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1 way to balance weapons/armor would be new mobs

6 Réponses [Dernière contribution]
Portrait de Pawn
Pawn

I think one of the best ways to balance weapons/armors would be to introduce new mobs to the game that put a limited (see we do not need another patch of sweeping reform)-- puts a limited emphasis on the weapons that are not as valuable currently. Then sprinkle these mobs in with the existing ones, not make all new levels that feature only the new mobs.

Some ex:
a healer that is weak vs guns.
A mob that has a forcefeild that is weak vs guns, then standard armor behind it weak vs swords.
A mob that does piercing damage. I.e. add a construct that does pierce damage.

Basically new mobs that encourage teamwork as well as increase the importance of under utilized equipment.

Also, the game would benefit from new mobs regardless.

Portrait de Milkman
Milkman
Or you could even just make

Or you could even just make Tier 2 and 3 wolvers deal piercing damage like they are supposed to.

Portrait de Shoebox
Shoebox
Sounds kind of like a thread

Sounds kind of like a thread I made a while ago now.

http://forums.spiralknights.com/en/node/1463

ElementLord
Legacy Username
This.

Is why Owlite Mage family and vog cub need to happen.

-EL

Portrait de Leviance
Leviance
nah it's fine as it is.

nah it's fine as it is.

Ozymandius
Legacy Username
Agreed.

I posted some of my own thoughts on that very idea in this thread:

http://forums.spiralknights.com/en/node/9567

Droganis
Legacy Username
According to a post in General Discussion

Looks like they're planning on giving slimes (read lichens, most likely) and beasts (wolvers?) piercing damage.

"As for making special damage types more pronounced, we're definitely going to be making some changes that address the lack of piercing damage in the game. Slime and beast family monsters should be inflicting it more in lower stratums later on. Hurray?" - Nick

http://forums.spiralknights.com/en/node/10311