others, such as the greatswords (2-hit combo blades), and some can have their ranges hampered slightly. Omitting this UV from the blades will be a good choice, if this gets seen.

The other UVs do have good structure, but as Zeddy said, they will definitely prove to be rather overpowered, and may have the potential to be abused as well. "Overload", for instance, would definitely be more suitable to be a Battle Sprite abiltity/perk, granting the player an advantageous buff for a short duration, respectively.

The instant charge would be rather abusive. Even with the lower percentages... that's just it. With percentages, you never know the outcome. I had a 20% chance to successfully forge an item, and it succeeded. On the other hand, I had a 90% chance to successfully forge an item, and it failed. Plus, you can get a similar benefit of this with stacked Charge Time Reductions, such as the level 10 medium CTR perk, along with a decent CTR UV you may have acquired, and that will pretty much hamper the passive traits of the insta-charge.

Dual hits will definitely give you more raw DPS, but as the others said... With raw power comes raw abuse. Imagine this being stacked with other damage-increasing UVs... you'd be inflicting an asston of damage with little to no effort in your swings, which will definitely be ridiculously overpowered, and annoying, as well.

I always wondered if there would be a UV to increase a shield's health to a slight degree, or even an increase in the regeneration rate of a shield's integrity. Those would definitely prove to be very useful in aggressive combat situations, such as Clockworks Arenas and Boss Fights.

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