Frosty_Mentos Posted October 6, 2022 Share Posted October 6, 2022 What about we don't need new weapons but add some sort of weak spots or times when bosses are extra vulnerable to deal a lot of extra damage instead? The game has a nice assortment of all sorts of damage weapons but I don't think it would fit to have anything with much higher than what there is. Reworked bosses to have moments of taking extra damage or finding ways to stun them to do that would be nice. The only thing that does it (sorta) are pan flutes but they're annoying to use. Adding vulnerable spots to attack or some methods to make them weakened greatly would only affect players and creature followers that fight them maybe. Tentacles and catapults already got enough damage and utility to not need to have that as a combat buff. This idea is mostly to encourage people that like hand-to-hand combat over automated ones and beat bosses in more satisfying way. Link to comment https://forums.kleientertainment.com/forums/topic/143565-we-need-endgame-weapons/page/2/#findComment-1601316 Share on other sites More sharing options...
Eughstein Posted October 6, 2022 Share Posted October 6, 2022 3 hours ago, DajeKotlyar said: There is really hard to make those weapon hard-accessable. And if you lock it on a CC, it... have no sense. After killing CC you just don't need such powerful weapon, cause you already kill most, if not all, bosses problem is, for a lot of people killing bosses like CC and FW game doesn't ends(misery toadstool for example) also don't forget about bosses that will be added in future, it really feels awful being literally in endgame but still time you kill bosses in isn't that much bigger than in mid-game Link to comment https://forums.kleientertainment.com/forums/topic/143565-we-need-endgame-weapons/page/2/#findComment-1601372 Share on other sites More sharing options...
maradyne Posted October 6, 2022 Share Posted October 6, 2022 Not a fan of straight numbers buffs because the problem its trying to solve is health sponges being so spongy that they outlive the interest that their mechanics provide, and the more straightforward way of fixing that is fixing that, but... Mechanically endgame weapons? Heck yea. AoE options, heck, blocking weapons? Larger variety of traps? Taking another look at ranged weapons/their recipes to make them slightly attractive without being completely overbearing? Maybe even a little mobility, similar to what we got in the Forge. I always saw Wig's special starting spear as some wacky sidegrade to the Lazy Explorer, far as canon goes. AI work, improvements to existing stuff like the Club... There are lots of ways to tackle it besides numbers that do the job better. Link to comment https://forums.kleientertainment.com/forums/topic/143565-we-need-endgame-weapons/page/2/#findComment-1601407 Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.
Please be aware that the content of this thread may be outdated and no longer applicable.