Tired_Awaii Posted February 18, 2025 Share Posted February 18, 2025 Hammer: Remove Multi hit focus condition and boost dmg of light attacks to compensate for their lack of focus More delay allowed between combo attacks H/1L1H can both be charged to do single spin 2L1H no charge is single spin. charged now loops the spin for focus dmg Heavy dmg scales with how far along a combo they are Striker: Striker now inherits the dmg of the attack that hit it More delay allowed between combo attacks Spear: Remove Multi hit focus condition from airL and/or make the focus condition hitting towards the tip of spear during the spin During Spin attack player now stops when tip is hitting into an enemy instead of at the player More delay allowed between combo attacks Cannon: Change focus condition from second half of clip to perfect reloads/skill loads. Reduce dmg difference between focus and nonfocus hits to compensate for the change Shockwave and Backblast dmg scale with bullet count rather than clip percentage All plant attacks can be charged to use more ammo Allow repeat activations of all plant attacks Bow: Can now glide with heavy following dodges Add H>H Follow up attack Make Bullseye more consistent between enemies Potentially add cancel attack when charging light attacks and pressing heavy. Can be focus if timed during normal focus timeframe Link to comment https://forums.kleientertainment.com/forums/topic/164231-some-general-weapon-change-ideas/ Share on other sites More sharing options...
MrMyther Posted February 19, 2025 Share Posted February 19, 2025 Hammer 22 hours ago, Tired_Awaii said: Remove Multi hit focus condition and boost dmg of light attacks to compensate for their lack of focus Would make the hammer feel far more flat. light attacks losing focus conditions just removes too much interaction with the game mechanics. 21 hours ago, Tired_Awaii said: Heavy dmg scales with how far along a combo they are Isn't this already a thing? Id say hammers best moves are the heavy combos with how much they deal. Striker 21 hours ago, Tired_Awaii said: Striker now inherits the dmg of the attack that hit it Would love for this to exist, rots with high damage hitting the ball, improving the multiplayer combos aswell as just making them better to use with certain skills. Spear 21 hours ago, Tired_Awaii said: Remove Multi hit focus condition from airL and/or make the focus condition hitting towards the tip of spear during the spin During Spin attack player now stops when tip is hitting into an enemy instead of at the player Having both these changes basically just forces it to always be a focus hit on singles? and just removes the only crowd control spear has. neither of which sound very fun Cannon 21 hours ago, Tired_Awaii said: Change focus condition from second half of clip to perfect reloads/skill loads. Reduce dmg difference between focus and nonfocus hits to compensate for the change Feels like it should just be its own variant rather than basekit, would make cannon even more powerful than it currently is, which it definitely doesn't need. 21 hours ago, Tired_Awaii said: All plant attacks can be charged to use more ammo Allow repeat activations of all plant attacks Another thing that feels more fitting as a variant than basekit, the planted attacks are already far too slow to fit into most situations, having them chargeable would just result in them not fitting in even more. Bow 21 hours ago, Tired_Awaii said: Can now glide with heavy following dodges Feels like this would just make bullseyes absolutely awful to land, but it would be nice if it just caused a different attack entirely. 22 hours ago, Tired_Awaii said: Add H>H Follow up attack Bow definitely needs some combos to mess with. (cough cough mortar clone but with arrows pls) Link to comment https://forums.kleientertainment.com/forums/topic/164231-some-general-weapon-change-ideas/#findComment-1799596 Share on other sites More sharing options...
Tired_Awaii Posted February 19, 2025 Author Share Posted February 19, 2025 1 hour ago, MrMyther said: Hammer On 2/18/2025 at 3:03 PM, Tired_Awaii said: Remove Multi hit focus condition and boost dmg of light attacks to compensate for their lack of focus Would make the hammer feel far more flat. light attacks losing focus conditions just removes too much interaction with the game mechanics. The multi hit condition feels like it causes more harm than good for the hammer due to how it negatively effects fights with single enemies. Also hammer already benefits from having a wider hitbox so its kind of unnecessary to boost that even more at the detriment of single target dmg. Also I think it would be a good change to make hammer have more focus on charging heavies and combo enders 1 hour ago, MrMyther said: On 2/18/2025 at 3:03 PM, Tired_Awaii said: Heavy dmg scales with how far along a combo they are Isn't this already a thing? Id say hammers best moves are the heavy combos with how much they deal. The more dmg the farther along a combo thing isn't really a thing in game. The charged finishers all end up doing the same amount of damage with the exception of the L>H charge doing less and the Fading L>H doing more dmg on the final spin. 1 hour ago, MrMyther said: On 2/18/2025 at 3:03 PM, Tired_Awaii said: Remove Multi hit focus condition from airL and/or make the focus condition hitting towards the tip of spear during the spin During Spin attack player now stops when tip is hitting into an enemy instead of at the player Having both these changes basically just forces it to always be a focus hit on singles? and just removes the only crowd control spear has. neither of which sound very fun For the multi hit condition similarly to how it negatively effects hammer it does the same for spear. The idea is to make the focus condition more static and allow the player to actively work with more. The area of effect I think should stay the same but how it focus hits i think should be different. For the player stopping at the spear tip instead I more so mean that if lined up properly you would be stopped. You would still need to be properly aligned like you do currently just stops at a different point which could potentially be useful as you won't be as close to an enemy when finishing the attack. 1 hour ago, MrMyther said: On 2/18/2025 at 3:03 PM, Tired_Awaii said: Change focus condition from second half of clip to perfect reloads/skill loads. Reduce dmg difference between focus and nonfocus hits to compensate for the change Feels like it should just be its own variant rather than basekit, would make cannon even more powerful than it currently is, which it definitely doesn't need. The cannon ideas are much more experimental but for the focus condition change I bring it up because it can sometimes feel inconsistent and awkward and making it tied to proper reloads seems much more inline with being a skill check than what it currently is. There are many other things with cannon that i feel should be changed especially in regards to power balance. I feel like more of those things could be solved with changing up how safe cannon is especially with its dodge. 1 hour ago, MrMyther said: On 2/18/2025 at 3:03 PM, Tired_Awaii said: All plant attacks can be charged to use more ammo Allow repeat activations of all plant attacks Another thing that feels more fitting as a variant than basekit, the planted attacks are already far too slow to fit into most situations, having them chargeable would just result in them not fitting in even more. Currently plant attacks are very awkward to use especially shockwave and backblast, making them charge based I think could do some good for them and would mainly come down to how long it takes to charge up. Increasing the speed at which they go off I don't think would really fix the problem with the moves and their awkwardness because it mainly comes from the fact that those moves put you in vulnerable situations without having any ammo to use. 1 hour ago, MrMyther said: On 2/18/2025 at 3:03 PM, Tired_Awaii said: Can now glide with heavy following dodges Feels like this would just make bullseyes absolutely awful to land, but it would be nice if it just caused a different attack entirely. This is another more experimental idea, I don't think they you should be able to glide too far but just provide a little bit more mobility to bow. Link to comment https://forums.kleientertainment.com/forums/topic/164231-some-general-weapon-change-ideas/#findComment-1799638 Share on other sites More sharing options...
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