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Suggestions for: Poison + Existing Armors rebalancing + Some new Armor sets!


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This thread will be divided in to 3 parts:

  1. Poison mechanics
  2. Rebalancing existing Armor sets
  3. Suggesting new Armor sets

Let's dive in!

Poison mechanics

Spoiler

Currently, poison has quite a few problems - at least the poison generated from players. So, here are few suggestions to hopefully improve the player-generated poisons to be a bit more appealing:

  • Player-generated poison ought to deal very, very low damage versus yourself and other players. Like, single digit type of damage, possibly as low as just 1 damage per tick?
  • Player-generated poison damage doesn't break you or your allies' shields.
    • If player-generated poison only dealt as little as 1 damage per tick to yourself and other players, that would actually make some sense as to why it also does not break players' shields either; it's simply not strong enough to break them.
  • Player-generated poison damage cannot kill yourself or other players.
  • All player-owned minions are immune to player-generated poison (since you can't control how minions move).
  • Each tick of player-generated poison deals a small percent of your weapon damage (like 5%) with the following extra attributes:
    • This extra weapon-scaling damage is only dealt to enemies.
    • This extra weapon-scaling damage also pierces through otherwise poison-immune enemies (even though it should still count as poison damage).
    • This extra weapon-scaling damage also generates hitstreak on each tick.
  • I think that player-generated poison could have a graphical change; on top of the current green pool, maybe have areas of pink/purple energy swirling in the pool, to indicate that it is player-generated, and thus not nearly as harmful to players as other poisons are.

With these changes, I think it would have a bit more appeal. What do you think?

Well, ally poison was changed to be completely harmless! So, even better :D

Rebalancing existing Armor sets

Spoiler

The suggestions in this section isn't superfocused on the numerical aspects of the current armor sets (with a couple of exceptions), but moreso about the mechanics of them. In particular, I will try to make some of the armor pieces less niched - good examples being the poison-related armors which basically only do something in the Molded Grave area (unless you use the Stinger bow), but there's more of them than that. Note: Changes and additions are made in bold.

Let's check them out:

Basic

  • Basic Headband - Grants +33/66/100 max health (Unchanged).
  • Basic Tunic - No effect. Now grants +1/2/3% crit chance.
  • Basic Leggings - No effect. Now grants +4/7/10% runspeed.
  • The additions here are made to simply give the basic set something tiny to work with, similar to the headband.

Bulbin

  • Bulbin Buddy - Dodge deals a knockback hit, with x/x/150% damage. Addition: Also, this dodge damage is further boosted if dodge distance is increased, proportional to the dodge distance bonus.
  • Bulbin Longcoat - Dodge has +10/20/30% invulnverability duration (Unchanged).
  • Bulbin Sash - Dodge speed distance increased by +10/20/30%.
    • Related: The dodge speed effect are now entirely granted by the Iriss pants, and the Gnarlic pants have an entirely new effect instead.

Rillo

  • Rillo Kettlehat - Reduces damage taken from projectiles by 30/40/50%. Reworked: Every 3 seconds, gain a Rillo Charge. Spend a Rillo Charge on heavy attack, launching a projectile dealing 50/75/100% weapon damage. Max 3 charges can be stored at once.
  • Rillo Chestplate - Reduces damage taken from minibosses by 20/30/40%. Reworked: Reduces damage taken from projectiles by 30/40/50%, and increase damage of your projectile powers by 20/35/50%. Also boosts your weapons' ranged attacks by 4/7/10% (Bow/Striker/Cannon ranged attacks, Snarling Spear's skill etc). The full 20/35/50% bonus effect only apply to powers like High Ruler, Shrapnel, Pew Pew! etc, as well as projectiles from armor sets, like the newly suggested Rillo Kettlehat projectile effect.
  • Rillo Trunks - Reduces damage taken from traps by 30/40/50%. Reworked: Reduces damage taken when standing still by 30/40/50%. Speed up any cooldown effects to tick down 50/75/100% faster while standing still (functions on all things with a cooldown or timer, such as the newly suggested Rillo Kettlehat effect, or weapon abilities like the Groundskeeper's Bow Hypershot skill, or the Lil' Schemer power etc).
    • This is meant to represent how the Rillo stands still and digs its snout into the ground before shooting, to give you a similar playstyle, in particular when combined with the new Rillo Kettlehat idea.
  • Overall, these changes are meant to give the player an early projectile-themed set, with vibes similar to how the Rillo fights.
  • If you are wondering: The damage reductions to minibosses and traps are moved over to other sets, so they aren't scrapped entirely.

Yammo

  • Yammo's Noggin-Padder - Heavy attack focus damage increased by 10/20/30% (Unchanged).
  • Yammo Singlet - Reduces damage taken from bosses and mini-bosses by 20/30/40%.
    • I don't see the need to seperate these two boss-types.
    • Imo, this merge should be done for the related Gems too.
  • Yammo Elasti-Shorts - Reduces damage taken by 20/30/40% when not attacking (Unchanged).

Gnarlic

  • Gnarlic Head Stalk - Running deals damage based on speed, with 20/35/50% bonus (Unchanged).
  • Gnarlic Chest Wrap - Increases runspeed by +20/30/40% per second spent running in one direction (Unchanged)
  • Gnarlic Bulb Shorts - Dodge distance increased by +10/20/30%. Reworked: Dodge gives +30% runspeed for 4/6/8 seconds. 
    • Dodge distance bonus feels quite out of place in this runspeed-themed set, so a runspeed effect was suggested for it instead.

Gustree

  • Gustree Helm - When you dodge, create a gust of wind behind you with 100/150/200% strength. Addition: This gust of wind now also deals 1 damage to enemies, adding to your hitstreak!
    • NOTE: This will NOT damage your spikeballs from the Gustree Breastplate!
  • Gustree Breastplate - Perfect dodge creates 1/2/3x friendly Gustree spikeballs behind you. Additions: Also, regular dodge also spawns 1 spikeball, but this has a 6/4/2 second cooldown. You, your allies and any of your minions can ALWAYS move and dodge through the spikeballs. However, you can now max have 3/6/9 spikeballs placed at once.
    • Note: Since these spikeballs deal no damage to yourself or allies, maybe a different colour on them, to distinguish their non-ally-harming nature, could be in order?
  • Gustree Greaves - Grants +33/66/100% wind resistance. Addition: Also, deal +10/15/20% more damage with all attacks (including spikeballs!) for 2 seconds as soon as you dodge.
    • Just a few additions to this set to make it a little bit more potent, and added a non-wind-niched bonus to the pants.

Ribbat

  • Ribbat Wings - When you gain Teffra, gain +10/15/20% more (Unchanged).
  • Ribbat Surcoat - When you take damage, lose 2 Teffra to heal back 10/15/20% 10/20/30% of the damage taken.
    • Buffed a bit numerically, considering it comes at a cost.
  • Ribbat Legs - Gain +5/10/15 Teffra when you break anything in the environment (Unchanged).

Gourdo

  • Gourdo's Noggin-Padder - When you heal, heal +10/15/20% more (Unchanged).
  • Gourdo Vest - When you heal, heal all nearby allies too, for x/x/30% of the heal. Addition: Also heals all allied minions, regardless of where they are. Overhealing once again works towards healing your allies.
  • Gourdo Elasti-Shorts - Heal 10/15/20 20/40/60 health upon entering a new clearing.
  • Just some small buffs and QoL to this set.

Bulbug

  • Bulbug Eyes - Your attacks ignore Shields, and you deal x/x/100% damage again to the target. Addition: Also, when you have a full Shield active, gain +10/15/20% damage with all your attacks.
  • Bulbug Exoskeleton - When you attack an enemy with Shields, gain 1/2/3 Shield Segments. Addition: Whenever you gain Shield or Shield Segments from any source, you have a 10/20/30% chance to gain +1 Shield Segment. Furthermore, when you have full Shields and gain any more Shield or Shield Segment(s), grant the Shield Segment(s) instead to the nearest ally (including the potential bonus extras)! This can apply to any allied minions too, but priority goes to players first.
    • Meant to give your that ally-protective Bulbug feel!
    • Note that if you gain a full Shield (like with the Introvert power, for example), this is equal to gaining 4 Shield Segments, which can be distributed among multiple allies. For example, if the nearest ally has 2 Shield Segments already, and you gain a full Shield, you give that ally only 2 segments (giving them a full Shield), and then the remaining 2 segments is given to the next-closest ally instead etc.
  • Bulbug Tarsi - When you gain Shield, break the Shield and deal 100/150/200% weapon damage around you. Reworked: No longer breaks your Shield: Instead, when you gain Shield or Shield Segment(s), deal 25/50/75% weapon damage around you, per Shield Segment gained.
    • NOTE: Even if you use the Bulbug Exoskeleton and thus might give away Shield Segments, the damage will still occur around you!
    • If you gain a full Shield, that is equivalent to gaining 4 Shield Segments (i.e. 100/200/300% weapon damage).
  • Overall, this gives the set some bonuses that makes it more useable outside of areas with Shielded enemies.

Iriss

  • Iriss Shroud - Perfect dodge or taking damage amplifies the damage taken on the dodged/attacking enemy by +10/20/30%. Addition: Show this amplification with a visible debuff on the target!
  • Iriss Wraps - Perfect dodge grants you +10/20/30% critical chance for 5 seconds. Reworked: Perfect dodge or taking damage grants you an Iriss Blade charge. On heavy attack, consume your Iriss Blade charge to launch a big sawblade forward, which deals 150/200/250% weapon damage to all enemies caught in its cleaving path.
    • The Meowl armor now grants critchance on both perfect dodge and damage taken, meaning this armorbonus would be doing the same - which is why I revamped it entirely.
    • The new effect is meant to represent the Iriss' forward-dashing "sawblade" attack.
  • Iriss Twine Sinch - Dodge speed increased by +5/10/15% +10/20/30% and you can dodge through objects.
    • As these Iriss pants are now the sole source of granting a dodge speed bonus and thus no longer competes with the Bulbin pants, the numbers can be buffed up a bunch.

Mothball

  • Mothball Ushanka - When near allies, gain +20/30/40% damage bonus. Addition: Also counts when near allied minions. Your minions now also gain +20/30/40% damage bonus, no matter their distance from you.
  • Mothball Fur Coat - When near allies, suffer 20/30/40% less damage taken. Addition: Also counts when near allied minions. Your minions now also suffer 20/30/40% less damage taken, no matter their distance from you.
  • Mothball Fur Leggings - When near allies, heal for 20/30/40% more. Addition: Also counts when near allied minions. Your minions now also heal 10/15/20% of whatever you heal (also counting overhealing!), no matter their distance from you.
  • Gives the set some bonuses that makes it work even when playing solo, by allowing to work with any minions you might summon. Also, to further emphasize the "team fighting" effects, it also gives bonuses to any potential minion you might have!

Groak

  • Groak's Best - Increases heavy attack hitstun duration by +20/35/50%. Addition: Maybe, also increases the heavy attack hitstun POWER by 20/30/50%? (I.e. makng it more likely to stun in the first place)
  • Groak Body Casing - Heavy attacks pull in enemies, +33/66/100% vacuum power. Addition: For every enemy near you, and for every enemy you have damaged up to 2 seconds ago, gain +3/4/5% damage bonus.
    • Just a vacuum-thematic addition to this rather underwhelming armor piece.
  • Groak Drippings - Grants you a 33/66/100% chance to negate spores. Addition: Also, heal 20/35/50 health whenever you negate a spore or whenever you kill an enemy which is stunned and/or knocked down.
    • Makes it useable even outside areas with spores, while also synergizing with the Groak headpiece, in particular.

Gloop

  • Gloop Laurels - Gain +25/50/75% runspeed bonus when Poisoned. Reworked: For every X distance travelled, or whenever you deal poison damage, or for every 0,5 seconds you stand on top of poison pools (including friendly poison pools), you store up +5/7/9% heavy attack damage. You can max store up to 50/70/90% heavy attack damage bonus. Expend the entire bonus on your next non-missing heavy attack.
  • Gloop Top Glaze - On kill, or upon hitting an enemy 20 times (cumulatively), spawn a Poison pool lasting 4/6/8 seconds.
    • This makes it useable on, for example, bossfights which doesn't have any smallfry around to kill.
  • Gloop Slimekilt - Dodge speed is increased by +30/40/50% when Poisoned. Tweaked: Depending on your health or if you're standing on top of a poison pool (including friendly poison pools), gain between +3/6/9% to +25/50/75% movespeed and between +2/4/6% to +16/33/50% dodge speed. Gain the maximum bonuses when you are on a poison pool or if you are at 25% health or lower. You gain the minimum bonuses when you are at 91% health or higher. 
  • These changes makes the set more useable outside of areas with poison, while still working best if you do have some kind of poison-source (such as the Gloop or Wollusk armor, or the Stinger bow).

Snortoise

  • Snortoise Helmet - When your health is at 10/20/30%, you gain poison damage immunity as well as a 50% damage reduction.
  • Snortoise Armour - Deal area damage on landing, equal to 50/75/100% 25/50/75% weapon damage.
    • Just a nerf to make it a tad less oppressive
  • Snortoise Boots - Poison builds up 20/40/60% slower. Addition: Also deal +10/20/30% bonus damage to enemies who are below 50% health. (Note: Placeholder bonus)
  • Just like with the Gloop set, these changes makes the set more useable outside of areas with poison, while still having the most benefit in areas with poison.

Wollusk

  • Wollusk Helmet - Heal back 20/40/70% 30/50/70% of any poison damage taken. Addition: Also, heal 5/10/15% of any non-poison damage taken!
  • Wollusk Hauberk - On dodge, create a Poison pool lasting 1/2/3 2/3/4 seconds. Addition: Also, reduce all damage taken by 10/20/30% while standing on a poison pool (including friendly poison pools).
  • Wollusk Aketon - Reduce all damage taken by 10/20/30% while poisoned. Reworked: On perfect dodge or on any damage taken (including from poison), create a magical spiky shell around you. When you next take damage from an enemy or perform a perfect dodge, explode the shell to deal 100/125/150% weapon damage around you.
  • Just like with the Gloop and Snortoise sets, these changes makes the set more useable outside of areas with poison, while still having the most benefit if there are poison-sources around.

Floracrane

  • Floracrane Garland - Critical hits deal +25/35/50% damage (Unchanged).
  • Floracrane Raiments - Increases your critical hit chance of Focus hits by +5/10/15% (Unchanged).
  • Floracrane Skirt - Increases your critical hit chance of your Skills by +10/20/30%. Addition: Also increases the critical hit chance of your non-Skill attacks by 5/10/15% for 2 seconds after using your Skill.
    • Some special interaction notes/changes here:
      • Gourdo weapons - Maybe the healing effect could have a 10/20/30% chance to heal 2x as much?
      • Groundskeeper's Bow - Maybe should cause all your light attacks to have +10/20/30% critical hit chance while the skill's buff is active?
      • Stinger - If not already since the poison changes, its poison should get the +10/20/30% critical hit chance bonus to each tick.

Arctic Stunk

  • Arctic Stunk Ushanka - Perfect dodge or taking damage creates an Ice Fart behind you, with +10/20/30% Ice Fart damage. Addition: Freezing power could maybe be quite a bit stronger?
    • I feel it does a pretty bad job in trying to freeze enemies, personallly.
  • Arctic Stunk Fur Coat - Warm up 20/40/60% faster and chill down 20/40/60% slower. Addition: Also, deal +20/35/50% damage against enemies with full health or if they are frozen.
    • Gives it a niche outside of areas with cold effects.
  • Arctic Stunk Fur Leggings - Increase runspeed by +20/40/60% when not near enemies (Unchanged, however, I'd like to add something small to this - help would be appreciated!)

Meowl

  • Meowl Cowl - When you take damage or perfect dodge, become uninterruptable and deal +25/50/100% critical damage for 5 10 seconds
  • Meowl Mitts - When you take damage or perfect dodge, gain +10/20/30% critical chance for 5 10 seconds.
  • Meowl Booties - When you take damage or perfect dodge, gain +30% dodge speed bonus and +25/50/75% runspeed for 5 10 seconds.
  • Some duration bonus for QoL, and allows you to activate the effects with perfect dodges too, so you don't need to cheese it with other tools (like poison gear/weapons and Corrosive gem, or with The Bam Bamboozler hammer)

Torchfly

  • Torchfly Goggles -  When you dodge, consume your hitstreak to generate a spinner, with duration proportional to x/x/100% of your hitstreak. Tweaked: It no longer CONSUMES your hitstreak (it still utilizes hitstreak to determine its duration though), however, it now lasts a maximum of 8 seconds.
  • Torchfly Epaulets - Gain +x/x/4% critical chance per enemy nearby. Addition: The bonus now lingers for ~2 seconds after the enemy leaves the radius.
  • Torchfly Kneeguards - After dodging, suffer x/x/20% 20/25/30% less damage taken for 2 seconds.
  • Mostly just useability QoL added to the set, which is otherwise pretty good.

Colossapphire

  • Colossapphire Helmet - When damaged or when you perfect dodge an enemy, apply x/x/100% Cold to the attacker. Addition: Now considered Heavy armor, rather than Medium.
    • Added another option (i.e. perfect dodging) to freeze the enemy.
  • Colossapphire Plate - Deal area damage upon leaving the ground, equal to 50/75/100% weapon damage. Addition: Now considered Heavy armor, rather than Medium.
  • Colossapphire Greaves - Gain X/X/100% bonus weapon damage after standing still for x/x/4 seconds. Bonus lost when after dodging. Addition: Now considered Heavy armor, rather than Medium. Perfect dodges still retains the bonus.
    • At least allows perfect dodges to be used (which goes in handy with the addition suggested for the helmet).
  • Generally, the set is nice - but I think it would fit better as a Heavy armor, rather than a Medium one. After all, the Colossapphire is a rather big and bulky enemy, who also leaps similar to how the player does when using Heavy armor.

Boarfrost

  • Boarfrost Headband - Gain up to +x/x/50% Focus hit damage bonus, depending on your distance from the target. Addition: This bonus now also applies to all projectile effects (Like Pew Pew!, as well as the ice-projectile from Boarfrost Cloven Booties etc).
    • With that addition, it would also become a bit more useable for melee weapons.
  • Boarfrost Mantle - When damaged from the back or perfect dodging an attack from the back, deal x/200/300% weapon damage to the attacker. Addition: Also reduce all damage taken from the back by 20/25/30%.
    • Also triggerrable with perfect dodges, and added conditional damage reduction to complement its retaliatory effect.
  • Boarfrost Cloven Booties -  When you perfect dodge a projectile any attack, fire an ice spine at the target for x/500/800% 200/300/400% weapon damage.
    • Made it much easier to trigger, but compensated by making it weaker.

Scrambler

  • Scrambler Shellcap - Each run, suffer 50% less damage taken from x/x/15 hits, then it breaks. When broken, take 2x damage instead.
    • The increased damage taken penalty upon breaking feels very unnecessary.
  • Thatcher Cuirass - Deal 10x damage to nearby enemies whenever you suffer X/300/200 damage in one hit. Reworked: When you kill an enemy with a heavy focus attack, deal 100/125/150% weapon damage to all enemies in a radius around the killed enemy.
    • Playstyle wise, you could see it as symbolizing the Scrambler-nest tossing Scramblers at you, if you will.
  • Shellbottom Briefs -  When you perfect dodge against a trap any attack, deal x/50/100% 150/200/250% weapon damage around you.
    • Made it much easier to trigger, as well as more rewarding (as it is currently a very underpowered piece of gear).

Antleer

  • Antleer Trophy Antlers - For every environmental object you've destroyed this hunt, gain +0,5/1/2% damage bonus (Unchanged).
  • Antleer Hide - For every environmental object you've destroyed this hunt, suffer 0,5/1/2% less damage taken. Tweaked: Capped at 75% damage reduction.
    • This is currently uncapped, allowing you to become immortal, which doesn't feel intended. Since it is quite tedious to build up, I think its cap can still remain really high though.
  • Antleer Hunting Boots - For every environmental object you've destroyed this hunt, gain +x/1/2% runspeed bonus (Unchanged).

Bullrog

  • Bullrog Headgear - Start the hunt with x/x/300 Teffra (Unchanged).
  • Bullrog Gauntlets - Upon finishing an encounter without dodging, gain a stackable +x/x/10% damage bonus for the rest of the hunt (Unchanged).
  • Bullrog Laced Boots - Your attacks cannot be interrupted, and your damage taken while attacking is reduced by x/x/20% (Unchanged).

Immorel

  • Immorel Diadem - When you gain Shields, all allies gain Shield too. When you heal with Shields active, heal all allies for x/15/20% of your healing too. Addition: Counts overhealing too.
  • Immorel Armor - When you enter a clearing, gain shield if your health is below x/40/50% 40/60/80%. Addition: Increase all damage done with lightning powers by 10/20/30%.
    • As the Shield bonus is a bit niche/restrictive, I thought giving it a bit of a bonus towards the lightning (or "charge") powers would make it a bit less niched, as well as a fitting bonus considering that the Immorel enemy has a lightning attack.
  • Immorel Trunk Hose - When your potion is used, refill it up to x/1/2 times per run (Unchanged).

Funguile

  • Funguile Sailor Cap - When you otherwise would die wearing your hat, stay at 1 hp, and drop your hat as a healing pick up. However, lose 10% max health on pickup. Hat heals X/15/25% of max health (Unchanged).
  • Funguile Sailor Top - When you take damage or perfect dodge, spawn an explosve shroom which deals +x/50/100% of your missing health as damage.
    • Maybe too strong to also be triggerable with perfect dodges?
  • Funguile Sailor Slacks - When you take damage, spawn a healing shroom, which heals any player for +x/25/40% of the damage taken upon picking it up (Unchanged).

Quetzi

  • Quetzi Headpiece - Adds +x/15/20% luck (Unchanged).
  • Quetzi Scalemail - When you enter a clearing, gain x/1/2 temporary powers. Tweaked: Cannot give you Body of Light anymore (Was this already changed?)
  • Quetzi Waist Guard - When you gain a power, upgrade it once but take x/150/100 damage. Tweaked: Does not hurt you if you gain a temporary power (like those from the Quetzi Scalemail), but they will still be upgraded!

Bonejaw

  • Bonejaw Head Cage - When your health goes below x/x/20%, heal x/x/33% of your max health. Once per clearing only (Unchanged).
  • Bonejaw Breastplate -  When you take damage or perfect dodge, suffer x/x/35% 30/35/40% less damage taken for 2 5 seconds.
    • As the first hit will still really hurt, the compensation on subsequent attacks needs to be more potent. Allowing perfect dodges to trigger it would also make it a potentially very powerful defensive armor.
  • Bonejaw Jawbelt - Attacks are uninterruptable. If you attack in a different direction from your previous attack, deal +x/x/50% damage for 1 second.
    • Just added a tiny bit of a duration to the bonus, to make it every so slightly less "turn around"-spammy.

Suggesting new Armor sets

Spoiler

Currently, there are a whole bunch of enemies which aren't represented in armor sets yet. In this section I will suggest just that; new armor sets based on the enemies who aren't represented yet! Let's dive in:

Treek - Heavy weightclass

  • Treek Crown - When you dodge, leave a spiketrap behind (Note: It cannot hurt you or your allies, only enemies!). Restock the trap 9/7/5 seconds after deployment. Max 2/3/4 traps can be placed at once (placing a new one past the limit removes the oldest one).
    • To show that this spiketrap is not harmful to yourself or allies, I think it should have a different colour and silhouette compared to the regular purple spiketraps.
  • Treek Trunk - Reduces all damage taken by 5/10/15%.
    • Kind of a placeholder bonus, but there is no general damage reducer like this, so it could stay as is I guess?
  • Treek Roots - Suffer 30/40/50% less damage taken from traps. Deal 20/35/50% more damage with traps of any kind. Traps count as  any lingering/planted-on-the-ground attack, such as: Spiketraps, paincones (aka bombs), spikeballs, poison pools, ice farts/clouds, snot-traps, the proximity mines from the Sporeshot cannon etc.
  • This set is meant to give you a trap-themed playstyle (similar to how I reworked the Rillo set to be a projectile-themed set).

Beets - Light weightclass

  • Beets Snappy Leaflet - For every power you have acquired this hunt, gain +1/2/3% bonus damage.
  • Beets Bitey Vest - For every power you have acquired this hunt, gain +1/1,5/2% damage resistance.
  • Beets Spicy Steppies - For every power you have acquired this hunt, gain +1/2/3% runspeed bonus.
  • This is meant to be a simple and basic power-oriented set, similar to how the Beets are very simple and basic enemies.

Zucco - Medium weightclass

  • Zucco Horned Headpiece - Whenever Teffra you generate lands on the ground, this Teffra also creates one-time purple snot-traps; These traps deals 5/7/10% weapon damage per point of Teffra in a small radius and have light/moderate/heavy stunning power.
  • Zucco Danger Embrace - When you reach 5 hitstreak, create a bladed spinner around you for 1/1,5/2 seconds. The spinner deals 10% weapon damage every 0,125 seconds and generates hitstreak with every hit! The spinner can only trigger once per hitstreak (meaning, you have to lose your hitstreak first before you can create another spinner).
  • Zucco Hazard Leggings - When you kill an enemy, generate an additional 2/3/5 Teffra.
  • This set is meant to give you a Zucco-like fighting style:
    • The body armor represents their multi-combo attacks (in particular that of the Imbued Zucco variant)
    • The headpiece represents the snot-traps they tend to place down around the battlefield.
    • The pants is basically meant to represent the loot-oriented special Golden/Corestone Zucco-variants (which then synergizes directly with the headpiece)

Peashooter - Medium weightclass

  • Peashooter Mouthguard - Grants you a bonus based on your weightclass:
    • Power Class grants you 8/14/20% damage reduction against melee attacks and +4/7/10% focus damage.
    • Agile Class grants you +8/14/20% focus damage and 4/7/10% damage reduction against melee attacks.
    • Balanced Class grants you +5/10/15% focus damage and +5/10/15% damage resistance against melee attacks.
  • Peashooter Heft - Generate 2/3/4 different spores when you enter a clearing. The spores are of the Healing/Shield/Shrink/Grow types only. In bossrooms, once all these spores are depleted, new ones will appear after 60 seconds.
    • Note: The "different spores" part means that not a single one of the (up to) 4 spores you spawn will be of the same type! What that also means, is that when you have the highest effect (i.e. spawning 4 spores), you are guaranteed to spawn one of each type in every room!
  • Peashooter Stubs - When you have full health and/or have Shields, deal +10/20/30% more damage.
  • This set is meant to play around with spores and their effects, including the weightclasses they might tamper with, wihle still being useable without spores being present.

Mossquito - Light weightclass

  • Mossquito Stinger Helm - Your heavy focus hits heal you for 5/10/15 health.
  • Mossquito Bloodsack Vest - Whenever you heal, gain +20/30/40% of the healed amount as max health (Note: This is added BEFORE the heal takes place!). This max health bonus degrades over time, and is entirely lost when you leave the current clearing.
  • Mossquito Winged Belt - Increase your movement speed by up to 20/35/50%, based on your current health. This bonus is reduced  the less health you have (completely linearly).
  • A simple set meant to represent the Mossquito's healing attacks and fast movement.

Greater Mothball - Medium weightclass

  • Greater Mothball Mindfloof - Perfect dodge an enemy's attack to confuse the enemy for 4/6/8 seconds. Max 1 enemy can be confused at a time.
  • Greater Mothball Bodyfloof - Your light attacks also launch out straight-flying inky oil orbs, which on contact with a non-confused enemy, slows it down by 40/50/60%, for 1/2/3 seconds.
  • Greater Mothball Soulfloof - Gain 1/2/3 mini-mothball minions (like those from anomalies) to join your side! If one dies, it will respawn after 15 seconds.
    • Note: These enemies will have the pink "charmed" effect on them, to visually clarify that they are your allies.
  • This set is meant to represent the Greater Mothball's crowd controlling effects, along with the pants also representing the "mothball spawnpile", the one which constantly spawns Mothball enemies.

Totolili - Medium weightclass

  • Totolili Pad - When you land a heavy focus attack, also throw out a boomerang-like projectile in front of you, which after travelling some distance then returns in the opposite direction. The boomerang deals constant damage to enemies as it passes through them. Has a 6/5/4 second cooldown.
    • Note: This attack counts as a both a "spinner" and "projectile" attack.
  • Totolili Neckbrace - Every time you reach a 20/15/10 hitstreak, create a slow but big and widely orbiting spinner, which orbits widely around its spawn position twice. This spinner does NOT follow you around. The boomerang deals constant damage to enemies as it passes through them.
    • Note: This attack counts as a both a "spinner" and "projectile" attack.
  • Totolili Danglies - For every 5/4/3 hits you land on enemies, you gain 1 more hitstreak!
    • While not all as fast to build up extra hitstreak like the Attack Dice power, it helps you nontheless. Also, considering how often the boomerang/spinner from the headpiece and/or armor can hit enemies, it will over time give you quite a decent amount of extra hitstreaks.
  • This set is meant to represent the Totolili's "boomerang"-oriented attack styles, with the pants aiding further in the hitstreak department.

Cottonhail - Light weightclass

  • Cottonhail Earmuffs - Gain +2/3/4 power rerolls
  • Cottonhail Cozy Floof - Gain +50/100/150 Teffra when you enter any shop or ????-room
  • Cottonhail Harefeet - Increase your luck by +4/7/10% and critchance by +2/3/5%.
  • This is meant to be a very simple set to aid you with various luck-based stuff as well as with Teffra-gains.

Snobball - Light weightclass

  • Snobball Buddy - When you perfect dodge or take damage from a rot, launch a freezing snowball against the attacking enemy, as well as a snowball against 1/2/3 other nearby enemy(s). Snowballs apply 100% cold and deal 70/85/100% weapon damage.
  • Snobball Longcoat - When you perfect dodge, you gain 1/1/2 Shield Segments.
    • EDIT: Alternative effect: When you perfect dodge, grow a bit in size for 4/6/8 seconds.
  • Snobball Sash - Gain +10/20/30% crit chance to your attacks when attacking enemies who are frozen, or if you have Shields.
    • EDIT: Alternative effect: Gain +10/20/30% crit chance to your attacks when attacking enemies who are frozen, or if you are grown in size (This is meant to be a potential change alongside the alternate effect for the Longcoat).
  • The snowball stuff should be self-explanatory, but the Shield bonus from the Longcoat is meant to represent how the Snobball enemies coat themselves in snow.
    • With the alternative effect of simply growing in size, I think it would be even more clearly represented.

Plumper - Heavy weightclass

  • Plumper Frosted Wraps - Whenever you enter a clearing, spawn 1/2/3 ice block(s). In bossrooms, if all your ice blocks are destroyed, new one(s) will fall in after 30 seconds.
  • Plumper Inflation Vest - When you dodge, perfect dodge or quick rise, violently push back all nearby enemies (and potential ice blocks) along with a stun/knockdown force, while also dealing 100/150/200% weapon damage to them. With regular dodges, this push back attack has a 8/7/6 second cooldown, but with perfect dodges or quick rises, there is no cooldown!
  • Plumper Escape Pants - When a hitstreak ends, gain 20/35/50% movement speed for a duraton based on the ended hitstreak. If you have multiple hitstreaks ending, their durations can stack up!
  • So this set is meant to make you able play more similarly to the Plumper:
    • The Inflation Vest has the most obvious effect, pushing back enemies (and potential ice blocks) similar to what the Plumper does.
    • The Escape Pants is meant to represent kind of how the Plumper occassionally moves from groundhole to groundhole, but in a way that functions a bit better for the player, while still operating similarly to the Plumper's "hit-and-run"-esque style.
    • The Frosted Wraps is meant to give you ice blocks on the battle field, which you can for example use to throw at enemies (particulaly violently so if also using the Inflation Vest), and/or maybe to be used with Teffra Extraction gems, Ribbat pants, and/or to combo with the Antleer helm/armor etc.

Gooseberry - Heavy weightclass

  • Gooseberry Propeller - Allows you to walk and dodge through all enemies and environmental objects. Going through them also reduces your damage taken from said enemy/object by 20/30/40% for 5 seconds.
  • Gooseberry Spiked Jacket - When you perfect dodge or take damage from an enemy or trap, launch piercing spikes in all 8 directions around you. An enemy can only be hurt by one spike per activation, and the spikes deal 100/150/200% weapon damage.
  • Gooseberry Bomber Pants - When you enter a clearing, a 3 second bomb timer appears above your head. Once the timer reaches 0, a big explosion erupts around you, dealing 150/225/300% weapon damage to all nearby enemies. Once the explosion has occurred, you can start a new bomb timer by either doing a perfect dodge or by taking damage from an enemy or trap.
  • So the design of this set was thought of like this:
    • The Spiked Jacket's spike attack represents, well, the Gooseberry's basic spike attack.
    • The Bomber Pants bomb attack represents the Imbued Gooseberry's delayed explosion-on-death attack.
    • The Propeller is meant to allow you to position yourself more easily and safely amongst clustered enemies, with the main intention of synergizing with and making the most of the Jacket and Pants, as they both do large area of effect attacks. And since the Gooseberry flies with a little propeller on top of its head, it also gives the player the feeling of "flying" slightly above the field (which is why it allows you to move through enemies and objects).

Red Toady - Light weightclass

  • Red Toady Cap - Reduces damage taken from melee attacks by 15/20/25%. 
    • This means no resistance to projectiles, explosives, acid, elements, traps etc - just direct melee hits
  • Red Toady Gloves - Your first hit in a hitstreak grants +2/4/6 more hitstreak.
  • Red Toady Stumps - When you take damage from melee attacks, you have a 33/66/100% chance to not lose your current hitstreak, nor to have your attack interrupted.
    • This means you can still be lose hitstreak and be interrupted by projectiles, explosives, traps etc.
  • This set has an melee and hitstreak theme, similar to how the Red Toady is a straight-to-the-point melee oriented enemy. The Gloves giving extra hitstreak for your first hit in a hitstreak is meant to represent the multihit attack they use (at least the Imbued enemy variant).

Blue Toady - Light weightclass

  • Blue Toady Cap - Whenever you generate Teffra, you also launch homing projectiles; The projectiles deal damage equal to 50/75/100x the amount of Teffra generated. These projectiles prioritize targetting enemies, but will attack objects otherwise.
  • Blue Toady Gloves - Every 3 Attacks, shoot 1/2/3 Projectile(s) that deals 30% weapon damage each.
    • Yes, this is the "Pew Pew!"-power, but with less damage per projectile (and yes, they would stack). Yes, it is kind of a placeholder effect - but I personally kind of like having some more armorpieces doing very similar things to powers.
  • Blue Toady Stumps - Gain +10/20/30 Teffra when entering a combat room.
  • As the Blue Toady has a projectile-heavy style, so does this set - with a bit of a Teffra-related twist, to differentiate it from other projectile sets.

Arboreel - Medium or Heavy weightclass

  • Arboreel Dragon Helm - Hitting with a heavy attack in a hitstreak which has at least struck with 2 light attacks first, generates a breath of flame in front of you for 0,5/1,0/1,5 seconds. The flames deal 15% weapon dmg every 0,125 seconds to all enemies caught in them, and generates hitstreak.
    • Note: The flame moves with you, and if you turn around, it also switches direction. If you are midair, the flames will be angled diagonally downwards.
  • Arboreel Vine Wraps - Hitting with a light attack grants you +20/25/30% damage bonus to your next non-missing heavy attack. This stacks up to 40/50/60% heavy attack damage bonus.
  • Arboreel Leaf Leggings - Hitting with a light attack grants you +10/15/20% runspeed for 5 seconds. This stacks up to +20/30/40% runspeed bonus. Hitting with a heavy attack consumes the runspeed bonus, but doing so also deals a percentage of your current heavy attack's damage in an area of effect around the impact point, equal to the consumed runspeed bonus.
  • This is how the set is meant to represent the Arboreel's combat and playstyle:
    • The Dragon Helm should be fairly obvious, mimicking its flame breath attack.
    • The Leaf Leggings somewhat represents the Arboreel's "movement": The Arboreel disappears up in the "ceiling", then after a while, plops down on a player (basically teleporting to them), and doing so with a mini-slam attack, then stays in place for a while. So, the runspeed is meant to represent the faster "teleporty" movement it has, the area of effect damage is supposed to represent its mini-slam when it plops down, and the fact that you have to consume the runspeed bonus (i.e. becoming slower) to do the area damage is similar to how the Arboreel gets into a stationary position (i.e. moving slower by not moving at all) after plopping down for the slam attack.
    • The Vine Wraps simply was simply suggested to synergize with the rest of the set, in particular with the Leggings (since the Wraps' damage bonus will also apply to the area damage, if both bonuses are utilized at the same time!).

Tell me what you think!

On 3/9/2025 at 2:37 PM, Azamagon said:

Beets - Light weightclass

  • Beets Snappy Leaftlet - For every power you have acquired this hunt, gain +1/2/3% bonus damage.
  • Beets Bitey Vest - For every power you have acquired this hunt, gain +1/1,5/2% damage resistance.
  • Beets Spicy Steppies - For every power you have acquired this hunt, gain +1/2/3% runspeed bonus.
  • This is meant to be a simple and basic power-oriented set, similar to how the Beets are very simple and basic enemies.

The Basic Handband, Tunic, and Leggings are armor set from Beets, so I don't see the need to make a second one.

On 3/9/2025 at 2:37 PM, Azamagon said:

Cottonhail - Light weightclass

  • Cottonhail Earmuffs - Gain +2/3/4 power rerolls
  • Cottonhail Cozy Floof - Gain +50/100/150 Teffra when you enter any shop or ????-room
  • Cottonhail Harefeet - Increase your luck by +4/7/10% and critchance by +2/3/5%.
  • This set is meant as a very simple set to aid you with various luck-based stuff as well as with Teffra-gains.

I don't know, these perks don't fit the Cottonhail armor at all in my opinion.

5 hours ago, Kacpert25 said:

1) The Basic Handband, Tunic, and Leggings are armor set from Beets, so I don't see the need to make a second one.

2) I don't know, these perks don't fit the Cottonhail armor at all in my opinion.

1) Sorry, but I disagreed. The Basic set just looks like completely normal clothing to me.

2) You're not wrong. I felt the Cottonhail was a really simple enemy (similar to the Beets, if you will), so instead of trying to think too hard to make a fighting style similar to their quite simplistic fighting style, I instead based the set on the "rabbit's foot" superstition (i.e. if you carry one, you will have better luck), since the Cottonhail looks like some form of rabbit/hare.

Also, it devs themselves have also done these kind of don't-see-the-connection-to-said-enemy sets. For example:

  • The Rillo's current set is just a bunch of different damage reductions
  • The Floracrane's set is just a bunch of critical bonuses, rather than directly related to how they fight.
  • The Quetzi set is about luck and powers, something I can't really see any connection with either.
  • Some seemingly random individual gears:
    • Bullrog's headpiece = +300 Teffra. I don't see any connection there.
    • Immorel's leggins = More potions. Ok, quite random, imo.
    • Bonejaw's headpiece and armor = A bunch of random survivalbonuses. Also quite random.

So yeah, I don't see the problem with SOME sets being unrelated. But sure, I could try to change up the Cottonhail to be something more akin to how they fight, but I don't got any ideas for it at the moment. If you have any ideas, please share! :)

29 minutes ago, Azamagon said:

1) Sorry, but I disagreed. The Basic set just looks like completely normal clothing to me.

Well, it looks like it, but in the beginning, when each rot dropped unique resources, this set was upgraded using Beets parts.

30 minutes ago, Azamagon said:

Also, it devs themselves have also done these kind of don't-see-the-connection-to-said-enemy sets. For example:

  • The Rillo's current set is just a bunch of different damage reductions
  • The Floracrane's set is just a bunch of critical bonuses, rather than directly related to how they fight.
  • The Quetzi set is about luck and powers, something I can't really see any connection with either.
  • Some seemingly random individual gears:
    • Bullrog's headpiece = +300 Teffra. I don't see any connection there.
    • Immorel's leggins = More potions. Ok, quite random, imo.
    • Bonejaw's headpiece and armor = A bunch of random survivalbonuses. Also quite random.

Ok, good point.

On 3/9/2025 at 2:37 PM, Azamagon said:

Snobball Longcoat - When you perfect dodge, you gain 1/1/2 Shield Segments.

A pretty powerful perk. Maybe instead of giving a shield segments, the player would grow. Similar to how Imbued Snobball works.

On 3/11/2025 at 6:13 PM, Kacpert25 said:

Well, it looks like it, but in the beginning, when each rot dropped unique resources, this set was upgraded using Beets parts.

Ok, I see where you are coming from. However, I think that has less to do with the Basic set being an actual Beets-set, and more to do with an old mechanic they simply had to work around. So, I will keep the suggested Beets-set (with its effects obviously being up for change)

3 minutes ago, Kacpert25 said:

A pretty powerful perk. Maybe instead of giving a shield segments, the player would grow. Similar to how Imbued Snobball works.

I was genuinely considering that! But I dunno what is stronger, as the growth effect can SERIOUSLY beef up your damage and attack range, to the point where I feel that gaining shield segments is probably the weaker effect of the two. Although, if the growth is only temporary, then I can see it being a thing. I'll add it as an alternative idea! :)

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