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What if the Gloomarang wasn't a boomerang?


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Take this as food for thought. Given how mechanically different is from an actual boomerang, it shares no real mechanical bearing aside from both being ranged weapons, I think it would benefit from having new distinct art that separates it form association to the boomerang. It also shares a naming convention with the Shadow Reaper, Shadow Chakram just rolls off the tongue, and sounds similar to alliteration.


You might not enjoy my art idea, But I hope it I get my point across and inspires some creativity in the devs to do something more unique.


ShadowChakaram.png.976bf21b28dd4ea3e5a724d59f342958.png

This is neat looking, but for me personally the moment I saw this thing (& how it did more damage the further away it’s thrown at a target) and we ALL know how that’s going to translate to consoles with limited target range lolololol……

But anyway, I wanted to be able to Throw It and the player teleport to its location target that it hits.

That would be so cool, and would make for quite an interesting “late game” shadow rift infused Boomerang.

Not only does it do the damage like it currently does, but instead of the player catching it… It catches the player.

And yes, I’ve thought about players setting up ways to teleport or gap hop by building Manniquins or punching bags.. that would be interesting!

Your suggestion however, doesn’t change anything about it but the visuals, which at that point.. could just be a skin?

26 minutes ago, Mike23Ua said:

This is neat looking, but for me personally the moment I saw this thing (& how it did more damage the further away it’s thrown at a target) and we ALL know how that’s going to translate to consoles with limited target range lolololol……

But anyway, I wanted to be able to Throw It and the player teleport to its location target that it hits.

That would be so cool, and would make for quite an interesting “late game” shadow rift infused Boomerang.

Not only does it do the damage like it currently does, but instead of the player catching it… It catches the player.

And yes, I’ve thought about players setting up ways to teleport or gap hop by building Manniquins or punching bags.. that would be interesting!

Your suggestion however, doesn’t change anything about it but the visuals, which at that point.. could just be a skin?

 

IMG_4582.gif

mechanicaly it kind of is like a counterpart to the moon rift staff, like it litteraly shoots magic then being actualy thrown, so i realy wish it was a dark staff instead of a boomerang, sometimes things dont have to be differend and can share the same "item type"
maybe something like this

image.png.dd6fd67163fcb7948cda279a9276eb2f.png

love the idea, kinda reminds of the chackram in smash

on the topic of that, it has a persistent hitbox if you use a tilt input in smash, makes me think if it could get a constant hitbox as it travels to make it a bit of a crowd control tool for fights with spammy mechanics

I do enjoy your art idea, it also reminded me of Terraria's Light Disc's mechanic.

They stack up to 6 and you can only throw them after they return (so similar to Gloomerang allowing for 3 projectiles in the air).

I'd say for how strong this weapon is, you should be forced to craft it several times to throw more at the same time (for example make it stack up to 4 to throw them continuously, but a singular copy only throws one and waits for it to return).

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