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As the title said I have just come up with an idea of a new type of weapon, and I temporarily named it Ninja Twin Blades.

The feature of this weapon is its lightness and speed you can feel when you attack. And most importantly, after you dodge, if you continue to hold the dodge button, you will enter a "rapid movement" stance. In this stance, both your attack posture and damage will be changed.

It kinda looks like Twin Daggers in Dead Cells
And i drew a concept picture to show how it works after you hode the dodge button.

 

Besides I have a suggestion for the skillpower of yammo weapon. 

In the current version, this power enables you to deliver a punch immediately after taking damage, and it will heal all the damage you have suffered, regardless how much damage you have caused. This might be a bit too strong. The formula of my suggestion is "[healing] = max([damage you deal] * [multiplier(maybe 0.25)] , damage you take)" 。 This might make you need to "carefully consider" something before each punch, rather than simply using it without thinking. 

342_170512174953_1_lit.jpg

concept.png

7 minutes ago, ashaka said:

As the title said I have just come up with an idea of a new type of weapon, and I temporarily named it Ninja Twin Blades.

The feature of this weapon is its lightness and speed you can feel when you attack. And most importantly, after you dodge, if you continue to hold the dodge button, you will enter a "rapid movement" stance. In this stance, both your attack posture and damage will be changed.

It kinda looks like Twin Daggers in Dead Cells
And i drew a concept picture to show how it works after you hode the dodge button.

 

Besides I have a suggestion for the skillpower of yammo weapon. 

In the current version, this power enables you to deliver a punch immediately after taking damage, and it will heal all the damage you have suffered, regardless how much damage you have caused. This might be a bit too strong. The formula of my suggestion is "[healing] = max([damage you deal] * [multiplier(maybe 0.25)] , damage you take)" 。 This might make you need to "carefully consider" something before each punch, rather than simply using it without thinking. 

342_170512174953_1_lit.jpg

concept.png

No, not MAX([damage you deal] * [multiplier(maybe 0.25)] , damage you take)", but MIN([damage you deal] * [multiplier(maybe 0.25)] , damage you take)"

  • Like 5

Interesting idea, I personally would like to see a Sword and Shield with a nice mix of shield bashing, smacking, and sword attacks of course with a focus system based on switching between sword hits and shield hits. But this is also a good idea for a weapon since it would (I would assume) be much faster than other weapons in the game.

  • Like 1

Oh I can totally see a (Dual) Daggers (maybe a better name than Ninja Twin Blades?) being a weapontype! If not emphasizing movement speed, I could see them being a hybrid melee/ranged weaponry, with light attacks being swift slashes and stabs, regular heavy attacks being powerful "cross-cut" swipes or stabs, while HOLDING heavy attack allows you to throw spare daggers. Hitting with regular attacks could then refill the throwable dagger "ammo", to really emphasize the hybrid playstyle.

Other weapontypes could be Sword and Shield, as @Rahk said. Alongside the shield bashes and sword swings, I could even see it being more defense-oriented with a block mechanic of some sort (instead of / alongside dodging?). I can see a lot of potential variety here too.

I'd also love some Boomerang kind of weaponry (although I guess unlikely, with Jackalope and Ballmerang being the best we will get in that regard?) But if so, I'd see light attacks being about using the weapon in melee range (even with one of the melee attacks throwing the boomerang around you, in an orbitting fashion), while heavy attack throws it, with it then returning after the throw is complete. Different variants could have very different throws: Basic throw is like an enemy-piercing straight throw, while some ricochets from enemy to enemy, another might have an explosive impact, another could have a single target "drill"-like impact, then another can charge its basic throw for a really fast and longdistance throw... actually, there's quite a lot of potential variety to this weapontype, without overlapping with Strikers!

 

Edited by Azamagon
  • Like 1
10 hours ago, Azamagon said:

 

I'd also love some Boomerang kind of weaponry (although I guess unlikely, with Jackalope and Ballmerang being the best we will get in that regard?) But if so, I'd see light attacks being about using the weapon in melee range (even with one of the melee attacks throwing the boomerang around you, in an orbitting fashion), while heavy attack throws it, with it then returning after the throw is complete. Different variants could have very different throws: Basic throw is like an enemy-piercing straight throw, while some ricochets from enemy to enemy, another might have an explosive impact, another could have a single target "drill"-like impact, then another can charge its basic throw for a really fast and longdistance throw... actually, there's quite a lot of potential variety to this weapontype, without overlapping with Strikers!

 

Boomerang Is my most wanted weapon type. Even if it was just a weapon variant, the ballermang is really disappointing as a boomerang and the Jackalope fills a different niche

  • Like 2

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