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Void Armor: A new reason to enter Shadow Lairs

10 replies [Last post]
Sat, 01/28/2012 - 21:55
Renpartycat's picture
Renpartycat

A new set of recipes for the Sanctuary Alchemy Machine: Void Equipment. The set consists of a Helm, Shield and Armor.

Pros:
- Void equips come with void defense, a unique defense type that is able to easily resist all status ailments (Max status resistance)
- Void equips have great health bonuses
- Using void equips slightly increases the effectiveness of healing

Cons:
- Low normal defense
- Void equips do not have any weapon-boosting traits (No CTR/ASI/Damage)

Edited because the original idea was bad, too many cons made the equips not worth using. Check the posts below to find out why. But if you think the original idea can be fixed...

Original idea: Void equips have large amounts of void defense, which can resist all damage types, and void equips come with a max curse resist bonus, and max penalties for every other status ailment. This idea would work if the void defense was high enough so that suffering greatly from status ailments would be a fair tradeoff. One of the harshest penalties was that the equips cannot be affected by UVs or armor bonuses, but I have to say I went too far on that one, so we should be able to boost void equips if we want to make this worth using. Another option is to give void equips a slightly better health bonus than most equips.

Sat, 01/28/2012 - 22:11
#1
Flamaxe's picture
Flamaxe
...

There's a fine line between recycled and out of place items, this just passed the second.

Oh and don't take it in the wrong way! this isn't a bad idea it's just so different from everything else in the game it would be odd...

Sat, 01/28/2012 - 22:11
#2
Renpartycat's picture
Renpartycat
@Flamaxe

Care to elaborate?

Saying that something is "out of place" in this game is merely an opinion. Seriously. There are a lot of things in this game that look like they're out of place, a lot of things that just don't make any sense.

Sat, 01/28/2012 - 22:15
#3
Flamaxe's picture
Flamaxe
Well I could see some

Well I could see some balancing issues, and story plot issues since why would we craft Void items in the place free of the Void?

Also since it has so many penalty's it won't be used much but it makes since to have them because of it's strength and would they be 1* or 5* and what items would come before it on the crafting chain? and what kind of material would we use to create it?

sorry for the word wall T-T

Sat, 01/28/2012 - 22:24
#4
Darkbrady's picture
Darkbrady
- The status penalties on

- The status penalties on void equips cannot be changed by trinkets or other armor bonuses

Eh? The trinkies don't change teh bonuses on your armour, but your overall cumulative stats; the armour would give you a large negative, then the rest of your gear might reduce that negative.

Overall though, useless. Statuses cause more problems than damage itself; people walk into FSC every day with armour completely unsuited to the occasion just with for the fire resistance. RT is more hasslesome for the shock than base damage. Pretty much applies to everythin; if people can do bosses in Proto Gear with no defences, then having maximum defence against all types is not massively useful, certainly not worth having negative max on all statuses; I use Mad Bomber, I can tell you that eveyrthin' seriously hurts with those kind of resistances. Top a lack of UVs on that and resistance against the most unlikely to receive status effect and you're lookin' at prestige armour alone; would be used as fashion or for afking non-status maps, but would otherwise be pretty much useless. Armour that has a single negative resistance and good status effects is considered iffy.

EDIT:
Altough I mentioned the curse as useless, I do like it for a flavour thing.
Anyhow, suggestion: Try flippin' it around. Incredibly low normal defence, no specials, and very high resistances against all statuses. Much more appealing, but in a dangerous and exciting kind of way.

Sat, 01/28/2012 - 22:33
#5
Renpartycat's picture
Renpartycat
@Flamaxe

The Void equipment's main selling point would be it's high amount of void defense, meaning you can easily resist many attacks, with the curse resistance as a bonus. But since this equipment is so strong, it has a series of cons that balance it out. The void helm, armor and shield will be 5 stars. But I'm not sure what equips we'll have to use before making these.

Crafting void items at the sanctuary can make sense, actually. You're using and abusing good powers for evil purposes. It's like corrupting the sanctuary machine. Besides, we can already craft snarbolax gear which has shadow defense...

@Darkbrady
I see what you mean, and well, you have a good point. But I still want to make the concept of void defense work out. Got any ideas for how we can tweak this?

Sat, 01/28/2012 - 22:37
#6
Metagenic's picture
Metagenic
Actually, it should be the opposite

Void items? Then it's more like abusing evil powers for good purposes, not the other way around (as the Spiral Knights are supposed to fight the Swarm and all that).

Sat, 01/28/2012 - 22:53
#7
Darkbrady's picture
Darkbrady
The problem is just that

The problem is just that regular defence doesn't appeal much, as basic attacks are generally just avoided, and when they land, people care more about statuses than the damage itself; it's the reason why the "high defence" armours are all but un-used, even the ones without the negative ASi bonuses. Even with no status neg.resistances at all, and UV abilities, it'd probably still be put aside next to status resistant armour, or fancy bonus armours. You could easily have "void defence" as a flavour text in the description, explaining why it has incredibly high status resistances (in case you didn't see my EDIT) or add some other quirk to it that sets it apart from the crowd, such as HP bonuses (which I believe stop at 3* with vitasuit).

Either way though, high negatives on all resistances won't go down well unless it has fantasmic bonuses beyond base defence. I'd consider dropping/reducing them and/or adding a very desirable high bonus to counter it.

Mix'n'match suggestions:
* High hps; in built vitapods, further suiting the immortal shadow/void mobs; this could apply to the shield as well, effectively replacing the currently unused Scarlet Shield. Hp bonuses could be tweaked based on the degree of status resistances.
* Alternating high/low resistances on the set, forcing you to have the entire set for [0] resistances, or wear one part for very high resistances AND very high negatives (i.e, hat has VH curse, shock, poison neg.VH fire, freeze, stun while the suit has VH fire, freeze, stun and neg.VH curse, shock, poison). To this, the shield would probably just have minimal resistances on all of them, but either way have "void" defence and huge shield health so it just lasts honkin' ages.
* An [all damage]:low would work well and keep it popular amongst most players, however be slightly out of flavour
* Movement Speed would also be a fine touch, since only two sets have that bonus, one of which being Sanctuary craftable; again, slightly off-flavour.
* Could flip that healing punishment around and let you heal MORE per pill, back to the in-flavour idea.

Ehh, thas all I've got atm! D:

Sat, 01/28/2012 - 23:03
#8
Renpartycat's picture
Renpartycat
@Darkbrady

Edited the first post. Your idea would work out much better, but I kept some information about the original idea.

So, any more thoughts on this? Anyone?

Sat, 01/28/2012 - 23:05
#9
Flamaxe's picture
Flamaxe
^_^

I like the New armor functions ^_^!

Seems a bit medic like Vitasuit, they could make these bonuses to vitasuit but then Void armor wouldn't be void armor and this whole topic might change :o

Anyways I like this new void armor ^_^ oh and perhaps the shield should be like a Quick strike buckler stat wise but be more orientated towards health!

Sat, 01/28/2012 - 23:20
#10
Darkbrady's picture
Darkbrady
Ahh, good choice in the

Ahh, good choice in the mix-up. Glad you stuck with non-offensive bonuses though; does fit the "immortal SL" baddies that bit more. Low base defences will keep everything in a "badass does Vana in proto" feel with some danger and excitement, but keep you feeling safe and godmode around the really dangerous status effects. Full set I imagine brings you to pretty much the equivelant of "max" resistances?
What about the shield? Would that also affect your heal ability, or would that give a raw hp bonus, scarlet shield style? Low/medium defences, and high defences against statuses?

(Ik you said you're not sure about this next question yet, but it's something to think about, still)
Also, how would they be crafted? Which unique mats, etc? Would they be crafted straight from a recipe, or from previous armours? An idea would make them require any 5* helm/suit/shield as a pre-req so that they're expensive and awkward to acquire, yet not "rare" or impossible to get.

Btw, Ik I probably sound pretty "grilly" about this, but that's because I think the idea's rad, and wanna contribute somehow to keeping the concept developed, by makin' the ideas balanced (no one wants god-mode gear from the hard levels) while still remaining special and fancy as a real reward for doing Shadow Lairs, akin to the current SL gear.
Keep workin' on it, a useful tank set is something the game lacks, and the SL mobs being immortal gives the perfect flavour text opening for such a set :)

EDIT:
Just to clarify; idk if you read into it that much or not, but upon thinkin' about it I'm gettin' para. Just to clarify that I don't just like the idea becasue you took my suggestion; I liked the idea even as soon as I read it, I just started likin' it a bit less when I saw your Cons list and thought it had potential if it had some tweaks worked out. D:

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