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separating the armour from the weapon


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Armours from both rifts have been pretty lackluster in my eyes and are more of a vessel to buff the weapon which I don't like. I want the new armour to be able to stand on their own and made to want to be used and not just an extension of their respective weapon. Giving them a unique ability themselves would be more than enough in my eyes. but I myself am too uncreative to think of anything, so a cool idea i saw is for the void set to provide light (as shown in the spoiler) and i think something like that would be a great way to distance itself from just being a stat boost for the scythe and simultaneously being useful (especially since our hand slot is gonna be taken up by the umbralla during acid rain so no lantern). Anyway enough with the run-on sentences post your own ideas for the armour if you have any.

Spoiler

Image
I can't find who made the original image so rip

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Tbh I think it'd be more fitting if the brightshade set provided light (it's bright). This would be a natural continuation of the enlightened crown while also making the cave side of content easier to beat (which seems to be the goal of the brightshade equipment considering the staffs use against woven shadows and the smashers ruins ruining potential).

They could add the wisp things to the armor as a damage source though (or maybe they could weaken enemies)

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idk what kind of upgrades to these things Klei has planned, but that might differentiate them more.  They kinda said they wanted them to be weak on release.

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I'm sure it'll get a universal buff outside of weapon bonus, much like the Brightshade Helmet being good for sandstorms and moonstorms, what it'll be isn't too known but I do see good ideas floating around.

In the end it's still armor which is something you'll put on and it defends you from damage, serving that purpose very well, everything else is simply bonus such as the weapon damage buff.

I look forward to seeing what'll happen to it.

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All weapons just swing. I might be looking greedy but I expected weapon that fight different like whip. It's just yet another spear with higher damage. 

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I think a "shadow step" aka dodge of sorts would benefit the void set.

It could be based on a cool down or set amount triggered at different durability % of the armor itself. Something similar to the crowns "bubble" but more reliable and less powerful. You would become an ethereal shadow and avoid a single hit but not use durability. This is reminiscent of nightmare enemies dodging after a single hit.

On the other hand I think brightshade armor should have a focus on tanking. The more hits it receives the brighter it becomes until it explodes into an aoe Aurora borealis damaging all enemies around and fixing some of the sets durability (full sets durability may need to be nerfed to fit this change). The set should have more durability when receiving many hits in quick succession. Reminiscent of of the tankiness of lunar enemies.

 

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i love the idea of the little flames floating around you, instead of light maybe the little flames can represent a dodge chance/action each and you get them by either not getting hit for an amount of time or by doing certain amount of damage

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1 hour ago, Wonz said:

All weapons just swing. I might be looking greedy but I expected weapon that fight different like whip. It's just yet another spear with higher damage. 

Im sorry but this is literally the one case where this isn’t true 

the scythe’s ramping damage is a very unique mechanic that gives the scythe its own niche and playstyle.

Yeah it sucks that this ability is tied to the armor but removing that is literally what this thread is about or at least titled so like

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7 hours ago, Dextops said:

I can't find who made the original image so rip

Hello, it's me! I suggested this flames that work like LightBugs because some people wanted a way to have the set and still having a source of light, I know that callers and light bugs exist, but I find cool to give a source of light to the "shadow crafts" mostly because you have to fight and move around caves, and we are full of equipment at the moment with the armor set or the umbralla etc. To be honest, I'm blushing about how many people like this idea.

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4 hours ago, goblinball said:

the scythe’s ramping damage is a very unique mechanic that gives the scythe its own niche and playstyle.

 

No unique playstyle, you still as always swing X times then walk away until boss attacks, walk back and repeat. Whip on other hand lets you hit some other monster before you let them attack or doesn't require so much movement speed since you won't have to walk that far. Even whip isn't very different but at least it's not completely the same except damage.  

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7 hours ago, Wonz said:

No unique playstyle, you still as always swing X times then walk away until boss attacks, walk back and repeat. Whip on other hand lets you hit some other monster before you let them attack or doesn't require so much movement speed since you won't have to walk that far. Even whip isn't very different but at least it's not completely the same except damage.  

Even if it still has the same swing time and animation as other weapons, the ramping damage drastically changes how you’ll handle situations with it.

You absolutely cannot tank with it, getting hit too frequently will demolish its dps. The scythe in general encourages a more cautious, glass cannon-esque playstyle, where you avoid getting hit more than with other weapons.

compare this to smth like Wanda’s alarming clock or the tail o three cats, where pretty much every encounter with those is basically the same (excluding stunlocks, which were unintentional).

I personally would much rather take smth like the scythe over another whip or some other weapon who’s only difference is a different range or swing speed or smth

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14 hours ago, goblinball said:

the scythe’s ramping damage is a very unique mechanic that gives the scythe its own niche and playstyle.

I think it needs something more though or something else to synergize with. Right now it is only viable on enemies that you can hit enough times before a retaliation. Crab King is a good candidate.

It could synergize with something that stuns the enemy for longer. That could be a teamplay element (one person stuns while the other one deals damage). Or the weapon itself could stunlock for longer, but on the other hand there is some downside to hitting a target many times. Maybe an enemy that has been hit enough times in succession will get “enraged” (not like Klaus though) and you will have to work harder to dodge their counter-attacks (maybe they get a temporary movement speed buff). That could look something like the fight with Nightmare Werepig.

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what about making the armor set bonus something like phasing or moving trough objects ignoring the collision of normal structures and other common obstacles like trees or rocks, it would mostly help with traversing the atrium area and have some cool niches, maybe even being able to avoid alerting spiders when you step on their web maybe?

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17 hours ago, goblinball said:

You absolutely cannot tank with it, getting hit too frequently will demolish its dps. The scythe in general encourages a more cautious, glass cannon-esque playstyle, where you avoid getting hit more than with other weapons.

Encourages, but most people anyway been fighting like this no matter if it's deerclops or just warrior spider. Rather than encouraging what most of us been already doing it discourages tanking. Just one less way to fight yay, no matter it's as boring as holding F. Matters in the end we play like always, just enemy dies faster.   

Anyway, what weapon you don't hold you lose health for getting hit so not really glass cannon with 80% dmg reduction 150 hp character has 750 effective HP, that's a lot of hits you can take.  

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17 hours ago, goblinball said:

The scythe in general encourages a more cautious, glass cannon-esque playstyle

Forums be like: penalty for getting hit: glass cannon

seems wilson is a glass cannon too

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5 hours ago, Wonz said:

Encourages, but most people anyway been fighting like this no matter if it's deerclops or just warrior spider. Rather than encouraging what most of us been already doing it discourages tanking. Just one less way to fight yay, no matter it's as boring as holding F. Matters in the end we play like always, just enemy dies faster.   

Anyway, what weapon you don't hold you lose health for getting hit so not really glass cannon with 80% dmg reduction 150 hp character has 750 effective HP, that's a lot of hits you can take.  

idk that "most" people are kiting vs tanking, I know a lot of people get higher dps with marble suit + jellybeans or other tanking.  Unless you're taking hits from multiple mobs the hitstun will be less then the time to dodge.  When I play I typically kite because I prefer it, I'm sure a lot of people kite too - but I couldn't say which holds the "most" people.  Regardless of that, mathematically tanking will out-dps kiting in most boss situations provided you only have the boss to deal with.  I wouldn't say these "encourage" or "discourage" tanking or kiting either way, but tanking does get more out of standard weapons compared.  The Scythe shakes that up by providing a weapon that rewards kiting rather than tanking.  I really like it, if you prefer to have a weapon that supports tanking better then suggest it.

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