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Improved boost drop mechanics, mo' boosts and combos

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Mon, 02/03/2014 - 03:00
Aotr's picture
Aotr

Currently monster just drop boosts randomly with a semi-rare chance, my idea is to have a combo system (it does not have to be visible, but rather a background calculation process) for each hit a monster takes the chances of it dropping a boost is increased by 0.5%, every monster starts at 0%, for a combo to start/continue the same monster must be hit again in a 2 second time frame (thus troika can combo) otherwise the combo restarts. Damage caused by damage capable status effects do not count as hits to the combo system (cause status bomb OP). And here are some ideas of new boost to aid and hinder the combo system and gameplay in general:

Charge speed increase: adds max charge speed unique variant effect (so the weapons themselves aren't altered, this to prevent glitching) to all weapons for 30 seconds giving player game master charge speeds

Attack speed increase: adds max attack speed increase variant to all weapons to 30 seconds (at first I thought about increasing the speed bar to max but weapons like troika would be instantly OP then cutter, I mean just imagine swinging a troika around faster then a cutter, while the cutter is only slightly faster)

Negative boosts/debuffs: negative version of ever boosts listed above and those already in game, to balance out the boost system that so many player despise (super slow everything, super low/no damage, super low/no defense etc.)

Confused/random boost: a boost that is confused about what it's supposed to give a player, this boosts lasts for 60 seconds instead of the default 30 and can be any boost mentioned above, so either you get a super good boost that lasts twice as long or get completed owned because of it, this boost will do be magnetized by you and is twice as rare as the ranger signal flare

Tue, 02/04/2014 - 17:24
#1
Aotr's picture
Aotr
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