Azamagon Posted August 24, 2025 Share Posted August 24, 2025 (edited) Let's just get straight into the ideas! Daggers Spoiler A very versatile dual-wielded weapon type, having fast light attacks, strong heavy attacks and also powerful ranged attacks (with some limitations). While they are highly versatile, their melee combat range is a bit on the shorter side, and the ranged attacks have a limitted amount of spare daggers to throw in quick sequence (which can be restored though). General attack patterns: Light attack = Swipes quickly at short range. Heavy attack = Powerful stabs with both blades, after a bit of windup. Ranged attack = Hold heavy attack, then press light attack to throw daggers. The default amount of spare daggers you can throw is 6x. You can replenish them in multiple ways: Killing a rot restore 1x. If they miss and land on the ground, you can go and pick them up again. They automatically replenish 1x every 5 seconds. Dodge = Dodges like normal. Focus attacks: All attacks count as Focus hits if you have 5 or more hit streak. Hitting enemies in their backs count as Focus hits. The ranged dagger attacks are always considered Focus attacks. Potential skill attacks (aside from the typical rot-based attacks): Jump Kick = Jump up and forward with a kick, pushing back and knocking down struck enemies. Whirlwind Cut = Charge up and attack all around you. Hits multiple times; Each hit stuns enemies, with the last one knocking enemies down and pushing them back. Triple Trouble = Throw 3 daggers at once with a bit of a spread. Return Dagger = Pressing the skill-button causes your last thrown dagger to return to you (even if stuck in a rot - and "unsticking" it from a rot this way will also hurt that rot again!). This skill has a cooldown of 4 seconds. Shadowstep = Teleport to your last thrown dagger. If the dagger is stuck in a rot, appear behind the rot. Note: If you throw a dagger at a rot and it dies, the killing spot will leave behind a visual marker, to which you can teleport. Potential passive effects: Drill Throw = Each thrown dagger generates 1/2/3 more hit streak on hit (These extra free "hits" could also deal a tiny bit of damage, similar to the Attack Dice power). Combo Killer = Hitting 2 attacks with each of them being a different type (light, heavy or ranged) in a sequence within 1 second, increases the damage of all your attacks by 10/15/20%. Lasts 2 seconds. Potential weapons and designs: Aside from the Daggers consisting of, well, the obvious typical knives and daggers, they could also be: Sais ("Fork"-like daggers). Very short swords. Drill-like daggers (would fit well with the "Drill Throw" passive effect). Enemy claws repurposed as knives (like the claws of Bulbugs, or even Zuccos). Blade & Board Spoiler Wield a steady blade in one hand and a durable shield in the other, giving you both offense and defense alike. Combines slashes and thrusts with your blade, along with shield bashes and protective stances with your shield. Yes, this weapontype can quite uniquely defend itself from frontal attacks with more than just dodges, albeit with careful use of a unique "stamina" bar. It might not be the epitome of offense, but it certainly is one of the best defensive choices you can pick - protecting not just yourself, but potentially your team as well. General attack patterns: Light attack = Various slashes and thrusts (and potentially some quick jabs with the shield). Heavy attack = Chargeable shield bash; More charge = more damage and knockdown power. Can be charged up while blocking (more on that below). Dodge = Dodge as normal... but also: Block = Hold the dodge button to raise up your shield in front of you. While active, you will keep holding the shield, locked in the direction you last had before activating block (you need to lower the shield, then turn and raise it again if you want to change the side you hold up the shield towards). As for what the actual blocking does: Blocks (and destroys!) most projectiles that come into contact with the shield from the same direction. Can block most melee attacks from the same direction. Blocking non-boss attacks might also restrict back the enemy's forward momentum a bit, restricting their offensive movement, making it a pretty nice tool to stop nearby allies from getting struck by violent enemies. Can NOT block attacks that come from underground, and can NOT block explosives either. Due to that, be careful with any explosive projectiles! You can still move while blocking (maybe moving a bit slower while doing so?) While holding the shield up, a Stamina-bar appears above you. This drains quite slowly over time while the shield is up, but drains much more quickly while attacked). The Stamina-bar could even be a technical "health-bar", making it cost more Stamina to block a more damaging attack. And the Stamina-bar could then be increased with weapon levels. When NOT holding up the shield, the Stamina-bar recovers moderately fast over time. Note: As noted above, while Blocking, you can charge up a heavy attack to immediately release it when you find a good opportunity to retaliate, for example. Focus attacks: After blocking an attack, your attacks within 3 seconds after that count as Focus hits. Hitting enemies which are stunned or knocked down also count as Focus hits. Potential skill attacks (aside from the typical rot-based attacks): Shield Charge = Dash quickly forward a short distance with your shield in front of you, stunning any potential victim you crash into. Can be used while blocking. Turtle Mode = Go into a blocking state which protects you against attacks from all directions (including from above and below), and also protects you from explosions. However, you cannot move in this state, the Stamina-bar drains more quickly (like 50% faster), and you cannot charge up heavy attacks during this state. Would be quite fitting for something like a shield based on the Wollusk-shell. Hookshot Spike = Shoot out a chain-attached spike from your shield, to strike at a distance. Upon a successful spike hit, the chain will pull you into the enemy along with a stunning shieldtackle. Can be used while blocking. Upon a miss, the spike just retracts back to the shield thanks to the chain-attachment. Note: Instead of it being a spike with a chain-attachment on your shield, it could also be an attack done with your sword, which then has some kind of chain-attachment to it. That would probably look much clunkier though. Potential passive effects: Guarded Sprint = While blocking, move X% faster! Quaking Bash = Your heavy attacks cause explosions on hit. Heavy focus attacks have X% bigger explosive radius. Acid Response = Blocking attacks creates an acid pool beneath and in front of you. Perfect fit for something like a shield based on the Wollusk-shell. Retaliation Shield = Blocked projectiles bounce back at enemies (instead of being destroyed), and blocking melee attacks will both hurt and stun the enemy. This could be how blocking works by default as well (well, maybe not hurting meleeing enemies on block - that could be a passive, which then also boosts the damage of any redirected enemy projectiles). Potential weapons and designs: While a typical "Blade & Board" would normally consist of various swords and shields, these two could also be: Shells, instead of basic wooden/metal hields (like that of the Wollusk). Environmental-based hard shields, i.e. being made of ice, stones and/or gems etc. Short spears (i.e. a weapon with a longer handle and shorter blade than a regular sword, but overall with a similar length), instead of a typical sword Axes / Short halberds (as long as they have a spike or similar at the top, so thrust-attacks still make sense), instead of a typical sword. Note that the typical swords could be of many different types: Longswords, Sabres, Rapiers etc. Boomerangs Spoiler A short- to midrange throwing weapon. Each attack hits enemies twice; once when thrown, once on return. While the Boomerangs hit hard and up to two times with every attack, they are also a somewhat slow weapon to attack repeatedly with. It is actually somewhat similar to Strikers overall: They are best utilized well with good positioning and a tactical mindset, rather than as upfront "berserker" weapons. General attack patterns: Light attack = Throws the weapon a very short range, giving it an almost melee-like style. While lacking more in range and with moderate damage, due to the fast return, it can be used rather quickly. Due to the quicker return, it could have combos with its throws (where some throw it in a "wider" swiping attack, rather than just straight forward all the time). Heavy attack = Throws the distance a longer distance, But while it hits harder and further away, its long thrown distance means it can't be used very quickly. Hold the attack to increase range, flight speed and damage further. Dodge = Dodges like normal. Focus attacks: When the Boomerang returns (i.e. the second "hit"), the return-hit is considered a Focus attack. Potential skill attacks (aside from the typical rot-based attacks): Immediate Recall = Call a midflight Boomerang immediately back to you. Grand Leap = Jump up high and forward. Note: If you jump over the Boomerang, it means it will have to seek you out in another direction again, allowing for more guidance of the Boomerang before it fully returns to you, while also providing some protection from the leap itself! Rapid Return = Call a thrown boomerang to you, causing it to return to you with MUCH higher return speed and damage. 3 second cooldown. Totolilli Orbit = Throw the Boomerang orbitting around you twice. The second orbit is considered a Focus attack. Explosive Apex = Imbue your Boomerang with explosive energy. On your next heavy attack, create a big explosion at the Boomerang's return point (i.e. at its furthest point). Detonation = When your Boomerang is in flight, use this skill to cause an explosion with the Boomerang, while also immediately call the Boomerang to fly back towards you. This has a 6 second cooldown. Potential passive effects: Focus Reversal = The outward throw is a Focus hit, but the return hit is not. Momentum = The longer the Boomerang is in flight, the more bonus damage it gets. Ricochet = Hitting an enemy with your heavy attack will cause the Boomerang to homingly bounce to another nearby enemy (if other enemies are close enough), up to 1/2/3 times. Only counts for the outward throw, not the return path. Also, the return path behaves as normal, with the Boomerang flying back to you in a straight path. Sawblade Grind = Your Boomerang heavy attack flies more slowly, and hits with less power, but it deals damage to the target continously for as long as it touches the Boomerang Still only causes Focus hits on the return flight. Potential weapons and designs: Aside from the obvious Boomerangs being, well, a typical L-esque shaped Boomerang, they could also be: Bladed Boomerangs (with many different shapes and forms) Chakram disc Yoyo-like weapon (which could have very fast travel flight as its passive) Sawblade Propeller (similar to the propeller on the Gooseberry enemy, for example) Cross-shaped, be it blunt or bladed (think Castlevania's Boomerang-cross) "Mushroom Hat" (like the Blue Toady) Totolilli and/or Iriss "Razorleaf" Other thoughts: The Owlitzer's skill effect (the pushback wind) could also count as "rethrowing" the Boomerang at a distance, if the wind hits the Boomerang, perhaps? Edited August 25, 2025 by Azamagon 3 Link to comment https://forums.kleientertainment.com/forums/topic/167698-new-weapon-type-ideas-daggers-blades-boards-boomerangs/ Share on other sites More sharing options...
AviatorBean Posted August 25, 2025 Share Posted August 25, 2025 Love the boomerang ideas, Boomerangs and Yoyos are my most wanted weapons. Not sure how to make focus hits with them fun and unique though, just having them be focus hits on return doesn't seem that interesting 1 Link to comment https://forums.kleientertainment.com/forums/topic/167698-new-weapon-type-ideas-daggers-blades-boards-boomerangs/#findComment-1832740 Share on other sites More sharing options...
Azamagon Posted August 25, 2025 Author Share Posted August 25, 2025 16 hours ago, AviatorBean said: 1) Love the boomerang ideas, Boomerangs and Yoyos are my most wanted weapons. 2) Not sure how to make focus hits with them fun and unique though, just having them be focus hits on return doesn't seem that interesting 1) Oh yeah, Boomerangs and similar weapons are just so cool! 2) Agreed. I was thinking of multiple different ways to make them different from the others, but it ended up being similar to the other ones. Here was my thinking: "How about having all attacks chargeable, and then if you release it at JUST the right spot, they become Focus attacks? No, that's how the Bows work" "Ah, what about if you hit an enemy with both of the outward and return attacks in very short time (i.e. hitting an enemy when they are very close to the apex point of the flight) - no, that is ALSO very similar to other part of Bows, the bullseye mechanic. "Oh I know, how about if you attack again right after the Boomerang returns to your hands, then that is a Focus attack... no wait, that's how the heavy attack of Stikers work." So, yeah, that's why I ended with a really boring one as my current (honestly kinda placeholdery) suggestion. If you (or anyone for that matter) has any other ideas, I'd love to hear them! At least I'm quite happy with the Daggers and Blade & Board ones 1 Link to comment https://forums.kleientertainment.com/forums/topic/167698-new-weapon-type-ideas-daggers-blades-boards-boomerangs/#findComment-1832820 Share on other sites More sharing options...
AviatorBean Posted August 25, 2025 Share Posted August 25, 2025 5 hours ago, Azamagon said: "Ah, what about if you hit an enemy with both of the outward and return attacks in very short time (i.e. hitting an enemy when they are very close to the apex point of the flight) - no, that is ALSO very similar to other part of Bows, the bullseye mechanic. This effect i could see being interesting but it does also seem too close to spear as well The Dagger ideas are great aswell! although i think the hitstreak might be a bit too easy to get to get focus hits on every attack The Blade and Board could also be cool, the focus requirement could be interesting to promote a risker playstyle by requiring an attack block to get it Link to comment https://forums.kleientertainment.com/forums/topic/167698-new-weapon-type-ideas-daggers-blades-boards-boomerangs/#findComment-1832851 Share on other sites More sharing options...
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